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Races

Yggdrasil Additions

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0% found this document useful (0 votes)
85 views110 pages

Races

Yggdrasil Additions

Uploaded by

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

The races in Yggdrasil are divided into 3 divisions. These divisions will be looked at in
small detail and are as follows: Humanoid, Demi-Humanoid and Heteromorphic Races.
Humanoids
Humanoids are races who are pretty much human. They greatly resemble humans in
appearence, but they are still unique in the sense of abilities and history. They are as
followed:
Human
Elf
Dwarf
Hafling
Gnome
Demi-Humanoid
Demi-Humanoids still resemble humans or another humanoid race in some way.
However, it is here in the racial tree that you will find the biggest differences, especially
the Beastfolk. These races are as followed:
Kalashtar
Shifter
Changeling
Aasimar
Fairy
Firbolg
Genasi
Gith
Goblin
Half-Hag
Hobgoblin
Goliath
Orc
Tiefling
Triton
Vedalken
Warforged (Construct)
Yuan-Ti Purblood
Beastfolk
Aarakocra (Eagle-Folk/Hawk-Folk)
Bugbear (Bearish Goblinoid)
Catfolk (Feline-Folk)
Centaur (Horse-Folk)
Dragonborn (Dragon-Folk)
Gipp (Hippo-Folk)
Harengon (Rabbit-Folk)
Hadozee (Squirrel-Folk)
Kenku (Raven-Folk)
Kobold (Dragon-Folk)
Leonin (Lion-Folk)
Lizardfolk
Loxodon (Elephant-Folk)
Minotaur (Bull-Folk)
Owlfolk
Plasmoid (Ooze)
Satyr (Goat-Folk)
Simic Hybrid
Tabaxi (Cheetah-Folk)
Tortle (Tortis-Folk)
Wolfborn (Canine-Folk)
Yuan-Ti (Serpantine-Folk)

Heteromorphic Races
These races are, more often than not, seen as monsters. Typically for experienced
roleplayers; they are made up of fiends, celestials, aberritions, shapechangers and
undead. Any class that gants you permanent summons is also limited. You can only
have a maximum of one perma summon granted from your race following you at a given
time, due to your growing army protecting your lair. If your race grants you perma
summons through spells, and you cast that spell or a similar one again, your perma
summon companion remains and your additional summons remain with you for the
duration of the spell before de-summoning or returning to your lair. If a perma summon
dies, once per long rest you can use your action to summon another perma summon in
your arsenal without expending spell slots. When your total adventuring levels equal
20,you can choose to summon mid tier creatures, and when you reach level 40, you can
choose to summon high tier creatures. These don't include any NPC's created by you
as they aren't under your direct control, they are just unwaveringly loyal to you. The DM
may still give you direct control.
Let's begin with Celestials and Fiends.

Angels
Traits
Angels are spiritual beings created by a lawful good being to act as servants,
messangers and warriors.
Ability Score Improvement: You get +2 to Cha and +1 to Wis.
Age: You were created fully formed and do not age, and therefore cannot be aged
magically.
Alignment: Your alignment would usually fall between lawfull good and lawfull nuetral.
Some angels may prefer to keep an open mind leaning them towards true neutrality. If
your alignment changes past this, your wings are clipt and you instead become a devil.
Size: Your size is medium.
Speed: Your base walking speed is 30ft. You can also summon and de-summon
spectral wings to appear on your back as a bonus action giving you a fly speed of 30ft.
Darkvision: You have 60ft of darkvision. Your celestial heretaige allows you to descern
colour in the dark.
Radiant Absorbsion: You are immune to radiant damage. Any radiant damage dealt to
you heals you instead. You are also resistant to fire damage.
Perfect Mind: You have advantage on saving throws against being charmed.
Addidtionally, because your body and soul are one, you cannot be possessed.
Celestial: Your creature type is celestial.
Healing Touch: You have a pool of d8's equal to your total adventuring/racial levels. As
an action, you touch a creature and it regains hp according to how much of your pool
you use. In addition, the creature is freed from blindness, deafness or poison. Half of
your pool, rounded up, is regained after a long rest. Full recharge after 2 long rest
without expension or by a day off.
Immortal: Your body and soul are one. As such, if you are not slayen on your native
plane, you don't fully die and return there to your native plane. If you die on your native
plane, and at max level by a deitric level artifact or higher, you are killed outright. The
same is for any soul, and said souls are home in Ikasha. They cannot be resurrected by
any means except by the use of a world item.
Hero of Asgard: When you reach 9th level in the angel class, you innately learn the
summon celestial spell. In addition, when you cast this spell on a cleric or paladin that
serves you they are permanently under your control as a celestial spirit. When granting
power in this way, the casting time for this spell is 10min.
Celestial Commander: When casting a spell that summons a celestial, you don't
require concentration.
Languages: You can speak, read and write common, celestial and one other language
of your choice.
Backgrnoud : Divine Servant.
: Skill Proficiencies: Religion and Insight.
: Languages: Two of your choice.
: Equipment: A self filling flask of soma or
ambrosia, from which only you can derive
sustenance; a flask of holy water; 10 precious gems
chosen by you (2gp each); 10gp
Racial Class: Angel Paragon
Angels are benevolent and dreadful, but not infallible; for they strive with each other,
and their creator to make peace between the realms. Most of them serve either as
intermediaries between the outer plane and the material realm, or as guardian spirits.
Some are here to protect, some are here to destroy life to open way for new life.
Innocence is their nature to a certain degree. It is rare that they bring themselves to tell
a falsehood, as dishonor is such an alien concept to them.
Angels are referred to in connection with their spiritual missions; the missions of their
surperiors, the Seven Archangels.
Exquisite Form
Angels have the shape of humanoids of extraordinary beauty, halos, and light for some.
They stand taller than the average human. Some have fair hair ranging from white to
light brown, whilst others are bald. They commonly have blue and gold eyes of many
shades from light to dark. They are slim and muscular. Angels have large feathery wings
that span equal to their height and can be white, brown, silver or black, the average
angel has one pair of wings but rare angels can even sometimes have two or three.
Some ranks of angels take the form of immaculate humans or of some other humanoid
race. Other angels have androgynous bodies of transcendent beauty.
Adventuring Angels
Angels do not interact with mortals unless instructed to do so by their superiors, as they
are such fragile and innocent souls, but few in the past have chosen to wander the
material realm learning how mortal beings live. However, there are times when the
world below requires the presence of an angel to deal with a problem. An adventuring
angel is weighed down by the material realm, unable to maintain their full divine power.
Over time, they can learn to tap into their true form.
Prerequisites
You must be an angel.

Class Features
As an Angel Paragon you gain the following class features.
Hit Points
Hit Dice: 1d8 per Angel Paragon level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Angel Paragon level
after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: musical instrument (Horn, Lute, Lyre or Viola)
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following; Animal Handling, Insight, Perception, Performance,
or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) a shortsword or (b) a quarterstaff
(a) a shortbow and 20 arrows or (b) 5 javelins
(a) diplomat's pack or (b) robes and a priest's pack, a Horn, Lute, Lyre or Viola

Innate Spellcasting
At some levels you learn to cast some spells innately. When you cast a spell innately,
you only need to use verbal components. When you finish a long rest, you regain the
uses of each of your innate spells.
Starting at 1st level, you can innately cast detect evil and good once, being able to do
so again after finishing a short or long rest. Starting at 5th level in this class, you can
cast it at will.
Starting at 9th level, you can innately cast commune once, being able to do so again
after finishing a short or long rest.
Angelic Armor
If you are not wearing armor, your armor class equals 10 + your Dexterity modifier +
your Charisma modifier.

True Form
As an adventuring angel, you have spent so long in the material realm that you feel the
weight of mortal life. In battle, you can briefly unleash your full power. On your turn, you
can enter your true form as a bonus action.
While in your true form, you gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical
attacks.
- You have advantage on saving throws against spells and other magical effects.
- You are immune to the charmed and frightened conditions.
- You lose all levels of exhaustion, and you cannot gain any levels of exhaustion.
- Your true form lasts for 1 minute. It ends early if you are knocked unconscious.
You can end your true form as a bonus action. You can enter your true form again when
you finish a long rest. When you reach 7th level in this class, you can enter true form
twice, regaining all expended uses after finishing a long rest. At 20th level, your true
form lasts for 5 minutes and you can now do it 3 times per long rest. If you are in
asgard, you remain in your true form indefinitely.

Divinity Points
At 2nd level, you have 2 divinity points, used to fuel other class features, and you gain
more as you reach higher levels, as shown in the Divinity Points column of the Angel
table. You can never have more divinity points than shown on the table for your level.
You regain all spent divinity points when you finish a long rest.

Angelic Weapons
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one
or more divinity points to deal radiant damage to the target, in addition to the weapon's
damage. The extra damage is 1d8 for each divinity point expended, to a maximum of
5d8. In addition, the attack is considered to be made with a magic weapon.

Tongues
From 3rd level onwards you can expend one divinity point to speak in tongues for 10
minutes. For the duration, you can understand any language spoken to you; and when
you speak, any creature that knows a language understands you.
Flight
At 5th level, you earn your angelic wings. Your spctral wings are now feathered, and the
colour varies on alignment. This increases your fly speed by 30ft.

Improved Healing Touch


Starting at 6th level, you can use your Healing Touch racial trait to free a creature of any
disease.
At 10th level, you can use your Healing Touch trait to free a creature of any curse.

Telepathy
Starting at 8th level, when you use your tongues feature, you can also communicate
telepathically to creatures within 120 feet of you.

Angelic Sphere
When you take levels into the Cleric adventuring class, your place in the hierarchy of
angels becomes manifest. Choose the First, Second or Third sphere. These spheres
can only be chosen if you choose the cleric class and subclass associated with your
superior, and each sphere is dependet on your superior. Additionally, as you level up in
cleric, your angel level is also increased to gain later leveled angel abilities:
Chamuel: Chamuel is responsible for bringing Peace to the world. However he is just
as capable of bringing chaos as he does order. His domain is Trickery and Order. (First
Sphere)
Raphael: He is responsible for Healing all physical and mental ailments. His domain is
Life. (First Sphere)
Gabriel: Gabriel is the Archangel who communicates with mortals of the Material, and
delivers messages from F8. F8 can even choose to appear to mortals himself. Gabriel
resides in the domain of Knowledge and Arcana. (Second Sphere)
Jophiel: Jophiel is responsible for guiding you to see the beauty in all things by
redirecting your perception to love. He resides in the domain of Nature. (Second
Sphere)
Michael: Michael's role is to Protect mortals. He is a warrior that is aligned with
courage, strength and justice. His domain is Light and Tempest. (Third Sphere)
Ariel: Ariel is responsible for the protection of Midgard. His domain is War and Forge.
(Third Sphere)
Azreal: Azreal helps the dead transition into their respective spirit realm. He has
domain over the Grave and Death. (Third Sphere)
First Sphere
Angels of the first sphere guide and protect mortals, acting as messengers. This sphere
includes devas. You gain the following benefits:
At 12th level, you can cast the find steed spell once every long rest without expending a
spell slot. When you do so, spend a number of divinity points equal to half the spell slot
level you wish to cast it at, rounded down. Your steed remains with you indefinitely until
it dies, or you dismiss it as a bonus action. You can use your action again to re-summon
it as long as it didn't die.
At 14th level, you have a greater connection to the Archangels than most and regularly
report to them; your divine intervention cleric feature always succeeds and you can do it
one additional time.
At 17th level, while in bright light, you can use your action to become invisible until you
take the attack action, cast a spell or are hit. If you move you are still invisible but
creatures can use their reaction to notice movement in the light, but they can only make
the roll if their passive perception is higher than your stealth, making a perception check
without disadvantage. If they notice you, they can flat attack you.

Second Sphere
Angels of the second sphere are direct servants and stewards of their deity. This sphere
includes solars. You gain the following benefits:
At 12th level, you know if you hear a lie and gain extra attack.
At 14th level, you have a greater connection to the Archangels than most and regularly
report to them; your divine intervention cleric feature always succeeds and you can do it
one additional time.
At 17th level, you can spend one Divinity Point to cast Zone of Truth or Detect Thoughts
once per short rest.

Third Sphere
Angels of the third sphere guide and rule spirits, create signs and miracles, and act as
divine warriors. This sphere includes planetars. You gain the following benefits:
At 12th level, you can expend one divinity point to magically teleport, along with any
equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can
see.
At 14th level, you have a greater connection to the Archangels than most and regularly
report to them; your divine intervention cleric feature always succeeds and you can do it
one additional time.
At 17th level, you can expend 3 divinity points to emit magical, divine energy. Each
creature of your choice within a 10-foot radius must make a Dexterity saving throw,
taking 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much on a
successful one. The DC of the saving throw is equal to 8 + your proficiency bonus +
your Charisma modifier.

Titles:
Angels gain the following titles at the respective character levels.
Devout Learner (Lvl.1)
Faithful Follower (Lvl.6)
Arch Priest (Lvl.11)
True Angel (Lvl.16)
Valkery (Lvl.20)
Angels can recieve the Archangel title only if chosen to be the original's successor. It will
be an honourific title, making them an Archangel of their respective domain and not the
Archangel, until the original is sent to Ikasha.

Nephilim
Nephilim are the half breeds between humans and celestials or fiends. Some even
claim to be the offspring of both celestial and fiend, such is the case with the Four
Horsemen.
Prerequisite: You need to be either an Aasimar or a Tiefling.

Class Features
As a Nephilim you gain the following class features.
Hit Points
Hit Dice: 1d8 per Nephilim level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nephilim level after
1st
Proficiencies
Armor: Light, Medium Armor, Heavy armor and Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Arcana, Nature and
Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
A necklace that has either a blue (Celestial) or red (Demonic) crystal attached; that is
infused to the wearer.
(a) leather armor or (b) padded armor
(a) Scholar's Pack or (b) Explorer's Pack
Healer’s Kit

Spirit Weapon I
Starting at 1st level, you learn that your necklace has a Spirit weapon bound to it, when
you attack with this weapon, you can use your Charisma modifier, instead of Strength or
Dexterity, for the attack and damage rolls. You can use your action to create a Spirit
weapon in your empty hand. You can choose the form that this melee weapon takes
each time you create it. You are proficient with it while you wield it. This weapon counts
as magical for the purpose of overcoming resistance and immunity to nonmagical
attacks and damage.
Your Spirit weapon disappears if it is more than 5 feet away from you for 1 minute or
more. It also disappears if you use this feature again, if you dismiss the weapon (no
action required), or if you die.
You can transform one magic weapon into your Spirit weapon by performing a special
ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which
can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it
appears whenever you create your Spirit weapon thereafter. You can't affect an artifact
or a sentient weapon in this way. The weapon ceases being your Spirit weapon if you
die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to
break your bond to it. The weapon appears at your feet if it is in the extradimensional
space when the bond breaks.
This Spirit weapon when summoned either assumes a Demonic or Angelic appearance,
blue being angelic, and red being demonic. The weapon deals the amount shown on
the Nephilim Damage table of either radiant (blue) or necrotic (red) damage, depending
on the color of the crystal on your necklace. In addition to this damage, your weapon
also gains one of the following effects of your choice.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
- Blessed Warrior
You learn two cantrips of your choice from the cleric spell list. They count as Nephilim
spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a
level in this class, you can replace one of these cantrips with another cantrip from the
cleric spell list
- Improved Spirit Weapon
You can use any weapon you summon with your Spirit Weapon feature as a
spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a
magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, heavy
crossbow, or a heavy/two handed weapon.

Supernatural Bloodline
When you get this at 2nd Level, you must choose which bloodline your character came
from, either Demonic or Angelic. Which are shown later in this Class. If they could be
from either Bloodlines, you may replace one Bloodline archetype with another after your
next level, and when you do so, you exchange all of your options gained from the
previous archetype.

Spellcasting
You have learned to untangle and reshape the fabric of reality from your own Bloodline
and Spirit. Your spells are part of your heritage, and magic that you can adjust to
different situations.
Cantrips
You know two cantrips of your choice from the Nephilim spell list. You learn additional
Nephilim cantrips of your choice at higher levels, as shown in the Cantrips Known
column of the Nephilim table.
Spell Slots
The Nephilim table shows how many spell slots you have to cast your 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. For example, if
you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell
slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Nephilim spell list.
The Spells Known column of the Nephilim table shows when you learn more Nephilim
spells of your choice. Each of these spells must be of a level for which you have spell
slots, as shown on the table. For instance, when you reach 3rd level in this class, you
can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Nephilim
spells you know and replace it with another spell from the Nephilim spell list, which also
must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Nephilim spells. Your magic comes from
your bloodline along with the heart and soul you pour into your own Spirit. You use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a Nephilim spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any Nephilim spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument or your Spirit Weapon as a spellcasting focus for your
Nephilim spells.

Spirit Weapon Upgrade II


When you reach 4th level, you gain access to another Spirit Weapon option that follows
the same rulings as the Spirit Weapon. This spirit weapon can be either a simple or
martial weapon, which also gains the benefits of the Nephilim Damage Table If this
Spirit Weapon is in your offhand, with another Spirit Weapon in the other, you may add
your ability modifier as the damage to your offhand strike, if you do not already.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn, at 12th level, you can attack thrice, instead of twice.

Spirit Weapon Upgrade III


At 8th level, you gain access to another spirit weapon, red crystal equaling a demonic
weapon, and blue crystal equaling an angelic weapon, this weapon can be listed as a
shield or any ranged weapon for which you have proficiency in where the ammunition is
not required as it is your raw power and energy, it deals the damage as shown on the
Nephilim Table, of either Radiant or Necrotic.
Spirit Weapon Upgrade IV
At 11th level, you gain access to another spirit weapon, blue crystal equaling an angelic
weapon, and red crystal equaling a demonic weapon, it deals the damage as shown on
the Nephilim Damage Table, you may now also select either Radiant or Necrotic
damage for your attacks, before you go to attack a creature. Additionally, if you manage
to critical hit whilst attacking with your Spirit Weapon, you may attack with the weapon
again, but can only do this once per turn. If this is whilst having an off-hand weapon,
you may instead attack twice.

Spirit Weapon Upgrade V


At 18th level, you gain access to your final Spirit Weapon, and can absorb a 5th
Weapon. This weapon assumes an appearance that is both Angelic and Demonic.
Previously Existing Spirit Weapons deal this same damage. Each weapon that you can
summon, gains the ability to now summon the effects of other Spirit Weapons, if they
can apply. Your final Spirit weapon that you have chosen gains these traits, and can
have its form exchanged as a bonus action. Your other weapons keep their traits, as
they only bonded their own towards your final Spirit Weapon. For example, if one
weapon dealt 1d6 cold damage, but you had vulnerability to fire, and another weapon
gave immunity to thunder. Your final weapon may be customized to deal 1d6 cold
damage and have immunity to Thunder. You may apply this to two weapons or a
weapon and a shield. However they cannot have the property taken from another.

Supernatural Bloodlines

Angelic
At 2nd level, you may choose one of the following options, following your ancestry. You
may change your option every time you gain a level in this class, however you lose all
benefits when you change your choices. You gain the language Celestial additionally.
Rebuke
Spectral radiant wings disperse for a moment, granting the Nephilim advantage on their
next Dexterity save while granting the Nephilim the affects of the Levitate spell for the
duration the spell. This can only be used once per long rest.
Angelic Grace
You can use your reaction when you fall to reduce any falling damage you take by an
amount equal to five times half your Nephilim level.
Radiant Mind
The whispers of the heavens speak to you, granting you expertise in a skill of your
choice; Arcana, Religion, Nature, or History. When performing this skill on anything
Celestial, roll with Advantage.
Luminescent Halo
-Prerequisite: Aasimar;Lawful Good
The Nephilim is granted a halo that provides 10ft of light, along with proficiency in
Wisdom saving throws. The bearer of the halo also has advantage against Charm, Fear,
and Sleep affects that are caused by magical means.
Angelic Healing
At 2nd Level, as an bonus action, you may heal yourself or an ally within 30 feet for 1d6
hit points. You can use this feature a number of times equal to 1 + your Nephilim level,
and the maximum number of dice you can spend at once equals your Charisma
modifier (minimum of one die). Roll the dice you spend, add them together, and restore
a number of hit points equal to the total. You regain any expended uses when you finish
a long rest.
Summoned Blades
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action
to summon a bladed weapon made holy energy, and launch it at an area or target of
your choice. You are proficient in this and Charisma is your spellcasting ability for this.
This range is 60 feet, and deals 1d8 piercing to one target, then every creature within 5
feet must make a Constitution saving throw or take 2d4 radiant damage. You can use
this feature a number of times equal to your Charisma modifier (a minimum of once).
You regain any expended uses when you finish a long rest. Your Summoned Blades die
changes when you reach certain levels in this class. The die becomes a 1d10 at 7th
level, a 1d12 at 10th level, and the radiant damage becomes a 2d8 at 15th level.
Blade Warp
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use
after the effects of Summoned Blades as a Free Action. When activating this ability
chains will appear from the Summoned Blades and be able to pull a target to an
unoccupied space within 5ft of the user, an unwilling target may make a Constitution
saving throw against the Nephilim's spell save DC to resist being pulled. This is a form
for forced movement and does not provoke Attack of Opportunity; this ability does not
affect any creature sizes larger than medium.
Nephilic Form
At 14th level, you gain access to a Nephilic form. As a bonus action, you may assume
an Angelic form, granting you a flying speed equal to your movement speed, have the
ability to deal half your Nephalim Level as extra Radiant damage (At 14th Level, 7
damage) when you deal weapon damage, and a bonus +2 to attack rolls. This form only
has a duration of 1 round x Nephilim level and may only be used twice per long rest.
Nephilic Wrath
At 20th level, you gain access to Nephilic Wrath. As an action, you may use the power
of your inner angel to heal a friendly target for 5d12 hit points, and grant them 1d12
temporary health. You may do this once before requiring a long rest.
Demonic
At 2nd level, you may choose one of the following options, following your ancestry. You
may change your option every time you gain a level in this class however you lose your
features when you change your choices. You gain the language Infernal additionally.
Demonic Strength
When having your weapon summoned, this grants you the strength of a demon, giving
you advantage on your next Strength based check or saving throw. You may only
receive the advantage to Strength based rolls once per every short rest.
Demonic Defense
When having your weapon summoned, this grants you the defense of a demon,
granting you immunity to all poisons and disease, and advantage on your next
constitution saving throw. This effect ends when combat ends, or your weapon is
desummoned. This can only be done once per short rest.
Demonic Deceit
When having your weapon desummoned, this grants you the persuasion and deceit of a
demon, granting you expertise to your deception check, and advantage to your next
Charisma based check or saving throw. Summoning your Bound Weapon or entering
combat removes the effect, this only applies once every short rest.
Demonic Moving
Whilst having your weapon desummoned, this grants you the ability to move like a
demon, granting you advantage to your next Dexterity saving throw, and advantage and
expertise to impress on dancing-based performance checks. Summoning your Bound
Weapon or entering combat removes the effect, this also is once per every short rest.
Demonic Smite
At 2nd Level, you may use Demonic Smite as a bonus action, and curse an enemy
target creature within 30 feet to deal 2d8 Necrotic damage to them, which lasts for the
next minute, this effect is used up after your hit. You can use this feature a number of
times equal to your Charisma modifier (a minimum of once). You regain any expended
uses when you finish a long rest.
Summoned Blades
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action
to summon a bladed weapon made demonic energy, and launch it at an area or target
of your choice, you are proficient in this, and Charisma is your spellcasting ability for
this. This range is 60 feet, and deals 2d8 piercing to one target, than every creature
within 5 feet must make a Constitution saving throw or take 2d4 necrotic damage. You
can use this feature a number of times equal to your Charisma modifier (a minimum of
once). You regain any expended uses when you finish a long rest. Your Summoned
Blades die changes when you reach certain levels in this class. The die becomes a
1d10 at 7th level, a 1d12 at 10th level, and the necrotic damage becomes a 2d8 at 15th
level.
Blade Warp
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use
after the effects of Summoned Blades (no action required). As a Demonic aspect of the
Bloodline you instantly warp the pierced target towards you, this can be done on allies,
however they must take the full effects of the Summoned Blades. An unwilling target
may make a Constitution saving throw against your spell save DC.
Nephilic Form
At 14th level, you gain access to a Nephilic form. As a bonus action, you may assume a
Demonic form, doubling your movement speed, gain half your level Necrotic damage
(At 14th Level, 7 damage), and a bonus +2 to attack rolls. This form only has a duration
of 1 round x Nephilim level and may only be used twice per long rest.
Nephilic Wrath
At 20th level, you may use the power of your inner demon to wreak havoc on all who
oppose you. Target up to six enemies who need to make a Wisdom save, and Deal 1d4
psychic damage to them. One minute after each target suffered the psychic damage,
you deal 8d12 Necrotic damage to the targets and the targets are stunned for a minute.
You may only do this once before requiring a long rest. Your Nephilic Form also no
longer takes damage as you have adjusted to your surroundings.

Nephilim Spell List


A Nephilim has a constant internal battle, with a mixture of mind altering, healing, and
destructive magic, with a little bit of demonic trickery afoot.

Cantrips
Blade Ward, Booming Blade, Eldritch Blast, Cause Fear, Friends, Green-Flame Blade,
Light, Mage Hand, Message, Prestidigitation, Sacred Flame, Spare the Dying,
Thaumaturgy, Thorn Whip, True Strike
1st-Level
Absorb Elements, Arms of Hadar, Bane, Bless, Charm Person, Command, Compelled
Duel, Comprehend Languages, Cure Wounds, Detect Evil and good, Detect Magic,
Disguise Self, Dissonant Whispers, Divine Favor, Expeditious Retreat, Faerie Fire,
Guiding Bolt, Healing Word, Hellish Rebuke, Heroism, Hex, Inflict Wounds, Protection
from Evil and Good, Ray of Sickness, Sanctuary, Searing Smite, Shield of Faith, Sleep,
Tasha's Hideous Laughter, Thunderous Smite, Wrathful Smite
2nd-Level
Aid, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Crown of Madness,
Darkness, Flame Blade, Hold Person, Invisibility, Magic Weapon, Misty Step, Prayer of
Healing, Ray of Enfeeblement, Shadow Blade, Silence, Spiritual Weapon, Zone of Truth
3rd-Level
Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Blinding Smite, Blink,
Crusader's Mantle, Daylight, Dispel Magic, Fear, Fireball, Hunger of Hadar, Mass
Healing Word, Nondetection, Sending, Spirit Guardians, Thunder Step, Tongues,
Vampiric Touch
4th-Level
Aura of Life, Aura of Purity, Banishment, Blight, Compulsion, Confusion, Death Ward,
Divination, Dominate Beast, Evard's Black Tentacles, Find Greater Steed, Guardian of
Faith, Phantasmal Killer, Polymorph, Staggering Smite
5th-Level
Banishing Smite, Circle of Power, Commune, Contact other Plane, Contagion,
Destructive Wave, Dispel Evil and Good, Dominate Person, Flame Strike, Geas,
Greater Restoration, Hallow, Hold Monster, Holy Weapon, Mass Cure Wounds, Modify
Memory, Planar Binding, Reincarnate
6th-Level
Chain Lightning, Circle of Death, Create Undead, Disintegrate, Eyebite, Harm, Heal,
Planar Ally ,Wall of Ice, Word of Recall
7th-Level
Divine Word, Finger of Death, Prismatic Spray, Regenerate, Resurrection, Symbol
8th-Level
Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Dominate Monster, Feeblemind, Holy
Aura, Mind Blank, Power Word Stun, Clone
9th-Level
Mass Heal, Meteor Swarm, Power Word Heal, Power Word Kill, Storm of Vengeance,
True Polymorph, Weird, Wish

Titles:
Nephilim will recieve titles at their respective character levels.
Half-Breed (Lvl.1)
True Nephilim (Lvl.6)
Apposal of the Four (Lvl.11)
Aspect of the Four (Lvl.16)
Horseman (Lvl.20)

Fiends
Traits
Ability Score Increase: Your Charisma increases by 2, and your Str/Dex score
increases by 1. (Str for devil, Dex for demon)
Age: A common fiend is an old being, maturing at 500 and living for an unknown time.
They are effectively immortal, many scholars think, but even they can be killed.
Alignment: Fiends lean towards the chaotic neutral and chaotic evil sides of the scale.
Though it is their nature to be evil, they may sway to aid the side of good every now and
again. This makes their nature unpredictable and their alignment can also be true
neutral.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Creature Type: Your creature type is considered fiend. Additionally you have immunity
against diseases.
Darkvision: You can see in dim light within 30 feet of you as if it were bright light, and in
darkness as if it were dim light. Because of your fiendish nature, you can discern colour
in the dark.
Fiendish Resiliance: Because of your dark nature you have Immunity to fire or necrotic
damage. In addition, any damage you take from your immunity heals you instead (Fire
for devil, Necrotic for demon). Additionally, you are resistant to poison damage and
being poisoned.
Fiendish Mind: You are immune to being frightened. Additionally, your body and soul
are one. As such you cannot be possessed.
Fiendish Wings: You have great, leathery wings that develop later and add to your
mobility. Starting at 5th level, you gain a flying speed of 30 feet. You can summon and
de-summon your wings as a bonus action. Additionally, you can use your reaction to
give yourself a +1 to AC to block or redirect attacks with your wings.
Languages: You can read, write, and speak Common, Infernal/Abyssal and one other
lanuage of your choice. (Infernal for devil, Abyssal for demon)
What mamma don't see..: As a fiend, you are adept at hiding your presense. You have
proficiency in the stealth skill.
Physical Resistance: You are resistant to damage from non-magical weapons. On
your native plane, you are immune to Physical damage. You are immune to the effects
of age, as such any spell or effect that would alter your age has no effect.
Faustian Bargain: When you reach 11th level, you innately learn the summon fiend
spell. In addition, when you cast this spell on a cultist that serves you they are
permanently under your control as a fiendish spirit. When granting power in this way,
the casting time for this spell is 10min.
Extra Attack: At 5th level, you can attack twice instead of once when you take the
attack action. Demons get an additional extra attack at 11th level.
Lord of Fiends: When casting a spell that would summon a fiend of your race, you
don't reqiure concentration.

Devil:
Devil's Sight: Your darkvision increases by 30ft. You can see through magical darkness
equal to your darkvision.
Master of Falsehood: In addtion to retracting your wings, you can also do so with any
horns or spikes you may wish to have on your body. You can then also use the change
appearence option on the alter self spell requiring no concentration. You can do this at
will and it uses a bonus action to do so. You choose one form in which you always
change into.

Demon
Demon Anatomy:
Life Steal: Your healing spells deal necrotic damage instead of healing, but have no
effect on creatures with necrotic absorbtion (demons, undead, void dragons and the
like). Instead, when cast on other creatures, you deal the necrotic damage and heal for
half the damage dealt.
Consume Flesh: Healing potions and healing spells have no effect on you while
possessing and while in Demon form. You can only heal by consuming the delectable
flesh of mortal creatures that speak at least one language, via hit dice, or via a long rest.
Before consumption, you must succeed on a Medicine (Wisdom) check to prepare the
body for consumption and to ensure it doesn't rot. A failure means the corpse cannot be
consumed. You can heal at any time in this way by spending your Action. Additionally,
drinking blood vials of these creatures work.
Small creature: restores 1d4 + Constitution modifier; DC 10 Medicine (Wisdom) check.
Medium creature: restores 1d8 + Constitution modifier; DC 12 Medicine (Wisdom)
check.
Large creature: restores 2d6 + Constitution modifier; DC 15 Medicine (Wisdom) check.
Huge creature: restores 3d10 + Constitution modifier; DC 18 Medicine (Wisdom) check.
Demon Sight: Your darkvision increases by 30ft. You can see through magical
darkness equal to your darkvision.
Demon Hide: When in your Demon form, your AC = 10+ Con mod + Dex mod. When
possessing a creature, you take on the armor class of the creature you possess.
Demon Claws:
Claw Mastery: You are proficient with your claw attacks, which deal 1d6 + Strength or
Dexterity modifier slashing damage on a hit, and have a 5ft reach.
Ambidexterity: When you take the Attack action on your turn and make an attack with
your claws, you can make one additional attack using your claws as part of a bonus
action.
Demon Tail:
Tail Mastery: You are proficient with your tail attacks.
Poison Strike: 15 ft reach, 1d8 piercing damage and the target must succeed on a DC
spell save Constitution saving throw or become poisoned for 1 minute. While poisoned,
the target is also paralyzed. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Restraining Wrap: 10 ft reach, 1d10 bludgeoning damage. If the target is Medium or
smaller, it is grappled (escape DC Strength (Athletics) check). Until this grapple ends,
the target is restrained, you can automatically hit the target with your claw attacks, and
you can't make tail attacks against other targets.
Tail Whip: 15 ft reach, 1d12 slashing damage.

Devil Class Features


As a Devil, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Devil level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Devil level after
1st.
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Strength
Skills: Insight, Persuasion, and choose any 1.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your
background and any items in your backpack.
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail
Some sort of container; this is where you keep your harvested souls

Soul Monger:
Starting at 1st level, you learn how to harvest souls of the creatures that have died
around you and consume them to grant you additional powers. Unless otherwise stated,
you use your action to perform a Soul Consumption Method. You learn 3 soul
consumption methods of your choice. You learn two additional methods of your choice
at 7th, 10th, and 15th level. Each time you learn new methods, you can also replace
one method you know with a different one.
Harvesting a Soul:
To harvest a soul, you must touch a creature that has died within the last minute and
spend your Action to harvest. To successfully harvest a soul, the target must fail a
Wisdom saving throw against your Spell save DC. If the target is good-aligned, it has
Advantage on the roll. If the target succeeds, then you see the soul vanish into the air
as it exits its mouth. Mortals cannot observe this phenomenon.
Soul Consumption Methods:
Skill Extraction: (30 souls) You can spend 16 hours learning one skill proficiency from
one of your captured souls. You retain this proficiency forever. You can have a number
of skill proficiencies this way equal to half your proficiency bonus rounded up.
Additionally, you can use this ability to swap skill proficiencies that you have gained with
this feature.
Tool Extraction: (20 souls) You can spend 8 hours learning one tool proficiency from
one of your captured souls. You retain this proficiency forever. You can have a number
of tool proficiencies this way equal to half your proficiency bonus rounded up.
Additionally, you can use this ability to swap tool proficiencies that you have gained with
this feature.
Language Extraction: (20 souls) You can spend 8 hours learning one language from
one of your captured souls. You retain this language forever. You can learn a number of
languages this way equal to half your proficiency bonus rounded up. Additionally, you
can use this ability to swap languages that you have learned with this feature.
Soul-powered Magic: (5 souls) You can consume up to 25 souls to regain one spell
slot level equal to the amount of souls you consume divided by 5. For example, if you
want to regain a 4th-level spell slot, you must consume twenty souls.
Memory Extraction: (5 souls) You can consume five souls to extract all memories
related to a certain subject from a captured soul.
Extra-souler Save: (4 souls) You can consume 4 souls to re-roll a failed Saving throw.
You must keep the result of the second roll.
Extra-souler Aid: (4 souls) You can consume two souls to re-roll a failed Ability Check.
You must keep the result of the second roll.
Spiritual Restoration: (1 soul) You can consume one soul to heal yourself for 1d12 +
Charisma modifier.
Soul Servant: (1 soul) You can turn one soul into a servant that serves you and your
wishes. Their Initiative is equal to half yours and they all act on the same Initiative. At
higher levels, as listed below, you may choose what form your servant takes from that
level, plus any previous levels. This soul consumption method upgrades at 5th, 11th,
15th level. In addition, once the fiend has been summoned, you can dismiss them as a
bonus action into a pocket dimension (2 at a time if you wish) and re-call them as an
action (one at a time).
3rd Level: Lemure or imp servants
5th Level: Spined Devil or Bearded Devil servants
11th Level: Merregon or Barbed Devil servants
15th Level: Bone Devil or Chain Devil servants

Spellcasting
Starting at 2nd level, your connections with the Nine Circles grants you magical power
over the element of fire. Additionally, any fiend you summon with magic is under your
control without the need for concentration.
Cantrips
You know two cantrips of your choice from the Devil spell list. You learn additional Devil
cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at
10th level.
Spell Slots
The Devil table shows how many spell slots you have to cast your Devil 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a
2nd-level spell slot available, you can cast it using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Devil spell list.
You learn an additional Devil spell of your choice at each level except 13th, 17th, and
20th. Each of these spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can learn one new spell of 1st or
2nd level.
Additionally, when you gain a level in this class, you can choose one of the Devil spells
you know and replace it with another spell from the Devil spell list, which also must be
of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting Ability for your Devil spells. You use your Charisma
whenever a spell refers to your spellcasting Ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Devil spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any Devil spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You use your body to innately cast your devilish spells.

Potant Pyromancy
Starting at 2nd level, the fires of Hell burn within you, and have so for an eternity. As
such, when calling upon fire to damage your enemies, it is no mere mortal fire, but fire
called upon from the depths of Hell.
When casting spells or cantrips that deal fire damage, you can add your Charisma
modifier to the damage. In addition at 14th level, any fire damage you do ignores fire
absorbtion. A creature takes double damage if they have no resistances to fire damage,
etc.

Aspect of The Devil


Once you reach 3rd level, you bind your soul to one of the Deadly Sins as their zealot.
You can choose for your aspect to have no affect on Allies.

Aspect of Sloth (Moloch/Kalyx)


Wandering Mind (3rd):
You have advantage on saving throws against being charmed.
Additionally, whenever you succeed on a saving throw against being charmed, the spell
is reflected to the caster. You can reflect charm effects once every short rest.
Paralyzing Gaze (11th):
You can gaze into the eyes of a creature you can see. The target must make a Wisdom
saving throw equal or higher than your Spell Save DC or become paralyzed for 1
minute. The target can re-roll its save at the end of each of it's turns, but the DC
increases by 1 on each failure after the initial saving throw. You can use this ability as a
bonus action once every short rest.
Aspect of The Devil (18th):
For one minute, you allow your true nature to show as an action. Your skin pulls taught
and becomes pale, while four horns protrude angled up and forward from your skull.
Your nails elongate into boned claws and your elbows grow spikes of bone.
As soon as you transform, all creature within 10ft of you must make a Wisdom save
against your Spell Save DC. If they fail, they become paralyzed for 1 minute and cannot
repeat the saving throw. Additionally, they suffer a level of exhaustion. Taking damage
will allow them to repeat the save with the DC equal to half the damage taken.
Your claws cause your unarmed strikes to deal an additional 2d4 poison damage. If a
creature takes this damage, they must make a Constitution Save or be paralyzed for 5
rounds. They can repeat this saving throw at the end of each of their turns, and on each
failure after the initial roll, the DC decreases by 2.
You can use Aspect of Sloth once per long rest.

Aspect of Gluttony (Valgros/Sibrix)


Consumer of Souls (3rd):
You count as one size larger than you are when determaning jump hieght, distance and
carry capacity as well as push strength.
Decieving form (11th):
You can cause up to 3 creatures within 60ft of you that can see you to make a Con save
against your spell save DC. On a fail, creatures are petrified for 5 rounds. You can use
this feature once per long rest.
Aspect of The Devil (18th):
As an action and for one minute, you allow your true form to show. Your skin becomes
blubbery and takes the form of black ink, causing your walk speed is reduced by 20ft
and your flying speed reduces by 30ft.
While transformed, you have a +2 to all strength based checks. Additionally you cannot
be knocked prone.
You can cause a tendral of darkness to attack a creature you can see within 30ft of you.
When you do so, use your bonus action to make a melee spell attack that deals 4d8
necrotic damage on a successful hit. Also, any creature hit with one must make a Str
Save against your Spell Save DC. On a fail, they are grappled by the tendral. While
grappled, they take 1d8 necrotic damage at the start of every turn they are grappled.
Additionally you can pull the creature that is grappled toward you 30ft.
You can use Aspect of Gluttony once per long rest.

Aspect of Envy (Baal/Belial)


Battle Against the Soul (3rd):
All your melee strikes deal an additional 2d4 psychic damage.
Overwelming Envy (11th):
You can cause a creature within 60ft of you to become envious of you. The creature
must make a Wis Save against your Spell Save DC or become charmed for 5 rounds.
The target can re-roll its saving throw at the end of each of its turns. During this time,
you become under the effects of the mislead spell. The target must use its action to
attack your duplicate. If they discover it to be an illusion, they instead attack the nearest
creature they see. You can use this ability once per long rest.
Aspect of The Devil (18th):
For one minute, your form shimmers and shifts. Anyone who sees you, will see your
form resemble something they empathise with.
As an action you transform, and each creature (Max 5) within 20ft of you must make a
Wis Save or become charmed for 5 rounds. During this time, they are under the effects
of the confusion spell.
When you deal psychic damage to a creature, you heal for half the amount of damage
dealt.
You can use Aspect of Envy once per long rest.

Aspect of Greed (Vanos/Mammon)


Distract Mind (3rd):
As a reaction to getting attacked, you can create an illusion in the creature's mind that is
attacking you. This imposes disadvantage on the attack. You can use this ability once
per short rest. At 9th level you can use this ability twice per short rest.
Dirty Little Secret (11th):
You can innately cast detect thoughts once every short rest to draw out a creature's
deepest desire. In addition, you innately cast a silent image of their desire once every
short rest. The creature must make a Wis Save or become charmed for one minute by
the illusion. The creature can repeat its saving throw only if they succeed on their
Investigation check at the end of each of its turns. On a success, it knows of the illusion.
Aspect of The Devil (18th):
As an action, you become the object of desire.
All creatures within 30ft of you must make a Wis Save against your Spell Save DC. Any
who fail are charmed by you until your transformation ends after one minute. The
creatures stare at you in awe, and as a result can't take any actions. This effect ends as
soon as the creature takes any damage. The creature can repeat its saving throw at the
end of each of its turns. If a creature breaks free of the charm before your
transformation ends, they take 6d6 psychic damage.
In this form, all your strikes deal an additional 1d6 psychic damage.
Your Aspect of Greed lasts for 1 minute and can be used once per long rest.

Aspect of Lust (Evalynn/Lilith)


Overwelming Presence (3rd):
You can innately cast Charm Person once every short rest. At 9th level, you instead can
cast Dominate Person. Additionaly, creatures roll with disadvantage against any effect
that you cause that charms.
Dream Fiend (11th):
Once every long rest you can innately cast the dream spell. Also, you can choose for
any humanoid you kiss to be under the effects of charm person without concentration.
To do this in combat the creature needs to be restrained.
Aspect of The Devil (18th):
At this point of your power your beauty exceeds you. As an action, you can cause your
beauty to spill from you in the form of an aphrodisiac aura out to 30ft. Any creature that
starts their turn or is moved into the aura must roll a Wis Save or be charmed by you for
the duration of your transformation. They will attack any creature hostile to you. The
creatures can repeat their saving throw at the end of their turn.
A humanoid you have intercorse with in this form is permanently under the effects of
charm person. This can be dispelled with magic.
Additionally when you kiss a humanoid, you can innately cast vampiric touch as part of
the kiss.
Combining all of your skills on a humanoid over the corse of a week causes you to
consume their soul for soul monger.
Your transformation lasts for 1 minute and you can use Aspect of Lust once per long
rest.

Aspect of Pride (Lucifer/Samael)


Prideful Arrogance (3rd):
The first strike you deal against any creature hostile to you gains advantage to its attack
roll. At 11th level, you also gain an additional extra attack.
Lord of Lies (11th):
You gain advantage on any persuasion or deception check you make, except against
fiends. Additionally, you learn 3 extra languages.
Aspect of The Devil (18th):
For one minute, pride and arrogance overcome you. As part of an attack you transform
and have advantage on all attack rolls. Once you miss an attack this effect drops. You
can also choose to instead faint an attack as a free action.
Once you miss or faint an attack, the next attack made against you has disadvantage.
Additionally, you gain a +2 to all Str checks, including attack and damage, as well as
your walk and fly speed increase by 10ft until the end of your transformation.
You can use Aspect of Pride once per long rest.

Aspect of Wrath (Azrix/Azeroth)


Terrifying Furiosity (3rd):
You are immune to being charmed. Additionally, if any spell or effect that causes fear is
targeted at you, it is reflected to the caster.
Molten Fist (11th):
Any unarmed strike you make deals an additional 2d4 fire damage. Additionally, you can
innately cast Hellish Rebuke at 2nd level twice per short rest, or at 4th level once per
short rest.
Aspect of The Devil (18th):
For one minute, rage overtakes your mind. As an action you transform, and when you
do, every creature within 60ft of you that can see you must make a Wis Save. Creatures
who fail are frightened of you for the duration of your transformation. Your gaze is so
piercing that creatures can only re-roll the save when you don't have line of site on
them. Additionally, any creature affected loses 5ft of movement for every 10ft closer they
are to you from 60ft. Also, any creatures within 10ft of you when you initially transform
are knocked prone if they fail the Wis save.
You gain a +2 to all atk and dmg rolls for your transformation
You can use Aspect of Wrath once per long rest.

Investiture of Hellfire
Starting at 14th level, the archfiends begin to take notice of your achievements. Their
fear of losing their position imbues Hellfire deeper into the layers of your soul, granting
you the following benefits:
Porficient Pyromancy improvement.
You can cast the dimension door spell without the need of a spell slot or material
components. You may use this feature as many times per long rest equal to half your
proficiency bonus rounded up.
You add your Charisma modifier to melee attacks, including unarmed strikes, as extra
fire damage.
You have advantage on persuasion checks against fiends (devils) equal to your level
and lower.

Emissary of Hell
Starting at 20th level, you are able to channel the very essence of Helheim, turning you
into a true Archdevil, one of the few Devil Lords, granting you the following benefits:
Your flying speed increases by 30ft.
You gain Truesight out to 30ft.
Darkvision increases to 120 ft.
As part of your Aspect of The Devil, you emit so much Hellfire from you body that any
creature who comes within 5 ft of you takes your Charisma modifier plus your
proficiency bonus fire damage. This damage does not end any effects on creatures
affected by your Aspect of The Devil.

Devil Spells
Cantrips (Level 0)
Control Flames
Create Bonfire
Fire Bolt
Produce Flame
Message
1st Level
Burning Hands
Find Familiar
Hellish Rebuke
Searing Smite
Charm Person
Command
2nd Level
Aganazzar's Scorcher
Continual Flame
Flame Blade
Flaming Sphere
Flock of Familiars
Heat Metal
Pyrotechnics
Scorching Ray
Crown of Madness
Suggestion
3rd Level
Counterspell
Fireball
Flame Arrows
Summon Lesser Demons
Fast Friends
Incite Greed
Tiny Servant
4th Level
Fire Shield
Summon Greater Demon
Compulsion
Wall of Fire
5th Level
Flame Strike
Infernal Calling
Immolation
Dominate Person

Titles:
As you level up as a Devil, you gain the following titles.
Lesser Devil (Lvl.1)
Greater Devil (Lvl.6)
Arch Deacon (Lvl.11)
Archdevil (Lvl.16)
Devil Lord (Lvl.20)

Demon Class Features


As a Demon, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Demon level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Demon level
after 1st.
Proficiencies
Saving Throws: Charisma, Dexterity.
Skills: Intimidation, Deception and choose any one.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background.
A large bag of incense, used to fend off the scent of the rotting corpses you'll inevitably
be carrying around.

Possession
As a Demon with the blood of Manus flowing through your veins, you have the power to
possess creatures. This feature improves at 6th, 13th, and 18th level.
1st level. you must collect a form of their DNA, you need to prepare for 8 hours, and
must touch the creature. If you have already possessed a creature, you need only touch
them to repossess them, and the target has disadvantage on the Wisdom saving throw.
6th level. you must collect a form of their DNA, you need only prepare for 4 hours, and
must have line of sight.
13th level. you must collect a form of their DNA, you need only prepare for 2 hours, and
the creature must be on the same plane as you.
18th level. you must collect a form of their DNA, you need only prepare for 1 hour, and
the creature can be on any plane.
Performing a Possession
As a Demon, you can possess willing or unwilling creatures, as long as the target is a
playable race from any source book. (DM discretion [Excluding Fiends, Celestials,
Undead bodies inhabited by souls and Shapechangers])
At 10th level you can possess an object instead and through the object possess
creatures. All the benefits and detriments apply, but if by any means you are expunged
from your host, instead of flying out the body, you can choose to remain in the cursed
object.
If the creature is unwilling, they must make a Widsom save against your Spell save DC.
If the target creature has a holy symbol on them, they have advantage on the save. On
a success, you fail to possess them and they are aware of the attempt and your
presence. On a failure, you possess them and they blackout from the moment you
possess them. You may choose to depart the body at any time at no cost nor harm to
the host.
Leaving a Host
There are four ways you can leave a host.
1.) A Willing Departure
You may leave your host at any point in time as a bonus action.
2.) A Forceful Excommunication
You will be forcefully excommunicated from the body if the host reaches 0 HP. Losing a
host in this way requires you to make a Constituation saving throw against your Spell
save DC to see if any of the damage done to your host leaked through to your soul. On
a failure, you come out of the host at half HP. On a success, you come out of the host at
full HP.
3.) The Host Becomes Aware
Every day, at dawn, you must make a Wisdom save against the host's Wisdom (Insight)
with advantage. On a success, the host remains unaware of your presence. On a
failure, the host is aware of you and will try to expel your control over them temporarily.
Once the host is aware, you hear the voice of your host in your head cursing you,
damning you back to the Nine Hells. Every day, you must continue to make Wisdom
saves against the host's Insight (Wisdom) Ability score at dawn. On a success, you shut
the voice up. On a failure, the host regains control of their body and tries to force you
out.
Once the host tries to force you out, you must make a Wisdom save against the host's
Insight (Wisdom) Ability score. On a failure, you are forcefully excommunicated (See #2
above). On a success, you regain control. Refer back to paragraph 2 of this section.
4.) An Exorcism
Should a holy person attempt to exorcise you, you must make a Wisdom save at
disadvantage against the host's Insight (Wisdom) ability score to remain in the host.
If you are exorcised, you must make a Constitution saving throw against your Spell save
DC. On a failure, you come out of the host at 1 HP. On a success, you come out of the
host at half HP.
Inadequate Body
When possessing a creature, and you wish to use any feature only available to you in
Demon form, there is a chance that you'll harm your host's body. The host must make a
Constitution save against your Spell save DC. On a fail, they take 2d4 necrotic damage.
This increases to 4d4 at 5th level, 6d4 at 10th level, 8d4 at 15th level, and 10d4 at 20th
level.

Extractions
Starting at 2nd level, you beging to learn to manipulate your possession victims' brains.
Unless otherwise stated, you use your action to perform an Extraction. You learn 2
extraction methods of your choice. You learn one additional methods of your choice at
7th, 10th, and 15th level. Each time you learn new methods, you can also replace one
method you know with a different one.
Exctracting
To extract anything from whom you are possessing, you must consume spell slots as
dictated by the specific method below. In addition, you must succeed on a Wisdom
(Medicine) check equal to 13 plus the spell slot level. If you pass this check and the
target chooses to resist, they must fail a Wisdom saving throw against your Spell Save
DC. If they succeed, your extraction fails and you do not regain expended spell slots.
For example, if an extraction method dictates it requires a 5th-level spell slot, you need
not expend a 5th-level spell slot, you need only expend spell slots whose sum equals 5.
E.G. one 2nd-level spell slot and one 3rd-level spell slot.
Extraction Methods
Class Feature Extraction: (8th-level spell slot) You can expend an 8th-level spell slot
to learn one class feature from whom you are possessing. You retain the knowledge of
this class feature forever. To use it, you must replace another class feature with the one
you extracted of equal level or higher. You may only swap features immediately after
you possess someone. Once you swap features for a target, those features remain
forever and cannot be changed under any circumstances. You cannot have more
abilities than what a your demon level would have. So, when you possess a creature,
you have a seperate build as you cannot use your demon features while possessing
other creatures, and vice versa.
For example, you are currently possessing a rogue and really like the rogues' eveasion
feature, so you extract it. Evasion is a 7th-level feature. Sadly the rogue dies and
because you cannot use the rogue class feature without a host, you find a new host —
a wizard. You want to use the rogue's evasion feature while you possess the wizard, so
you can choose any 7th-level feature or higher-level feature to be replaced by the
rogue's evasion feature.
Spell Extraction: (7th-level spell slot) You can expend a 7th-level spell slot to learn one
spell from whom you are currently possessing. This spell counts towards your number
of spells known. You retain this spell forever.You can have a number of spells this way
equal to your proficiency bonus. Additionally, you can use this ability to swap spells that
you have gained with this feature.
Martial Proficiency Extraction: (6th-level spell slot) You can expend a 6th-level spell
slot to learn one weapon or armor proficiency from whom you are currently possessing.
You retain this proficiency forever. You can have a number of proficiencies this way
equal to half your proficiency bonus rounded up. Additionally, you can use this ability to
swap proficiencies that you have gained with this feature.
Skill Proficiency Extraction: (5th-level spell slot) You can expend a 5th-level spell slot
to learn one skill proficiency from whom you are currently possessing. You retain this
proficiency forever. You can have a number of skill proficiencies this way equal to half
your proficiency bonus rounded up. Additionally, you can use this ability to swap skill
proficiencies that you have gained with this feature.
Tool Proficiency Extraction: (4th-level spell slot) You can expend 4th-level spell slot to
learn one tool proficiency from whom you are currently possessing. You retain this
proficiency forever. You can have a number of tool proficiencies this way equal to half
your proficiency bonus rounded up. Additionally, you can use this ability to swap tool
proficiencies that you have gained with this feature.
Language Extraction: (2nd-level spell slot) You can expend a 2nd-level spell slot to
learn one language from whom you are currently possessing. You retain this language
forever. You can have a number of Languages this way equal to half your proficiency
bonus rounded up. Additionally, you can use this ability to swap Languages that you
have learned with this feature.
Memory Extraction: (1st-level spell slot) You can expend a 1st-level spell slot to extract
all memories related to a certain subject from whom you are currently possessing.

Spellcasting
Starting at 3rd level, the blood of Manus grants you magical powers. See chapter 10 in
the Player's Handbook for the general rules of spellcasting and page 7 of this document
for the Demon spell list.
Cantrips
You know two cantrips of your choice from the Demon spell list. You learn additional
Demon cantrips of your choice at higher levels, learning a 3rd cantrip at 10th level.
Spell Slots
The Demon table shows how many spell slots you have to cast your Demon 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.
For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a
2nd-level spell slot available, you can cast inflict wounds using either slot.
Spells Known of 1st Level and Higher
Starting at 3rd level, you know three 1st-level spells of your choice from the Demon
spell list.
You learn an additional Demon spell of your choice at levels indicated in the Demon
table under the Spells Known column. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 7th level in this class, you can learn
one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Demon
spells you know and replace it with another spell from the Demon spell list, which also
must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Demon spells. You use your Charisma
whenever a spell refers to your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Demon spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any Demon spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You use your body as your spellcasting focus to cast your demonic spellss.

Demonic Aspect
When you reach 3rd level, you bind your demonic soul in zealot servitutde to one of the
Demon Princes. You can choose for your aspect to have no affect on Allies.
Demon Prince of Domination (Maive/Meleem)
One of the oldest of the Demonic Princes, Maive appeared as having the upper body of
corpulent humanoid woman with blue skin and green hair, and the lower body as a
mass of mauve tentacles.
Gills (3rd):
You gain underwater breathing. And, once per long rest, you can cast the Create Food
and Water spell without the need for material components.
Demonic Guard Dog (9th):
Once per long rest, you can innately cast Summon Greater Demon and summon a
Shoosuva under your perma control.
Demonic Aspect (17th):
Once per long rest, you can summon the skull crown that your character wears for 1
minute, which grants you the following benefits.
Any creature who gets within 30 ft of you must succeed on a Wisdom saving throw or
become frightened of you. Creatures without underwater breathing have disadvantage
on this saving throw.
Any allies you choose within 30 ft of you cannot become frightened by any means.

Demon Prince of Bones (Elytra/Vergael)


Elytra, the Lord of Bones and his followers typically consume a full organism and aren't
picky eaters. They consume until the bone, which most collect as trophies for their trove
in the Abyss.
Tantilising Flavour (3rd):
When Consuming Flesh, the hit points you regain are doubled before any modifiers are
applied.
Spit of the Cobra (9th):
Once per short rest, you can cast the Poison Spray cantrip as a Bonus Action.
Demonic Aspect (17th):
Once per long rest, you can channel the essence of Elytra for 1 minute, causing your
flesh to grow razor-sharp bones that protrude from every square inch of your body,
granting you the following benefits:
Your AC increased by 2
Any creature that successfully damages you takes your Charisma modifier as damage.
Your unarmed strikes count as magical and do an additional 1d6 slashing damage and
2d4 poison damage if the creature fails a Con save. The DC equals your Spell Save
DC.

Demon Prince of The Deep (Cthulhu/Dagon)


Taking the form of an octopus in appearance, with a fang-filled mouth and many
tentacles, all covered in rubbery black skin and large wings protruding from his
shoulders. Dagon prided himself on the suffering of those at sea. One of the Vestages
he created is the cursed ship, The Flying Dutchman.
Aquatic Nature (3rd):
You gain a swimming speed equal to your walking speed.
Tendrils of Dagon (9th):
Once per short rest, as a bonus action you can cause 2 octopus tentacles grow out of
your back and last for 1 minute. As an action, you can attempt to grapple creatures
within 10 feet of you. Make a melee attack with proficiency for each tentacle against a
target you choose, dealing 1d6+str bludgeoning damage.
Demonic Aspect (17th):
Once per long rest, you magically fill a 60-foot cube with poisonous water. Each
creature within the cube must make a Constitution saving throw or take 9d8 poison
damage and be poisoned. While this creature is poisoned in this way, it has
disadvantage on Consitution saving throws. While you are within this cube, you have a
swimming speed is equal to 90ft. This lasts for 1 minute.

Demon Prince of Night (Endri/Vistella)


Vistella was the dark one to corrupt the form of a lycanthrope, turning it into an undead.
The Mother of Vampires took the form of a beautiful grey skinned elf with white hair. She
has two bat-like wings protruding from her outherwise flawless back.
Prince of Lies (3rd):
You become an expert at Persuasion or Deception.
Guise of Night (9th):
At night, you can innately cast alter self at will on yourself.
Demonic Aspect (17th):
As an action once per long rest, you can target up to three creatures you can see within
120 feet of you. Each target must make a Constitution saving throw against your spell
save DC. On a successful save, a creature becomes immune to your Warp Creature for
24 hours. On a failed save, the target is poisoned, which causes it to also gain 1 level of
exhaustion. While poisoned in this way, the target must repeat the saving throw at the
start of each of its turns. Three successful saves against the poison end it, and ending
the poison removes any levels of exhaustion caused by it. Each failed save causes the
target to suffer another level of exhaustion. Once the target reaches 6 levels of
exhaustion, it dies and instantly transforms into a living abyssal wretch under your
control. The transformation of the body can be undone only by a wish spell.

Demon Prince of Undeath (Krane/Leonardo Du Caff)


This title is close to being the most chaotic. It has been passed down twice instead of
only once like most fiendish royalty. Currently held by the Skeletal Overlord, Krane has
been the most meniachal when scheming.
Eldrich Master (3rd):
You learn the Eldrich Blast cantrip and one additional necromancy cantrip of your
choice. These don't count against your total cantrips known.
Call of the Grave (9th):
Once per short rest you may innately cast danse macabre at its lowest teir. You do not
recquire bodies, instead the undead crawls from under the earth and sinks beneath it
once more when the spell ends. You don't need concentration, but the effect only lasts
for 10 minutes.
Demonic Aspect (17th):
As an action and lasting one minute, you can transform your demonic appearence into
an undead form with demonic wings.
As you transform in a 30ft radius, any dead bodies that are small or medium rise as
undead controlled by you. Additionally, any undead in this radius that have no master
also fall under your control until the transformation ends.
Any creature that is within 10ft of you must roll a Wis Save or be frightened of you until
the end of your transformation. This saving throw can be repeated.

Demon Prince of Chaos (Karn/Azazel)


The Souls Eater, Azazel, sometimes wanders the Ashen Circle of Hel. However he does
call the seventh layer of the abyss his home.
Hel lich (3rd):
You can cast the firebolt cantrip and choose for it to do necrotic, acid or poison damage
intsead of fire. You can do this a number of times equal to your proficiency bonus per
long rest. At 11th level, you can choose to cast chromatic orb at 4th teir instead with the
same damage options.
Master of Suffering (9th):
As part of an attack action, you imbue your attack with poison. The next time you
succeed on an attack, the creature takes an extra 1d6 poison damage. They must then
roll a Con save against your spell save. If they fail, they are petrified for 5 rounds. At the
start of each of the petrified creature's turns, they must roll a Wis save against your spell
save DC, taking 4d6 psychic damage on a fail or half on a success. At the end of their
turn, they may re-roll the Con save to end the petrification. The effect also ends if they
take any damage while petrified. You can use this feature once per long rest.
Demonic Aspect (17th):
As an action, your form transforms into that what resembles the corruptor. This lasts for
one minute and can be used once per long rest.
Every creature within 20ft of you as you transform must roll a Wis Save against your
Spell Save DC. On a fail, they are charmed by you and are considered under the
influence of a curse for the duration of your transformation. They will attack anything
that is not allied with you, and if they kill their form of race (Humanoid kills humanoid
etc), they will cannibalise on that corpse. In doing so, their form shifts into that of a
Shoosuva under your control permenantly. Remove curse ends their suffering, or killing
them.

Demon Prince of Darkness (Demiurge/Manus)


Manus is the craftiest of Demonic Princes and Father of the Abyss. His combat power
matches his intalect, which makes for a...dare I say, truly demonic combination.
Blinding Speed (3rd):
Your flying speed increases by 30ft.
Prostration (9th):
Once per short rest, you expose the Demon within, causing all creatures within 120 feet
to make a Constitution saving throw against your spell save DC or take 3D8 force
damage. Those who fail their save fall into a deep kneeling bow, with thier forehead
touching the ground/floor on which they once stood for 1 minute. They are considered
prone while in this state. This effect ends if they take damage.
Demonic Aspect (17th):
Once per long rest, you can assume a terrorfying form. Your body becomes shrouded in
shadow, giving you +2 to your AC. In addition, the Maddening darkness spell is cast
centered on you and you can choose specific creatures within to not be affected by the
damage, not the darkness. You assume this form for 1 minute.

Negative Energy Enhancement


Starting at 14th level, the dark nature of your soul is twisted further by the Abyss,
granting you the following benefits:
You can cast the Misty Step spell without the need of a spell slot or material
components as many times per long rest equal to your proficiency bonus.
When calculating any damage you deal to a creature, you add your Charisma modifier
as extra nectrotic damage. Additionally, this necrotic damage ignores immunity, i.e, If a
targeted creature was immune, they are instead resistant.
You gain Blindsight out to 30 ft.
You have advantage on Charisma checks against fiends (demons) equal to your level
and lower.

Abyssal Blood
Starting at 20th level, the Abyss itself flows through your demonic veins, granting you
the following benefits:
You gain telepathy out to 30ft to any creature you can see and that understands a
language.
Your flying speed Increases by 30ft.
Darkvision increases to 120 ft.
You are so demonic, that any creature who is poisoned by you, any other damage you
deal to them while in your Demon Form/Demonic Aspect doubles.

Demon Spells
Cantrips (0 Level)
Chill Touch
Toll the Dead
Poison Spray
Acid Splash
1st Level
Cause Fear
Inflict Wounds
Ray of Sickness
Chromatic Orb
Charm Person
Command
2nd Level
Blindness/Deafness
Gentle Repose
Ray of Enfeeblement
Melf's Acid Arrow
Crown of Madness
Suggestion
3rd Level
Bestow Curse
Vampiric Touch
Elemental Weapon
Glyph of Warding
Incite Greed
Tiny Servant
Counterspell
Summon Lesser Demons
4th Level
Blight
Shadow of Moil
Elemental Bane
Vitriolic Sphere
Summon Greater Demon
Compulsion
5th Level
Contagion
Enervation
Negative Energy Flood
Cloudkill
Dominate Person

Titles:
As you level up as a Demon, you gain the following titles.
Lesser Demon (Lvl.1)
Greater Demon (Lvl.6)
Soul Eater (Lvl.11)
Archdemon (Lvl.16)
Demon Lord (Lvl.20)

Undead
Traits
Corrupt Life: Any healing spell cast on you deals damage instead. Additionally, when
you cast a healing spell, it deals necrotic damage instead.
Negative Energy Absorbtion: You are immune to Necrotic damage, and it heals you
instead. In addition, you are resistant to cold damage.
Holy Energy Valnurability: You are valnurable to radiant damage.
Undead Nature: You don't require air, food or drink. When you long rest, you are in an
inactive state for 4 hours but are still conscious of what goes on around you. As such
you cannot be put to sleep magically.You are immune to being Paralyzed, Poisoned and
Poison damage as well as disease. As a leveled undead, your soul cannot be forcebly
removed from your undead form through spells such as dispel magic.
Dulled Emotion: When dealing with anything that could spike emotion, you are instead
free of emotion. Sometimes your emotion could show through but you quickly regain
your composure. As such, you cannot be charmed or frightened. In addition, greater
undead (Lvl.6+) are resistant to destroy and turn undead from clerics who's cleric level
equals theirs. They are immune to these effects from clerics who are lower levels than
them.
Possessed Corpse: Your corpse is currently possessed by your soul to stay animate.
As such, you cannot be possessed.
Physical Resistance: You are resistant to b/p/s damage from non-magical weapons. At
11th level, you become immune to exhaustion.
Part of The Horde: When you cast spells or use abilities to gain control or animate
undead, you require no concentration and don't need to reassert control over undead. In
addition, no undead will be hostile to you unless given reason to be, unless they are
leveled undead which could go either way.
Age: As an undead, your body no longer ages and can't be aged magically.
Creature Type: Your creature type is considered undead instead of humanoid.
Languages: You can speak, read and write Common(Pasv Lng), Black Speech and
one other language of your choice.
Speed: Your base speed is 30ft.
Size: Your size would typically be Medium.
Deathly Visage: Your undead form is unerving. You have proficiency in intimidation.
Ruler of Death: When you reach 5th level, you innately learn the summon undead
spell. In addition, when you cast this spell on a corpse, you bind the spirit of the creature
to yourself, causing it to be permanently under your control as an undead spirit. When
granting power in this way, the casting time for this spell is 10min. These are under your
permanent control.
Dullahan
Ability Score Increase: You gain a +2 to Cha and +1 to any other Attribute.
Darkvision: You can see in darkness normally for out to 60ft. Because of your undead
nature, you can discern colour in the dark.
Unseelie Magic: You know the Toll the Dead cantrip.
When you reach 3rd level, you can innately cast Find Steed at it's lowest tier once per
long rest. The summon is considered undead. Additionally, you can de-summon your
steed as a bonus action and summon it as an action without using a spell slot or this
ability so long as it hasn't died.
Once you reach 5th level, you can innately cast Knock once per long rest. Cha is your
spellcasting ability.
Headless: You cannot die by means of decapitation. When you are critically struck by a
weapon or unarmed strike, your head falls off your body and lands within 10ft of you.
You always know the distance between your head and body so long as they are both on
the same plane.
Unless your head is being carried by you or another creature, its AC equals yours
without the benefit of Dex. A helmet could help increase this AC. Your head
automatically fails any Dex save it needs to make individually from your body. You
cannot be damaged twice by a single AOE attack.
Your head still sees for your body. As long as your head has decent line of site of your
body, you see as normal. However, if your heads vision is obscured or cannot see your
body, you head still sees as normal but your body gains 10ft of blindsight.
Your headless body cannot speak, but it can still cast spells. It can even cast spells that
recquire verbal components so long as your head isn't silenced or gagged.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Phantom Warrior, Sword Wraith Warrior, Revenant, Sword Wraith Commander, Shadow
Assassin.
Dark Order: When you take levels in Death Knight and reach 3rd level, you gain the
following benefits at the corrosponding Death Knight levels.
Dark Cavalier:
Profanities
As a member of the Order of Dark Cavaliers you gain access to the following
profanities:
Etherfloat: Described on the Profanities feature.
Pale Horse: Your necrosteed and friendly mount creatures within 30 feet of you
increase their movement speed by 10 feet.
Dark Rider
You can add your proficiency bonus in all checks related to riding your necrosteed, and
can mount or dismount your necrosteed without spending an action.
While you are mounted on your necrosteed, your melee attack rolls against any
unmounted creature that is smaller than your necrosteed is made with advantage. Also,
you can force an attack targeted at your mount to target you instead.
Additionally, if the necrosteed is subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage while you are mounting it, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it fails.
Necrosteed
Starting when you choose this order at 3rd level, you gain the ability to use your bonus
action to summon a fierce undead mount called necrosteed, jumping through a portal in
an unoccupied space within 5 feet of you.
The creature has an ebony physical appearance with a mane of burning green fire, it
has the statistics of a warhorse, though is an undead instead of a beast, and its hit point
maximum equals its normal maximum or four times your death knight level, whichever is
higher.
In combat, the necrosteed shares your initiative count, but takes its turn before yours. It
can move and use its reaction on it's own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on your turn to command it to take the
action in its stat block or the Dash, Disengage, Help, Hide or Search action. When
commanding the necrosteed to attack, you can use your proficiency modifier, instead of
his.
You can control this mount even if it hasn't been trained to accept a rider. The initiative
of a controlled mount changes to match yours when you mount it. It moves as you direct
it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount
can move and act even on the turn that you mount it. All other rules of mounted combat
apply as normal.
Also, while you are mounted, your necrosteed share all your Profanities benefits.
If your necrosteed dies, you can't summon another until you complete a long rest, or
until you spend a spell slot of 2nd-level or higher.
Charge Attack
Beginning at 3rd level, as an action, you are able to charge your steed directly at your
foe with a movement of 60 feet, dealing 1d6 damage for every 10 feet you traverse on
your way to them, up to a maximum of 6d6. The target must succeed a Dexterity saving
throw with a DC 8 + your proficiency bonus + your necrosteed Strength modifier. On a
successful save, the target takes half damage and does not fall, on a failed save, the
target takes full damage and is knocked prone.
Once you use this feature, you can't do it again until you complete a long rest.
Coordinated Attack
Beginning at 5th level, you and your necrosteed are an overwhelming force of combat.
When you take the Attack action on your turn, if your necrosteed can see or hear you, it
can use its reaction to make a melee weapon attack.
Ebony Instincts
Upon reaching 10th level, your mount has become just as much of a force on the
battlefield as you have. You have advantage on initiative rolls when riding your
necrosteed.
In addition, while mounted, if you are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn.
Towering Presence
Starting at 15th level, the sight of you on top of your mount is all that is needed to send
creatures fleeing. Let your steed stand and raise your weapon high to terrify the
worthless vermin before you. Each creature of your choice that is within 60 feet of you
and aware of you must succeed a Wisdom saving throw against your spell save DC or
become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature's saving throw is successful or the effect ends for it,
the creature is immune to the Towering Presence for the next 24 hours
You must finish a long rest before you can use this feature again.
Dark Cavalier
At 18th level, you have achieved the most elite status of the dark cavalier, and the
power to summon a flying terror as your necrosteed. When you use your Necrosteed
feature, you can chose to summon one of the following mounts: a nightmare or a
gloamwing.

Wight
Ability Score Increase: You gain a +1 to your Cha Attribute and a +2 to any other one
Ability Score.
Darkvision: You can see in darkness normally for out to 60ft. Because of your undead
nature, you can discern colour in the dark.
Fire Sensetivity: You are vulnurable to fire damage.
Undead Fortitude: When you are reduced to 0hp but aren't killed outright, you can drop
to 1hp instead. You can use this feature once per long rest.
Northern Wraith: You are immune to cold damage. In addition, any you take heals you
instead and you cannot be considered frozen.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Shadow, Deathlock, Wraith, Bodak, Deathlock Mastermind.
Dark Order: When you take levels in Death Knight and reach 3rd level, you gain the
following benefits at the corrosponding Death Knight levels.
Wild Hunt:
Profanities
As a member of the Wild Hunt you gain access to the following profanities:
Gift of the North: Described on the Profanities feature.
Soulreaver: Expend a spell slot to give an extra 1d8 to attack rolls and damage rolls,
and you also get + 6 on attack and damage rolls against all creatures undead.
Magic Knowledge
When you choose this order at 3rd level, you learn the chill touch cantrip, if you don't
already have it.
In addition, you can prepare abjuration spells from the cleric spell list.
Bound Servant
Starting at 3rd level, you learn how to bind the the souls of those you struck down to
you. Whenever you reduce a living creature to 0hp, you can use your reaction to cast
animate dead on their corpse without expending a spell slot. The corpse rises as a
zombie under your control on it's next turn. You can use this feature a number of times
per day equal to your proficiency bonus +1.
Rune Magic
Beginning at 5th level, you learn the art of rune magic. Drawing on the necrotic energy
of your rune weapon, you can recover a number of spell slots levels equal to the
number of runes you have. For example, with four runes, you can recover four 1st-level
spell slots, two 2nd-level spell slots or any other combination resulting in four slots.
Once you use this feature, you can't use it again until you complete a long rest.
In addition, when you reduce a creature to 0 hit points, you can spend a spell slot
immediately to raise it as your servant.
Death's Sight
At 10th level, the overflowing necrotic energy within you attunes you to the energies of
life and death, helping you sense creatures you can’t see. When you attack a non-
visible creature, your inability to see it does not impose disadvantage on your attack
rolls against it.
You can also sense of the location of any invisible or hidden creature within 30 feet of
you, provided that the creature isn’t magically hidden from you. This sense don't detect
constructs.
Wraithshift
At 15th level, your appearance is cloaked in a snowy haze, resembling a wraith. While
in dim light or darkness you have the ability to float, gaining a fly speed of equal to your
walk speed. When in this form, you also have advantage on your Dexterity (Stealth)
checks.
Master of the Chain
At 18th level, you can bind a creature instantly into servitude. When a creature within 30
feet of you is reduced to 0 hit points, you can use your reaction and force that creature
to make a Wisdom saving throw against your spell save DC.
This creature returns from death with all of its hit points, and it is considered under the
effect of a dominate monster spell, lasting for 10 minutes. Once the times past, the
creature dies and you cannot use this feature again until you complete a long rest.

Zombie
Ability Score Increase: You gain a +2 to your Con and +1 to Str.
Darkvision: You can see in darkness normally for out to 60ft. Because of your undead
nature, you can discern colour in the dark.
Undead Strikes: Your unarmed strikes deal 1d4+str bludgeoning damage.
Free of Rot: You are resistant to acid damage.
Undead Fortitude: When you are reduced to 0hp but aren't killed outright, you can drop
to 1hp instead. You can use this feature once per long rest.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Dread Warrior, Strahd Zombie, Ogre Zombie, Girallon Zombie, Greater Zombie.
Dark Order: When you take levels in Death Knight and reach 3rd level, you gain the
following benefits at the corrosponding Death Knight levels.
Ebony Blades:
Profanities
As a member of the Order of the Ebony Blades you gain access to the following
profanities:
Terrorize: You gain an advantage on all Charisma (Intimidation) checks.
Frightening Presence: When you use an effect that causes a creature within 60 feet to
be frightened, the save DC for that effect increases by 2.
Necro Wind
At 3rd level, on your turn, you can use a bonus action to regain a number of hit points
equal to 1d8 + your Constitution modifier + your death knight level.
In addition, when you use this feature, you regain one spell slot of 1st-level. This spell
slot goes away if not used within 10 minutes. The level of the spell slot recovered
increases to 2nd-level when you reach the 18th level.
Once you use this feature, you must finish a short or long rest before you can use it
again.
Overwhelming Strength
At 3rd level, your training bequeaths the ability to use your armor to deflect attacks that
would kill other people. While wearing medium or heavy armor, you can use your
reaction to reduce 1d10 + your Charisma modifier in damage from any attack targeted
against you.
In addition, your necrotic aura empowers your body. You can use your Charisma
modifier instead of Strength for attack and damage rolls.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the
Attack action on your turn.
Relentless Fortitude
Starting at 10th level, you gain advantage on a saving throw of your choice. Once you
use this feature, you must finish a long rest before you can use it again.
Unholy Weapon Flourish
Starting at 10th level, you may channel your necrotic energy through your rune weapon.
When making an attack with your rune weapon, you may add twice your proficiency
bonus to the attack roll.
You can use this feature three times, being unable to do it again when you complete a
long rest.
Certainty Of Death
Starting at 15th level, your training within the order has granted you the capabilities of
landing killing blows known not to mortals. Your weapon attacks made with your rune
weapon score a critical hit on a roll of 19 to 20.
In addition you can roll one additional weapon damage die when determining the extra
damage for a critical hit with your rune weapon.
Obliterate
Starting at 18th level, you can expend a spell slot of 2nd-level or higher spell slot to fill
your weapon with necrotic energy, in conjunction with an attack action. Until the end of
your turn, any successful attack with your Rune Weapon will deal an additional 2d8
necrotic damage. When you expend a spell slot of 3rd-level or higher, the damage
increases by 1d8 for each slot level above 2nd-level.

Death Knight Class Features


Hit Points
Hit Dice: 1d10 per Death Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Death Knight level
after 1st
Proficiencies
Armor: All armors, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Animal Handling, Insight,
Intimidation, Investigation, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) two martial weapons or (b) a martial weapon and a shield
(a) scale mail or (b) chain mail
(a) 4 javelins or (b) 2 handaxes
(a) dungeoneer's pack or (b) explorer's pack
If you are using starting wealth, you have 5d4 x 10 gp in funds.

Rune Weapon
As a death knight, you have been armed with this order signature equipment: the rune
weapon. Your begin with clean slate rune weapon. The material, shape, form, and
function of the rune weapon are chosen by you when you gain this feature. You can
chose any melee weapon you are proficient with to receive the benefits of becoming a
rune weapon.
When making attacks with your rune weapon, you can use your Charisma modifier,
instead of Dexterity or Strength. A rune weapon is considered magical for the purposes
of overcoming resistance and immunity to non-magical attacks.
The rune weapon is always with you, and you can store or draw the weapon from the
void itself. Doing this doesn't require an action. You can have only one rune weapon at
any given time.

Spellcasting
Starting at 1st level, you have learned to channel the necrotic energy inside you to cast
spells.
Cantrips
You know 1 cantrip of your choice from the Death Knight Spell List. You learn additional
death knight cantrips of your choice at higher levels, as shown in the Cantrips Known
column of the Death Knight table.
Preparing and Casting Spells
The Death Knight table shows how many spell slots you have to cast your Death Knight
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 Death Knight spells that are available for you to cast, choosing
from the Death Knight spell list. When you do so, choose a number of Death Knight
spells equal to your Charisma modifier + your Death Knight level (minimum of one
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Death Knight, you have four 1st-level and two 2nd-
level spell slots. With a Charisma of 16, your list of prepared spells can include six
spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict
Wounds, you can cast it using a 1st-level or 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 Death Knight spells requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your Spells and Spell-like abilities since their
power derives from your willpower. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma modifier when Setting the
saving throw DC for a spell or ability you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use your rune weapon as a spellcasting focus for your death knight spells.
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell
prepared.
Eyes Of Fear
At the 1st level, you can use your bonus action to activate an aura and make your eyes
glow blue when you do this, and one target within 60 feet must succeed on a Wisdom
saving throw or become frightened of you until the beginning of your next turn. This has
no effect on undead or constructs.
You can use this feature a number of times equal to your Charisma modifier (a minimum
of once). You regain any expended uses when you finish a long rest.
Necrostrike
At 2nd level, you can use your bonus action channel necrotic energy into your strikes.
Your first successful attack during this turn deal an extra 1d6 necrotic damage on hit for
each rune you have on your rune sword. You can use this feature a number of times
equal to your Charisma modifier (minimum once). You regain all uses of this feature
when you finish a long rest.
Runeforging
Rune Forge
Starting at 2nd level, you learn how to empower your weapon with magical runes. This
process takes 1 hour per rune, and you can inscribe 1 rune onto your rune weapon.
Each time you gain a level in this class, you can change one of the runes inscribed in
the weapon.
As you gain levels in this class, the total number of runes you can have on your rune
weapon increase, becoming 2 at 3rd level, 3 at 5th level, 4 at 10th level, 5 at 15th level
and 6 at 18th level.
Only a death knight can safely wield a inscribed rune weapon. Any creature other than
you holding it takes 1d6 necrotic damage per rune inscribed at the beginning of each of
its turns while holding or carrying the weapon.
Each rune can be inscribed only once, unless the description of the rune says
otherwise. All benefits described bellow, unless stated otherwise, apply as long as you
are wielding or carrying the weapon.
Rune of the Fallen Crusader
Once inscribed onto the rune weapon, you can use your bonus action and expend a
spell slot to regain 2d6 hit points per spell slot level plus Constitution modifier. Each
additional rune increases the number of hit points regained in 2d6.
Rune of the Stoneskin Gargoyle
Once inscribed onto the rune weapon, you gain a bonus of +1 to Strength or +1
Constitution while wielding the Rune Weapon. At 10th level, you can inscribe this rune a
second time, for a bonus on the ability score you haven't chosen the first time.
Rune of the Deathbringer
Your rune weapon has an increased critical hit range of 1 or deals an additional damage
die of the weapon type upon landing a critical hit. At 10th level, you can inscribe this
rune a second time, to gain the benefit you haven't gained the first time.
Rune of Cinderglacier
pre-requisite: 5th level
Once in each of your turns while wielding the rune weapon, your attacks with it deal
additional damage your Charisma modifier. The damage type is cold.
Rune of Lichbane
pre-requisite: 5th level
Once inscribed onto the rune weapon, you gain advantage on all attacks against
undead creatures.
Rune of Spellbreaking
Once inscribed on your rune weapon, you gain a bonus of +1 to all saving throws you
make against spells, and to any dispel or counterspell checks you make. At 10th level,
you can inscribe another rune, for a bonus of +2.

Profanities
Starting at 3rd level, you learn a number of profanities as listed in the Profanities Known
column on the Death Knight table, and those you get from your dark order, choose from
the list below. You may exchange one of your Order profanities for one on the table
below. You can use a bonus action to activate or deactivate one profanity, activating a
profanity while you have one already active will automatically deactivate the previous
one.
Each time you gain a level on this class, you can change one of the profanities you
know for another one. Starting at 14th level, you can have two profanities active at
once.
Etherfloat
You hover a few inches from the ground. You do not trigger pressure plates or the like;
you can cross liquid surfaces if they are still; and you descend to the ground harmlessly
as if under the effect of the feather fall spell.
Grave Armor
As an action, you can summon an armor made of spiked bones. While wearing this
armor, you can add your Charisma modifier, instead of your Dexterity, to your AC. In
addition, all friendly undead creatures within 30 feet of you gain a bonus of +1 to AC.
Gift of the North
When you finish a short or a long rest, you gain temporary hit points equal to your death
knight level. When you take melee damage, the attacker takes 1 cold damage for every
2 damage done to your temporary hp.
Aura of the Damned
Hands of the dead shoot up from the ground around where you stand. After your turn
the first hostile target to enter within 30 feet of you or start its turn within 30 feet of you
must make a Dexterity saving throw or become restrained until the start of it's next turn.
Deathwind
When you or a creature within 30 feet of you takes fire, poison, thunder, necrotic or cold
damage, you can use your reaction to give that creature resistance against that damage
type until the start of your next turn.
Gravemist
An eerie mist surrounds you. You and all allies within 30 feet are lightly obscured. All
physical and all ranged attacks made against you are made with -2 to the attack rolls.

Bone Shield
At 7th level, as a reaction when you take slashing, bludgeoning, or piercing damage,
you can expend a spell slot to summon 4 bone shields that spin and float around you.
While at least one bone remains, you have resistance against slashing, bludgeoning
and piercing damage. Whenever an attack deals one of those types of damage, one
bone shield is destroyed.
The bone shield lasts for 10 minutes or until all bone shields summoned have been
destroyed.
Necro Servant
At 9th level, your Death Aura has become so strong that you are used to seeing through
magic darkness, you can see 120 feet through magical darkness. You have advantage
roll on Constitution saving throws against effects that deal necrotic damage.
Shadow Meld
At 11th level, while in dim light or darkness, as a bonus action you can expend a spell
slot of 3rd-level or higher and teleport yourself and one other willing creature to a point
you can see within a range equal your Charisma modifier x 10 + 30 feet that is also in
dim light or darkness.
Hellfire Orb
Starting at 14th level, you can hurl a magical ball of fire that explodes at a point you can
see within 120 feet. Each creature within a 20-foot radius sphere must make a Dexterity
saving throw, taking 5d6 fire damage and 5d6 necrotic damage on a failed save or half
as much on a successful save.
Once you use this feature, you can't use it again until you complete a long rest.
Avatar Of Death
At 20th level, as a bonus action, you can become an avatar of death for 1 minute. While
in this form, your size becomes one size larger and your body is completely covered in
a dark shadow while in this state. you gain immunity to non-magical weapons,
resistance to all damage types and the ability to have 4 profanities active at once.
Additionally, any hostile creature that begins its turn or enters an area of 120 foot-radius
around you must make a Wisdom saving throw of against your spell save DC, becoming
frightened on a failed save. The condition lasts for the duration of your transformation,
and in each of its turns, the frightened creature can make another Wisdom saving throw
to end the effect.
A creature that fails this saving throw by 5 or more must immediately use it's reaction to
flee, moving 30 feet away from you. Creatures that would otherwise be immune to the
frightened condition are not immune to this effect, but these creatures make the saving
throw with advantage. Constructs are immune to this effect.
Once you use this feature, you can't use it again until you finish a long rest

Death Knight Spell List


Cantrips
chill touch, spare the dying, toll the dead, necro blast
1st
bane, command, compelled duel, cause fear, dissonant whispers, inflict wounds, false
life, hex, detect evil and good, searing smite
2nd
blindness/deafness, crown of madness, darkness, gentle repose, hold person, magic
weapon, mind spike, ray of enfeeblement, shatter
3rd
animate dead, bestow curse, dispel magic, elemental weapon, fear, feign death, haste,
life transference, revivify, speak with dead, vampiric touch, fireball
4th
blight, banishment, blight, death ward, staggering smite, shadow of moil
5th
cloudkill, contagion, danse macabre, destructive wave, enevartion, geas, negative
energy flood, raise dead

Titles:
As you level up as an Undead, you gain the following titles.
Lesser Undead (Lvl.1)
Greater Undead (Lvl.6)
Undead King (Lvl.11)
Dreadlord (Lvl.16)
Overlord (Lvl.20)

Skeleton
Ability Score Increase: Your Int Score increases by 2 and you gain a +1 to Con.
Darkvision: You can see in darkness normally for out to 60ft. Because of your undead
nature, you can discern colour in the dark.
False Appearance: As a bonus action, you can collapse your form into a pile of bones.
You cannot move in this state and are considered prone. Otherwise you are
indistinguishable from a normal pile of bones. You do however, still take the dodge
action in this state, as any creature that figures out that you are animated, will have a
flat roll instead of advantage when attacking you. If they do attack you, you immediatly
reform (Free Action) and use your reaction to stand up, costing half your movement on
your next turn.
Piercing Immunity: You are immune to all types of piercing damage, magical or non-
magical. However, you are valnurable to bludgeoning damage.
Strengthened Bones: While you aren't wearing armour, you gain a +2 to your natural
AC.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Minotaur Skeleton, Phantom Warrior, Giant Skeleton, Gloamwing, Nightveil Specter.
Dark Order: When you take levels in the Lich class, you gain the following benifits at
the corresponding Lich levels.
Battle Mage:
Warrior's Proficiency
When you take this archetype at 1st level, you gain proficiency in Medium armor and all
martial weapons.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action
on your turn.
Unrelent
At 6th level, whenever you successfully damage a creature with any spell that deals
necrotic damage, you can make an attack as a bonus action. Extra attack does not
apply.
Touch of Undeath
At 10th level, you can add your intelligence modifier to the damage of any spell you cast
that requires an attack roll as extra necrotic damage. Unrelent does not apply when
using this damage.
Lich Class Features
Hit Points
Hit Dice: 1d6 per Lich level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 3) + Constitution modifier per Lich level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose any three from Arcana, Deception, Investigation, History, Medicine,
Nature, Perception, Persuasion, or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) scholar's pack or (b) diplomat's pack
(a) A short sword or (b) A light crossbow or (c) A quarterstaff
(a) Leather Armor or (b) 15 gp's worth of unholy relics
A spellbook

Phylactery
Starting a 1st level you become an undead who uses an unfinished phylactery, with the
following advantages and disadvantages
When an attack would reduce you to 0 HP, you may make a Constitution save with a
DC of 8 + half damage taken. If you succeed, you fall to 1 HP instead. You cannot use
this ability again until you take a long rest.
When you fall to 0 HP and you die, your soul gets stored in your phylactery.
Your phylactery is not powered enough to bring you back on its own. A spellcaster can
revive you by expending spell slots that total 5 levels or more on your phylactery. The
spell slots can be expended over a long period of time. Doing so will cause you to revive
in 1 hour with 1 HP after the last spell slot is used.
Your phylactery functions as an Arcane Focus, but you can acquire a second one.
Drain Touch
At 1st level, you also get the ability to siphon health from living creatures. At the cost of
one hit dice or one spell slot, you may make a melee spell attack, or drain a willing
creature. On a successful hit, you deal 1d8 plus your Constitution modifier Necrotic
damage and heal for the same amount of damage dealt. You may increase the cost of
this ability by one hit dice or one spell slot (can not use both at the same time) to
increase the damage by 1d8, a number of times equal to your proficiency bonus.

Spellcasting
At 1st level, you gain the ability to cast spells.
Cantrips
At 1st level, you know the cantrip prestidigitation.
Spellbook
At 1st level, your spellbook contains six 1st-level Lich spells of your choice. Your
spellbook is the repository of the Lich spells you know.
Preparing and Casting Spells
The Lich table shows how many spell slots you have to cast your 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 spellbook 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.
You can change your list of prepared spells when you finish a long rest. Preparing a
new list of Lich spells requires time spent studying your spellbook 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. 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
Ritual Casting
You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell
in your book. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Lich spells.
Learning Spells of 1st Level and Higher
Each time you gain a Lich level, you can add two Lich spells of your choice to your
spellbook 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 spellbook.

Savage Caster
At 2nd level, when you successfully land a melee hit on a creature, you can cast any
cantrip that requires an attack roll as a bonus action.
Undead Domination
Your natural control over Undead grants you many bonuses. At 3rd level, you can make
any Undead that you can see within 60 feet of you roll a Wisdom saving throw against
your Spell Save DC or fall under your complete control. Undead with an Intelligence
above 12 have advantage on their saving throw and any Undead with an Intelligence
above 16 are immune to this effect. You can have a number of undead under your
control this way equal to your proficiency bonus.
This feature is stronger at the 6th level, allowing you to double your control time for the
spell Animate Dead or Create Undead. This feature will replenish after a long rest.
Ethereal Walk
Starting at 6th level, you can use your bonus action to hover off the ground as per the
levitation spell. If you are attacked while levitating this effect ends until you use it again.
You can use a reaction to reduce fall damage to 0 by expending a use of this feature.
You may use this feature a number of times equal to your proficiency modifier + your
Intelligence modifier. These features replenish after a long rest.
Paralyzing Touch
At 7th level, you can make a melee attack spell on a creature, doing 3d6 Necrotic
damage on a successful hit. The target must make a Constitution saving throw against
your DC or be Paralyzed for 1 minute, repeating its saving throw at the end of each of
its turns, ending the effect on a success. You can use this feature up to a number of
times equal to your Intelligence modifier. You regain this feature after a long rest.
Soul Reaper
You have become adept in the ways of necrotic energy, being able to pull off terrifying
feats of magic. At 8th level, you are able to heal yourself a number of hit points equal to
half the damage you do on any spell from the school of necromancy or that deals
necrotic damage. You can use this feature a number of times equal to your 1/2 your Lich
level rounded down. You regain this feature after a short or long rest.
Improved Drain
Starting at 10th level, you may add your Intelligence modifier to the damage of Drain
Touch for each hit dice used. As a bonus action, you can apply Drain Touch to a weapon
of your choice, allowing you to drain the next target it hits.
Necrotic Smite
At 11th level, your melee attacks now deal a bonus 2d6 Necrotic damage. Whenever
you strike an enemy, you can expend a spell slot to deal 3d6 Necrotic damage plus a
further 1d6 for every level the spell slot was past the 1st. This does not apply to attacks
made due to non-Lich class features, or attacks made without adding your proficiency
bonus.
Indomitable
Beginning at 14th level, you can reroll a saving throw that you fail. If you do so, you
must use the new roll, and you can’t use this feature again until you finish a long rest.
Disrupt Life
At 15th level, once per long rest, you can force any non-undead creature within 10 feet
of you to make a Constitution saving throw against your DC, taking 8d6 necrotic
damage on a failed save and half as much on a success. This functions alongside Soul
Reaper.
Potent Evocation
At 16th level, you may spend an action empowering the next spell you cast. If you cast
a spell as an action next turn, you may cast it as if it were 1 spell level higher.
Dark Arts Mastery
At 18th level, you learn two 2nd level spells and one 3rd level spell. You may cast each
spell once per long rest without expending a spell slot.
Absence Of Life
You have now reached the peak of Lichdom, becoming a True Lich indeed. At 20th
level, your Intelligence knows no bounds and increases by 4 to a maximum of 30. You
also can grow to a maximum of 2 feet taller than your current height. Your pupils will
now always have a small, red glow to them, giving you Blindsight up to 120 feet. Any
creature that dies within 60 feet of you has their soul automatically absorbed into your
phylactery. All hostile creatures within 10 feet of the Lich take 2d8 necrotic damage per
round. This damage is increased to 3d8 if the creature is below half health and is a
living creature.

Lich Spell List


You know all of the spells on the basic Lich spell list.
Cantrips
prestidigitation, acid splash, chill touch, eldritch blast, mage hand, ray of frost, true strike
1st Level
alarm, bane, bodysnatch, chromatic orb, detect evil and good, detect magic, entangle,
lich armor, magic missile, magechain, net of shadows, protection from evil and good,
shield, sleep, thunderwave, venomous ray, hex
2nd Level
acid arrow, blindness/deafness, detect thoughts, enhance ability, enlarge/reduce,
enthrall, fiendish claws, flaming sphere, invisibility, mirror image, moonbeam, pulling
shade, ray of enfeeblement, sonic implosion, create guardian, raise mount
3rd Level
animate dead, bestow curse, bonesword, crushing despair, counterspell, dispel magic,
fireball, glacial pass, phantom steed, protection from energy, frostball, speak with dead,
unholy weapon, vampiric touch, conjure wraith
4th Level
arcane eye, banishment, black tentacles, blight, blood rain, dimension door, ice storm,
private sanctum, resilient sphere, death armor
5th Level
animate objects, antilife shell, cloudkill, contagion, dimension door, dispel evil and good,
hold monster, insect plague, iron flesh, mislead, raise dead, scrying, hold monster
telekinesis, enlighten undead, imbuing ritual
6th Level
create undead, circle of death, demonic visage, disintegrate, globe of invulnerability,
harm, mass suggestion, wind walk, zone of power
7th Level
etherealness, finger of death, plane shift, simulacrum, teleport, wall of souls

Titles:
As you level up as an Undead, you gain the following titles.
Lesser Undead (Lvl.1)
Greater Undead (Lvl.6)
Undead King (Lvl.11)
Elder Lich (Lvl.16)
Overlord (Lvl.20)

Vampire
Darkvision: You can see normally in darkness for out to 120ft. Because of your undead
nature, you can descern colour in the dark.
Unholy Strength: You are considered one size larger when determining the weight you
can carry, push or pull.
Blood Devourer: You don't require food or drink. Any normal food you consume doesn't
sustain you, instead you need to recover at least 2 blood points per long rest if they are
not full to sustain yourself.
Natural Armour: AC = 10+Dex+Con.
Vampiric Strikes: You are proficient with your unarmed strikes. Your claws have
finesse and the light properties. Your claws do 1d4 damage and one strike can be
replaced with a bite (Finesse), dealing 1d6 damage.
Regeneration: So long as you haven't taken any damage you are valnurable to or in
direct sunlight, you regain hit points equal to half your vampire level at the start of your
turn.
Shapechange: You gain the ability to change or revert your form as a bonus action into
a cloud of vampiric mist or a bat. This transformation lasts for 1 hour and you can use
this feature a number of times equal to your proficiency bonus.
Misty Escape: When you are reduced to 0hp, you can use your reaction to change into
your mist form. While in this form, you must retreat to a safe location before the
transformation ends.
Clensing Wood: You are valnurable to piercing damage from wooden weapons. If you
are killed with this type of weapon, you do not gain misty escape and die. At 6th level,
while you have been staked you are considered unconscious and you return to your
body if the stake is removed from your body.
Sunlight and Fire Sensitivity: You are valnurable to fire damage. Additionally, if you
stand in the sun for longer than an hour, you take fire damage (already doubled) equal
to your Adventuring levels. As a 6th level vampire, you take damage from sunlight only
after 3 hours of direct contact.
Forbiddence: You cannot enter any building you have not been invited into. Level 6
vampires can enter any public building but not private residents without invitation.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Vampiric Mist, Mind Dinker Vampire, Vampire Spawn, Blood Drinker Vampire.

Vampire Class Features


Hit Points
Hit Dice: 1d10 per vampire level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vampire level
after 1st
Proficiencies
Armor: none
Weapons: simple weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: choose two from Acrobatics, Arcana, Athletics, Deception, History, Persuasion,
Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) any simple weapon or (b) any martial weapon (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon or (c) any martial weapon (if
proficient)
(a) a dungeoneer’s pack or (b) a scholar’s pack
(a) leather armour (if proficient) or (b) scale mail (if proficient)
Two daggers
Alternatively, you may start with 3d4*10 gp and purchase your own equipment.

Vampire Training
At 1st level, you choose the nature of your training. Some vampires retain martial
capabilities from their old lives, while others embrace the dark powers of their new
natures. Your choice of Vampire Training grants you a feature at 1st level, and additional
features at 6th, 9th, and 17th levels.
The options of Blood Witch, Shadowhand, and Wraith Knight are presented at the end
of this class description.

Hemocraft
2nd-level Vampire feature
You unlock the secrets of vampiric magic, using blood to augment your combat
prowess.
Hemocraft Ability
Charisma is your hemocraft ability, as your mastery of blood magic comes from your
force of will over the innate powers at your disposal. You use Charisma to calculate your
hemocraft attack bonus, and your hemocraft save DC. When any of your class features
require a saving throw or attack roll, you use this bonus and DC.
Hemocraft Save DC = 8 + your proficiency bonus + your Charisma modifier
Hemocraft attack modifier = your proficiency bonus + your Charisma modifier
Blood Points
You have one maximum blood point, and your blood point maximum increases at the
levels shown in the Blood Points column of the Vampire table. When you finish a long
rest, your blood points are lost.
When you hit a creature with a Bite attack, you may force it to make a Constitution
saving throw; it may choose to fail this saving throw. On a failed save, it takes necrotic
damage equal to your proficiency bonus, and you regain one blood point. You may
never regain more blood points than your maximum.
You spend blood points to use your hemocraft powers. A hemocraft power will tell you
how many blood points it requires. You cannot use a hemocraft power if it costs more
blood points than you currently have.
Hemocraft Power: Accelerated Healing
2nd-level Vampire feature
You can use the blood of your foes to repair yourself at shocking speeds. As a bonus
action, you may spend any of your remaining blood points. You regain hit points equal to
your Constitution modifier, plus an additional 1d4 hit points per blood point expended.
Vampiric Charm
3rd-level Vampire feature
You learn to corrupt the blood within other humanoids, bending their minds to your will.
You may cast Charm Person a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest. You cast the spell at 1st level,
and it does not require a spell slot or any components of any kind.
Stealth Drain
3rd-level Vampire feature
When you Bite a Charmed or sleeping creature, it does not count as an attack for the
purposes of ending the charm or waking the creature up.
Hemocraft Power: Overwhelming Will
5th-level Vampire feature
You may spend two blood points to cast Suggestion without requiring a spell slot or
material components.
Spider Climb
7th-level Vampire feature You gain a climbing speed equal to your walking speed, and
may walk along vertical or upside down surfaces while keeping your hands free.
Darkened Skies
10th-level Vampire feature
As a bonus action, you can expend a use of your shapechange ability to transform into
a giant bat or swarm of bats. Additionally, this form and your shapechange forms now
last for 3 hourse instead of 1.
Empowered Strikes
11th-level Vampire feature
The damage die of your unarmed strikes increases to 1d6, and the damage die of your
Bite increases to 1d8. Additionally, your unarmed strikes and Bite attacks now count as
magical for the purposes of overcoming resistance to nonmagical weapons.
Leaching Strikes
14th-level Vampire feature
Your unarmed strikes drain the life of your foes. Whenever you hit a creature with an
unarmed strike, you regain 1d4 hit points.
Master Vampire
18th-level Vampire feature
Not even death can stop you. The regeneration no longer requires that you have at
least 1 hit point. Instead, your regeneration continues as normal unless you were
reduced to 0 hit points by radiant damage or a critical hit, in which case your
regeneration is halted until you regain at least 1 hit point.
Vampire Lord
20th-level Vampire feature
As a bonus action on your turn, you can expend a use of your shapechange ability and
transform yourself into a humanoid-like bat with wings giving you a fly speed of 60ft. You
have immunity to all physical attacks that aren't silvered while in this form. This form
lasts for 1 minutes or until you dismiss the form.
Vampire Training
Your vampire training reflects the avenue of power you chose to pursue when you
gained the gift of undeath. Some delve into the mysteries of blood magic to become
potent spellcasters, others use their shadowy gifts to become deadly assassins, while
others still choose to hone the ways of mortal combat.
Blood Witch
Embracing the powers of blood magic, otherwise known as hemocraft, blood witches
are vampires that augment their physical capabilities with powerful spellcasting.
Blood Magic
1st-level Blood Witch feature
You learn to tap into your vampiric essence to cast arcane spells. See chapter 10 of the
PHB for the general rules of spellcasting, and the end of this document for the blood
witch spell list.
Cantrips
You know two cantrips of your choice from the blood witch spell list, and you learn
additional cantrips of your choice at higher levels, as shown in the Cantrips Known
column of the Blood Witch Spellcasting table.
Spell Slots
The Blood Witch Spellcasting table shows how many spell slots you have. The table
also shows what the level of those slots is; all of your spell slots are the same level. To
cast one of your blood witch spells of 1st level or higher, you must expend a spell slot.
You regain all expended spell slots when you finish a short rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-
level spell Hellish Rebuke, you must expend one of those slots, and you cast it as a
2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know one 1st-level spell of your choice from the blood witch spell list.
The Spells Known column of the Blood Witch Spellcasting table shows when you learn
more blood witch spells of your choice of 1st level or higher. A spell you choose must be
of a level no higher than what’s shown in the table’s Slot Level column for your level.
When you reach 7th level, for example, you learn a new blood witch spell, which may be
of 1st or 2nd level.
Additionally, when you gain a level in this class, you may choose to replace one of the
blood witch spells you know with another spell from the blood witch spell list, which also
must be of a level for which you have spell slots.
Ritual Casting
You may cast any blood witch spell you know as a ritual if it has the ritual tag.
Spellcasting Ability
Charisma is your spellcasting ability for your blood witch spells, so you use your
Charisma whenever a spell refers to your spellcasting ability. You use your Charisma
modifier when setting the saving throw DC for a blood witch spell you cast and when
making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see chapter 5 of the PHB) as a spellcasting focus for your
blood witch spells.
Hemocraft Power: Quickened Spell
6th-level Blood Witch feature
You can use the blood of your enemies to empower your spellcasting.
When you cast a spell that has a casting time of 1 action, you can spend 2 blood points
to change the casting time to 1 bonus action for this casting.
Hemocraft Power: Twinned Spell
6th-level Blood Witch feature
When you cast a spell that targets only one creature and does not have a range of self,
you can spend a number of blood points equal to the spell’s level (1 point if a cantrip) to
target a second creature in range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the
spell’s current level. For instance, Witch Bolt is eligible for this feature, but Scorching
Ray is not.
Sanguine Ward
9th-level Blood Witch feature
When you cast a spell of 1st level or higher, you gain temporary hit points equal to twice
the level of the slot expended.
Hungering Magic
17th-level Blood Witch feature
Your magic begins to feed on its own. Your damaging cantrips count as unarmed strikes
for the purpose of your Leaching Strikes feature, and you may add your Constitution
modifier to the damage of said cantrips.

Shadowhand
Shadowhands are vampires who have embraced the night, using their supernatural
abilities to move faster and strike harder than any mortal.
Fleet-Footed
1st-level Shadowhand feature
Your speed increases by 10ft., and you may take the Dash and Disengage actions as a
bonus action on your turn.
Bonus Proficiencies
1st-level Shadowhand feature
You gain proficiency with light armour, shortswords, hand crossbows, and heavy
crossbows.
Hemocraft Power: Creeping Shadows
2nd-level Shadowhand feature
You can bend the shadows to your will. You may cast Entangle by spending one blood
point. Casting the spell in this way does not expend a spell slot, and you conjure
clawing shadowy hands and tendrils rather than plants.
Hemocraft Power: Necrotic Blades
6th-level Shadowhand feature
You may spend two blood points as a bonus action and touch a single weapon of your
choice (or your claws, which count as a single weapon). For 1 hour, the weapon counts
as magical if it did not already. Once on each of your turns for the duration, when you hit
with an attack using that weapon, you may deal an additional 1d4 necrotic damage to
the target.
Hemocraft Power: Step Into Shadow
6th-level Shadowhand feature
You may spend two blood points to cast Misty Step without requiring a spell slot or
verbal components.
Savage Assault
9th-level Shadowhand feature
When a creature you can see hits you with a weapon or spell attack, you may use your
reaction to make a weapon attack against that creature if it is within range.
Creature of the Night
17th-level Shadowhand feature
From 17th level, you may spend 1 blood point to turn invisible while you are standing in
dim light or darkness. This invisibility lasts for 1 hour, but ends if you move into direct
sunlight, or if you make an attack that is not a Bite, or cast a spell.

Wraith Knight
Whether they kept up their prior martial pursuits or chose to dedicate some of their nigh-
unlimited lifespan to perfecting the techniques, wraith knights are vampires who favour
the clash of steel.
Bonus Proficiencies
1st-level Wraith Knight feature
You gain proficiency with light armour, medium armour, and martial weapons.
Fighting Style
1st-level Wraith Knight feature
You adopt a style of fighting as your speciality. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if you later get to choose again.
Defence. While you are wearing armour, you gain a +1 bonus to your AC.
Duelling. While you are wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands, you can reroll that die and
must use the new roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Design by Lexi Abbey | Made with GM Binder
Extra Attack
6th-level Wraith Knight feature
You may attack twice, instead of once, whenever you take the Attack action on your
turn.
Hemocraft Power: Sanguine Smite
6th-level Wraith Knight feature
When you hit a creature with a melee weapon attack, you may expend up to five blood
points blood points to cause the attack to deal additional necrotic damage equal to 1d8
per blood point spent, up to a maximum of 5d8.
Hemocraft Power: Blood Shield
9th-level Wraith Knight feature
When you are targeted with an attack roll by a creature you can see, you may use your
reaction to expend two blood points and increase your AC by 5 until the start of your
next turn, including against the triggering attack.
If this causes the triggering attack to miss, the attacker takes necrotic damage equal to
your Charisma modifier.
Bloody Typhoon
17th-level Wraith Knight feature
You may attack three times as part of your Extra Attack feature, rather than once.

Blood Witch Spell List


Cantrips (0 Level)
Blade Ward
Booming Blade
Chill Touch
Fire Bolt
Friends
Frostbite
Green-Flame Blade
Infestation
Lightning Lure
Mage Hand
Magic Stone
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Toll the Dead
1st Level
Armour of Agathys
Arms of Hadar
Burning Hands
Cause Fear
Comprehend languages
Detect Magic
Disguise Self
False Life
Feather Fall
Fog Cloud
Hellish Rebuke
Hex
Ice Knife
Jump
Ray of Sickness
Silent Image
Sleep
Thunderwave
Unseen Servant
Witch Bolt
2nd Level
Aganazzar’s Scorcher
Blindness/Deafness
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Hold Person
Invisibility
Knock
Levitate
Mind Spike
Phantasmal Force
Scorching Ray
See Invisibility
Shadow Blade
Spider Climb
3rd Level
Blink
Counterspell
Dispel Magic
Enemies Abound
Fear
Fireball
Fly
Haste
Hunger of Hadar
Hypnotic Pattern
Lightning Bolt
Major Image
Sleet Storm
Slow
Stinking Cloud
Summon Lesser Demons
Tongues
Vampiric Touch
4th Level
Banishment
Blight
Charm Monster
Confusion
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Shadow of Moil

Titles:
As you level up as a Vampire, you gain the following titles.
Lesser Vampire (Lvl.1)
Greater Vampire (Lvl.6)
Master Vampire (Lvl.11)
True Vampire (Lvl.16)
Vampire Lord (Lvl.20)

Half-Ghost
Darkvision: You can see normally in darkness for out to 60ft. Because of your undead
nature, you can descern colour in the dark.
Force Resistance: You are immune to force damage. Additionally, you are valnurable
to psychic damage.
Possess: You can possess any object that isn't already housing a soul. You can still
see, hear and speak.
Blink: You can cast the blink spell twice per long rest without expending a spell slot.
Create Undead: When you use a feature that would animate or create undead, there
are additional options for you to choose from so long as you have the corresponding
corpse and use correct spell slots.
Indentured Spirit, Specter, Poltergeist, Banshee, Ghost.

Half-Ghost Class Features


Hit Points
Hit Dice: 1d8 per Half Ghost level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Half Ghost level after
1st
Proficiencies
Armor: Medium & Light armor
Weapons: Simple Weapons, Unarmed attacks
Tools: Smith's tools
Saving Throws: Constitution, Dexterity
Skills: Athletics and choose two skills from Acrobatics, History, Nature, Survival,
perception, or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) chain shirt or (b) Leather armor
Explorer's Pack
If you are using starting wealth, you have 5d4x10 in funds.

Basic Ghost powers


Starting at level 1 you begin to gain control over your ghostly abilities. Many of your
abilities draw on your power within through ghost points. Your ghost point maximum is
equal to your Half Ghost level. You regain all of your ghost points after a long rest, or
half rounded up after a short rest. When you would be hit by an attack or object you can
use 1 ghost point and your reaction to perform a Dexterity Saving Throw (DC = atk roll)
to temporarily become intangible and let only 1 attack or object go through your body
without harming you, this feature can only be used once per round.
Going Ghost
Starting at level 1 you can use your bonus action to transform your body into your ghost
form by enveloping yourself in 1 or 2 rings of light originating from somewhere on your
body. Your body is mostly the same in this form, your hair turns white and your eyes
become the color of your choice, your visible clothes are what you wore when you
received your powers. You can make full use of your powers while in this form. You can
stay in this form for up to 1 hour or turn it off at will before your limit using your bonus
action. You can't use this transformation again until 5 minutes have passed since
transforming back to normal.
While transformed you gain the following features: Your AC increases by 2. The base
damage for your unarmed strike is 1d8 and your movement speed increases by 10. If
your HP would be reduced to 0 or below but you would not be killed, instead you
transform back to normal and have your HP become 1. If you become unconscious in
this form then you change back to normal.
Ghost Energy
Beginning at level 2 you find that you can start to directly harness the energy in your
body. You can shock a person or object you touch or successfully melee attack, dealing
1d6 additional Lightning damage, if you are transformed you may deal 1d10 Lightning
damage instead.
You can fire a small blast of energy from anywhere on your body at a target that is up to
60 feet away. Make a ranged spell attack roll adding your dexterity modifier, if
successful you can deal 1d8 Thunder damage and push the target back 5 feet or you
can deal 1d10 Lightning damage to a target. If you are transformed then you may spend
1 Ghost Point to add an additional 1d10 Thunder damage.
Controlled Flight & Phasing
Starting at level 3 you gain more control over your ghost powers. While transformed or
Overcharged, you can now fly as far as your movement speed or hover in mid air. While
hovering in combat you gain advantage on your attack rolls, but if your opponent makes
an attack roll of your AC or higher, they force you to the ground and you become prone,
no damage is suffered from falling.
Even while not transformed you can use your full action to become intangible or
invisible until before or after your next turn (your choice), you can spend 1 Ghost Point
to become both. While intangible you can go through walls, floors, or ceilings, but you
can't attack, be attacked, or interact with anything and can only be affected by magic or
spells. If you are invisible then you can only be seen by those that can see ghosts,
auras, or other supernatural phenomena.
Elemental Spirithood
At 3rd level, you may choose 1 of the 2 following archetypes: Overcharger or Frost
Spirit.
Ghost Sense
Starting at level 4 you can sense when another ghost or something related to
necromancy or a creature with malicious intent towards you becomes within 100 feet of
you.
Ghostly Prowess
Starting at the 5th level you can attack twice instead of once when you take the attack
action on your turn.
Overshadow
Starting at the 6th level you can attempt to possess another living being within 10 feet of
you by using your full action, they must perform a Wisdom Saving Throw (DC 8+prof
bonus+Wis Mod). If they fail then you enter their body and control all their actions until
you leave it or they succeed a Wisdom Saving Throw on their turn (they can attempt
again every 5 minutes outside of combat). While inside their body they are aware of
everything happening and any effect or damage that would happen to you inflicts the
host's body and mind as well, splitting the damage. If you leave the host of your own
free will then you can drain their life to fuel your own upon leaving, in which case add
their HP to your own until they are at 0 or you are at maximum. If they succeed the
saving throw then you are forcefully removed from their body, knocked prone, and can't
Overshadow again for 24 hours.
Ghostly Wail
Starting at the 7th level you now have a better sense of what you are capable of and
begin to understand the ways it can be used. To use this attack you must use all of your
current ghost points and be transformed or Overcharged. Using your full turn except for
your movement, you unleash nearly all the power in your body in a loud yell from your
mouth in the form of a cone of energy that reaches 30 feet in front of you, all creatures
caught in it must make a Constitution Saving Throw (DC 16) or they take Xd10 Thunder
damage (X being the number of ghost points used) and are pushed to the end of the
cone as well as knocked prone, on a successful save they take half damage. After using
this attack you transform back to normal and can't use the transformation(s) that were
active when using this ability again for 24 hours.
Ghost Shield
Starting at the 8th level you begin to learn how to make objects using your powers, you
can use your action and any number of ghost points to create a shield that can block
attacks. This shield is a bubble around you with a 5 foot diameter. This shield can
absorb Xd8 damage with X being the number of ghost points used, however, you can
only have 1 active ghost shield at a given time and it only lasts for 10 minutes before
disappearing.
Duplication
Starting at the 10th level you figure out that you can make more than a shield. You can
use your Action and 5 ghost points to create a copy of yourself within 10 feet of you (you
can pay 10 ghost points for 2 copies, 15 for 3, or 20 for 4). It acts based on your mental
commands and shares your stats and abilities with a few exceptions: its health is your
level, it has 3 ghost points, when it dies or 10 minutes pass it vanishes, it can't use the
Ghostly Wail, Ghostly Prowess, or Elemental Spirithood ablities.
Repulsion Field
Starting at the 15th level you can surround your body with energy and cause an
explosion. Using 2 ghost points, all creatures within 10 feet must make a Dexterity
Saving Throw to avoid being pushed back 5 feet and taking 4d10 Thunder damage. The
damage is halved on a successful save.
Final Wail
From level 20 on you know just how powerful you are and know that sometimes
sacrifices must be made. When you use the Ghostly Wail you can make it even more
powerful by throwing all of your ghost powers into it, if you choose to then you add an
extra d8 of damage for each ghost point used.

Overcharger
You have decided to focus on the natural energy within you, allowing you to more
reliably release it in larger and longer lasting bursts.
Living Battery
You may now remain transformed for 2 hours instead of 1 and can cast the Light cantrip
for no cost once per 24 hours. At level 5 onward your transformation can go even
further. You may use 3 Ghost Points and your Bonus Action to become Overcharged
until: 2 hours have passed, you transform back from Going Ghost, or use your Bonus
Action to deactivate it (whichever comes first). While in this form, you emit an aura in
the color of your choice that casts a bright light for 5 feet and dim light for 5 feet beyond
that. You also gain the following benefits while Overcharged: your AC increases by 1
and the base damage for your Ghost Energy & Overcharger abilities becomes 2d10.
Power Burst
At level 10 onward you can further empower yourself, albeit temporarily. When you
would make an attack roll, you may use 1 Ghost Point to gain advantage on that roll and
the critical range for that die for this roll becomes (20 - half STR Mod) to 20.
Hyper Charge
At level 12 onward you learn to recharge in action. Once, you may become
Overcharged without paying Ghost Points, then, you may attack a 3rd time during your
next Attack Action. You regain use of this ability after a long rest.
Afterburners
At level 15 onward you've found new ways to empower yourself. You may use your
Bonus Action and 1 Ghost Point to use the Disengage, Dodge, or Dash action, any
creatures of your choice 10 feet or closer to you until the beginning of your next turn
takes 1d10 fire damage.

Frost Spirit
You have discovered that you have a very limited control of ice, and begin to hone that
skill to make it stronger.
Wind Chill
When you are hit or missed by a melee attack, that creature performs a CON Saving
Throw, upon failure they take 1d6 cold damage. You know the Ray of Frost cantrip.
When a creature within 15 feet of you makes a melee attack, you may use 1 Ghost
Point and your Reaction, that attack is made at disadvantage.
Cold Shoulder
At level 10 onward, if you would phase through a being or structure, you may attempt to
freeze it with a Survival Check against its AC, upon success it takes 2d10 cold damage
and its movement is halved until the end of your next turn, upon critical success the
target is encased in ice for 1d4 turns and takes 3d10 cold damage, upon failure you are
forced out of its space and take 1d6 psychic damage. This ability can only be used once
per round.
Blizzard
At level 12 onward, you are able to unleash large amounts of cold from your body.
Using your full turn and 5 Ghost Points, you can make any number of creatures you
choose within 30 feet of you do a CON Saving Throw, if they fail then their movement
speed becomes 0 for 1d4 rounds as their bodies desperately try to fight off freezing and
they take 2d10 cold damage, they aren't bound upon success. If this ability brings you to
4 or less Ghost Points, gain 3 Ghost Points, it then snows inside a 10 foot radius of you
for 10 seconds.
Frostbringer
At level 15 onward, you are able to make up to large sized structures you've seen
before out of ice by using your Action and 1 Ghost Point. You can make a large
structure or wall of any shape up to 15 feet long and 1 foot thick up to 30 feet away from
you that lasts for 10 minutes before completely breaking down. Any creature other than
yourself that touches it takes 1d10 cold damage and becomes stuck to it. During their
turn or every minute they may make a STR check to break free, otherwise they remain
attached until it breaks. While attached, the creatures takes an additional 1d10 cold
damage every minute.

Titles:
As you level up as a Ghost, you gain the following titles.
Lesser Spirit (Lvl.1)
Greater Spirit (Lvl.6)
Unchained Spirit (Lvl.11)
Poltergeist (Lvl.16)
Specter (Lvl.20)

Illithid
Traits
Size: Medium.
Speed: 30ft.
Creature Type: Your creature type is aberrition.
Darkvision: You can see normally in darkness to a range of 120ft. Because of your
aberrent nature, you can discern colour in the dark.
Devour Brain: When a living creature within 5 feet of you is reduced to 0 hit points, you
can, as a reaction, devour their brain completely gaining temporary hit points equal to
your level + your proficiency bonus. In addition, you may receive the answer to one
question that the consumed brain knew the answer to. This creature must have a size of
Medium or smaller. Alternatively, as an action, you may consume the brain of a creature
that has died within the last minute and gain the same benefits. You regain use of this
trait once you complete a long rest.
Mind Blast: You can use your action to emit a psionic blast in a 15-foot cone. When you
use your mind blast, each creature in the area of the blast must make a Intelligence
saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your
proficiency bonus. A creature takes 2d6 psychic damage on a failed save, and half as
much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at
11th level, and 5d6 at 16th level. After you use your mind blast, you can’t use it again
until you complete a short or long rest.
Telepathy: You can communicate mentally with another creature that knows at least
one language within a 60-foot radius. This creature doesn't need to share a language
with you but unless they have telepathy themselves they can only receive and respond
but can't initiate or terminate a telepathic conversation. You must be conscious to use
this trait and cannot telepathically communicate with multiple creatures at once.
Languages: You can speak, read, and write Common(Passive), Deep Speach and one
other language of your choice.

Mindflayer Class Features


Hit Points
Hit Dice: 1d8 per Mind Flayer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mind Flayer level after
1st
Proficiencies
Armor: light armor, medium armor.
Weapons: Simple weapons
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, Insight, Perception, Persuasion and
Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) dagger or (b) hand crossbow, a component pouch (arcanist only)
(a) studded leather armor or (b) breastplate
(a) scholar's pack or (b) dungeoneer's pack
If you are using starting wealth, you have 4d4 x 10 gp in funds.

Mind flayer Path


Choose one of the Mind flayer Archetypes. Your choice grants you additional features
when you choose it at 1st level, and again at 3rd, 10th and 18th level in this class.
Psionics
Through the power of thought alone you can produce spell-like effects.
Psionic Discipline
A psionic discipline is a rigid set of mental exercises that allows a mind flayer to
manifest psionic power. At 1st level, you know one discipline: the Illithid Discipline.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you
know. This energy is represented by psi points. Each psionic discipline describes effects
you can create with it by spending a certain number of psi points. A psionic talent
requires no psi points. The number of psi points you have is based on your Mindflayer
level, as shown in the Psi Points column of the Mind Flayer table. The number shown
for your level is your psi point maximum. Your psi point total returns to its maximum
when you finish a long rest. The number of psi points you have can't go below 0 or over
your maximum.
Psi Limit
There is a limit on the number of psi points you can spend to activate a psionic
discipline. The limit is based on your mind flayer level, as shown in the Psi Limit column
of the Mind Flayer table. For example, as a 3rd-level mind flayer, you can spend no
more than 3 psi points on a discipline each time you use it, no matter how many psi
points you have.
Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing
benefits from it. As a bonus action, you can choose one of your psionic disciplines and
gain its psychic focus benefit, which is detailed in that discipline's description. The
benefit lasts until you are incapacitated or until you use another bonus action to choose
a different focus benefit. You can only have one psychic focus benefit at a time, and
using the psychic focus of one discipline doesn't limit your ability to use other
disciplines.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence
when setting a DC for a psionic discipline or when when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + Intelligence modifier.
Discipline attack modifier = Your proficiency bonus + Intelligence modifier.

Create Thrall
Starting at 2nd level, you can use your downtime to create a psionically subjugated
slave called a thrall. The process is a ritual that lasts for 10 days. On each day you
spend 8 hours subjecting the target creature to psionic conditioning sessions, during
which the target must be conscious but incapacitated. At the end of the ritual, the target
creature becomes your thrall with all thoughts of escape or hostility towards you
eradicated.
A thrall is charmed by you. This condition can only be removed with a remove curse
spell or similar magic. You can cast suggestion on a thrall without expending psi points
or maintaining concentration.
The target of the thrall must be a humanoid with a CR of 1/4 or less. You can only
maintain one thrall at a time. When you reach 9th level in this class, the maximum CR
increases to 1/2 and you can maintain two thralls at a time. At 11th level, you can cast
dominate person on a thrall without expending psi points or maintaining concentration.
When you reach 17th level in this class, the maximum CR increases to 1 and you can
maintain three thralls at a time. If a thrall is killed or no longer charmed by you, this
releases one of your thrall slots.
Improved Magic Resistance
From 6th level onwards, you have advantage on saving throws made against 2nd and
3rd-level spells. From 14th level you have advantage on saving throws made against
4th and 5th-level spells.
Archetypes
When you create your mind flayer, you must choose one of the following archetypes.
Your choice grants you additional benefits at 1st, 7th, 11th, 17th and 20th level.

Arcanist
You have chosen to supplement your psionic power with arcane spells. You are
regarded as a deviant by your illithid peers and have been exiled, no longer in
communication with the elder brain.
Bonus Discipline
At 1st level, you learn the Arcanist Discipline.
Spellcasting
Cantrips: You learn two cantrips of your choice from the wizard spell list.
Spellcasting Ability: You use your psionic spellcasting ability for your arcanist spells.
Spells Known of 1st-Level and Higher: When you reach 2nd level in this class, learn
two 1st-level wizard spells of your choice.
The Spells Known column on the Arcanist Spellcasting table shows when you learn
more wizard spells of 1st level or higher. The maximum level for each of these spells is
also shown in the table.
Whenever you gain a level in this class, you can replace one of the wizard spells you
know with another spell of your choice from the wizard spell list. The level of the new
spell cannot exceed the level indicated in the Arcanist Spellcasting table.
Spell Slots As a bonus action, you can spend psi points to create spell slots that you
can use to cast your arcanist spells, as well as other spells you are capable of casting.
Synaptic Nourishment
From 3rd level onwards, when you eat the brain of a humanoid, dead for no longer than
10 minutes, you regain 1d6 psi points and gain 10 temporary hit points. You must finish
a long rest before you can use this discipline again.
Illithid Savant
By 10th level, after years of consuming humanoid brains, you have accumulated
enough residual memories to become proficient in a branch of knowledge or physical
skill. You gain proficiency in one skill of your choice.

Ulitharid
One in a hundred tadpoles from the elder brain's brine pool are altered by an unknown
force. They grow to become stronger and more spiteful mind flayers known as
ulitharids. These specimens act as nobles in illithid society, and possess six long
tentacles instead of the normal four.
Bonus Discipline
At 1st level, you learn the Ulitharid Discipline
Horrid Tentacles
Starting when you take this archetype at 1st level, when you make an attack with your
tentacles, the damage roll uses 1d8. In addition, you may attempt to grapple the target if
it is Large or smaller on a hit as a bonus action.
Improved Mind Blast
At 3rd level, when you use the mind blast psionic power, the damage roll uses d10
(instead of d8).
Deep Analysis
At 10th level, as a bonus action you can spend 2 Psi points to disrupt the thoughts of
one creature you can see within 120 feet. The target has disadvantage on the next
Wisdom or Intelligence saving throw they make before the end of their next turn. This
has no effect on constructs or undead.
Awakening
At 18th level, your Intelligence score increases by 4. Your maximum Intelligence score
is now 24.

Fleshwarper
A mind flayer fleshwarper is responsible for creating creatures to defend its colony. They
use breeding, psionics and magic experimentation to spawn twisted aberrations.
Bonus Discipline
At 1st level, you learn the Fleshwarper Discipline
Procurement
At 3rd level, you may spend 1 psi point as an action to force a creature to attempt an
Intelligence saving throw. On a failure, they are charmed by you until the end of your
next turn.
Loathsome Pet
At 10th level, you can extract the brain of one of your thralls use a process to transform
it into an intellect devourer. The process begins with a 1 hour ritual during which the
thrall is killed and its brain removed. The brain becomes an ustilagor - the larval form of
an intellect devourer. After 24 hours have passed, you can choose to transform the
ustilagor into an intellect devourer with a further 1-hour ritual.
The ustilagor or intellect devourer continues to count as one of your thralls. They are
also considered to be a humanoid brain for the purpose of satisfying your diet.
Brine Tank
At 18th level, you lay your clutch into a contained body of water no smaller than 30 ft. in
diameter. You may put the brains of creatures that have not been dead for more than 24
hours inside the pool, adding them to the growing mass of grey matter. Once the
collective Intelligence score of the brains increases to 20, it takes the form of a large
living brain. It is charmed by you, uses the stat block of any CR 1 Medium or smaller
creature, has a movement speed of 0, and has advantage on saving throws against
magic. This CR limit increases by 1 for every 20 points added to the collective
Intelligence score. The brain in the brine tank does not benefit from this Intelligence
score. This can only go up to CR 14, during which it becomes an Elder Brain.
Once the Elder Brain has been created, you may use the process of creating a thrall to
instead create another mind flayer, which is also charmed by you. When you do so, roll
20d4. After that many years, you and the mind flayer lay another clutch, allowing each
of you to use this feature again.
Mind Flayer Disciplines
The mind flayer psionic discipline provides different options for how to use it with your
psi points. Each effect option has a name, and the psi point cost of that option appears
in parentheses after its name. You must spend that number of psi points to use that
option, while abiding by your psi limit. If you don't have enough psi points left, or the
cost is above your psi limit, you can't use the option. Some options show a range or psi
points, rather than a specific cost. To use that option, you must spend a number of
points within that point range, still abiding by your psi limit. Some options let you spend
additional psi points to increase a discipline's potency. Again, you must abide by your
psi limit, and you must spend all the points when you first use the discipline; you can't
decide to spend additional points once you see the discipline in action.
Illithid Discipline
All mind flayers are naturally psionic and have the following powers in common.
Psychic Focus. While focused on this discipline, you are considered proficient in
Charisma saves.
Mind Blast (2 psi). As an action, you emit psychic energy in a 60-foot cone. Each
creature in that area must succeed on an Intelligence saving throw. On a failed save, a
target takes 2d8 psychic damage. You can instead deal 4d8 damage if you spend 1
more psi point.
In addition, you can spend 5 more psi points to create a stunning mind blast. Creatures
that fail a stunning mind blast's saving throw are also stunned for 1 minute. A target can
repeat the saving throw at the end of each of its turns, end the effect on itself on a
success.
Charm Person (2 psi). As an action, you cast charm person as a 1st-level spell without
requiring components.
Stunning Tentacles (3 psi). When you successfully grapple a humanoid with your
tentacles, you can attempt to stun it. The target must make an Intelligence saving throw
against your psionic save DC. On a failed save, the target is stunned until the grapple
ends.
Detect Thoughts (3 psi). As an action, you cast detect thoughts as a 2nd-level spell
without requiring components.
Levitate (3 psi). As an action, you cast levitate as a 2nd-level spell without requiring
components.
Suggestion (3 psi). As an action, you cast suggestion as a 2nd-level spell without
requiring components.
Dominate Person (7 psi). As an action, you cast dominate person as a 5th-level spell
without requiring components. You can spend extra psi points to cast it at 6th-level (2
psi points), 7th-level (3 psi points) or 8th-level (4 psi points).
Plane Shift (10 psi). As an action, you cast plane shift as a 7th-level spell without
requiring components. You can only target yourself with this spell.
Dominate Monster (11 psi). As an action, you cast dominate monster as an 8th-level
spell without requiring components. If you spend an extra 2 psi points you cast it as a
9th-level spell.
Arcanist Discipline
Psychic Focus. While focused on this discipline, you have advantage on Intelligence
(Arcana) checks.
Living Focus (2 psi). As an action, when you cast a spell of 5th level or lower using your
arcanist spellcasting feature that causes a target to make a saving throw, you increase
the spell save DC by 1d4.
Collapse Time (3 psi). As an action, you crystallise ambient time into a gooey
shimmering material called quintessence. If you are holding a small object, you smear
all the quintessence around it, causing it to enter a stasis, locked in time. An object in
stasis has immunity to all damage. In addition, the object can't be targeted by magic, or
perceived through magical scrying sensors. A creature holding the object can use its
action to scrape the quintessence off, which then evaporates.
Fleshwarper Discipline
Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls
against aberrations. In addition, when you make a Wisdom (Survival) check to track an
aberration you are considered proficient in Survival and add double your proficiency
bonus (instead of your normal proficiency bonus).
Create Cranium Rat (2 psi). As an action, you cast find familiar. To do so, a live rat must
also be a material component that is consumed. The creature that becomes your
familiar is always a cranium rat (see Volo's Guide to Monsters p. 133).
Ethereal Tadpole (3 psi). As an action, you cast magic missile, changing its damage
type to psychic. You may cast it at 1 higher level for every 2 additional psi points spent.
Ulitharid Discipline
Psychic Focus. While focused on this discipline you are aware of the presence of
creatures within 30 feet of you that has an Intelligence score of 4 or higher. You know
the distance and direction to each creature, as well as each creature's Intelligence
score, but can't sense anything else about it. A creature protected by a mind blank spell,
a nondetection spell, or similar magic can't be perceived in this manner.
From 10th level, the range of this creature sense becomes 300 feet. From 17th level,
the range becomes 2 miles.
Suggestion (6 psi). As an action, you cast suggestion as a 4th-level spell without
requiring components.
Scrying (7 psi). As an action, you cast confusion as a 5th-level spell without requiring
components.
Telekinesis (7 psi). As an action, you cast telekinesis as a 5th-level spell without
requiring components.
Eyebite (9 psi). As an action, you cast eyebite as a 6th-level spell without requiring
components.
Mass Suggestion (9 psi). As an action, you cast mass suggestion as a 6th-level spell
without requiring components.
Project Image (10 psi). As an action, you cast project image as a 7th-level spell without
requiring components.
Feeblemind (11 psi). As an action, you cast feeblemind as an 8th-level spell without
requiring components.

Titles:
As you level up as a Mindflayer, you gain the following titles.
Lesser Illithid (Lvl.1)
Greater Illithid (Lvl.6)
Mind Stealer (Lvl.11)
Brain Eater (Lvl.16)
Elder Mind (Lvl.20)

Shapechangers
Lycanthrope
Traits
Size: Medium.
Speed: 30ft.
Creature Type: Your creature type is considered as a fey.
Darkvision: You can see normally in darkness for a range of 60ft. Because of your
lycanthropic origins, you can discern colour in the dark.
Languages: Common(Passive), Beast Speach and one other language of your choice.
Potant Blood: Your Lycanthrope race features replace your original racial features.
Additionally, you are immune to disease.
Wild Born: Your movement is unaffected by difficult terrain.
Fearless: You are immune to being frightened.
Fey Nature: Because of your fey blood, like elves, you have advantage on saving
throws against being charmed and magic can't put you to sleep.
Bound Form: Your form cannot be forcably changed.
Shapechange: During the night of a full moon, your shape is changed into the hybrid
form of your lycanthropic origin. You are mindless in this state and this transformation
lasts until sunrise.
Physical Resistance: You are resistant to all physical attacks that aren't silvered.
Tough Skin: Your AC = 10+Dex+Con.

Lycanthrope Class Features


Hit Points
Hit Dice: 1d10 per Lycanthrope level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lycanthrope level
after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength/Dexterity, Constitution
Choose two skills from the following: Animal Handling, Athletics, Intimidation, Nature,
Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
(a) any melee weapon or (b) a shortbow and 20 arrows
(a) leather armor or (b) hide armor
(a) a dungeoneer’s pack or (b) an explorer’s pack
a dagger

Hybrid Form
Starting at 1st level, you have gained some level of control over the lycanthropic curse
that now flows through your blood. As an action, you can transform into your Hybrid
form as determined by your Lycanthrope Origin feature. This form lasts for 10 minutes.
You can't speak, but can use equipment and wear armor in this form. You can revert to
your normal form earlier by using a bonus action on your turn. You automatically revert
to your normal form if you fall unconscious, drop to 0 Hit Points, or die. You can use this
feature a number of times equal to your proficiency bonus. You regain expended uses
when you finish a long rest.
While you are transformed, you gain the following pros and cons:
Feral Might: You gain a bonus to melee damage rolls equal to half your proficiency
bonus, rounded down. You also have advantage on checks and saves that you are
proficient with.
Resilient Hide: Your resistance to Physical attacks becomes immunity. While you are
not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes: Your unarmed strikes are considered a melee weapon. You can use
Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
When you use the Attack action to attack a creature with an unarmed strike, you can
make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d4 slashing damage. The damage of your unarmed strikes
increases as you gain lycanthrope levels, as shown in the Predatory Strikes column of
the Lycanthrope Table.
Cursed Weakness: Your have vulnerability to damage from silvered weapons.
Mindless Rage: When you start your turn with less than half your HP, you must make a
Wis save equal to 10 + your unarmed strike modifier. This only applies during combat,
but also as combat ends. When in this state, you forgo any sense you have and attack
the nearest creature to you. You automatically fail the save if you are under the effects
of something such as barbarians rage.

Lycanthrope Origin
Choose an origin that describes where your lycanthropic curse came from. Choose
Werebear, Wereboar, Wererat, Wereraven, Weretiger, or Werewolf, all detailed at the
end of the class description
Natural Armor
Starting at the 1st Level, while you are not wearing any armor nor wielding a shield,
your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Totem Powers
At 2nd level, you gain a totem power of your choice. Your totem power options are
detailed at the end of the class description. When you gain certain lycanthrope levels,
you gain additional powers of your choice, as shown in the Totem Powers column of the
Lycanthrope Table.
Additionally, when you gain a level in this class, you can choose one of the powers you
know and replace it with another power that you could learn at that level.
A level prerequisite in a totem power refers to lycanthrope level, not character level.
Heightened Senses
Starting at 3rd level, you begin to adopt the improved senses of a natural predator. You
gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Extra Attack
Beginning at 5th level you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Stalker's Prowess
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long
jump distance and 3 feet to your high jump distance. In addition, whilst in your hybrid or
animal form your unarmed strikes and natural weapons are considered magical for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bleeding Slash
Beginning at 9th level, you can tear deep into your enemies' flesh, leaving gaping
wounds. When you make an unarmed strike in your hybrid form you can attempt a
bleeding slash. On a hit the target takes the normal damage and must succeed on a
Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice) or take 1d10 slashing damage at the start of their
next turn. This increases to 2d10 at 13th level and 3d10 at 17th level.
This feature has no effect on inorganic creatures or objects. You can use this feature a
number of times equal to your Strength or Dexterity modifier (whichever is higher,
minimum of 1). You regain expended uses when you finish a short or long rest.
Advanced Hybrid Form
Starting at 11th level, you learn to unleash and control more of the beast within you. You
can now transform into your hybrid form as a bonus action, and your hybrid form now
lasts for up to 30 minutes.
In addition, at the start of each of your turns, while you are in your hybrid or animal form
and have no more than half of your Hit Points left, you regain hit points equal to your
Constitution modifier + 1 (minimum of 1) at the start of each of your turns. You don't gain
this benefit if you have 0 Hit Points.
Additionally, when you transform into your hybrid or animal form, you can appear one
size larger.
Iron Volition
Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of
your lycanthropic curse. Whenever you make a Wisdom saving throw you do so with
advantage.
Hybrid Form Mastery
At 20th level, you have wrestled with your inner predator and mastered it. Your hybrid
form now lasts for up to an hour.
Additionally when you roll initiative and have no uses of your Hybrid Form left, you
regain one use. You are also immune to the effects of the full moon, and instead during
its light you have unlimited uses of your transfromation feature and it can last indefinitely
if you wish until sunrise when the timer would kick in.
Lycanthrope Origin
Each lycanthrope will have their origins either from being wounded by a lycanthrope, or
if one or both of its parents are lycanthropes. Seven widely known varieties of
lycanthrope are werebears, wereboars, wererabbits, wererats, wereravens, weretigers,
and werewolves.

Werebear
Werebears are powerful lycanthropes with the ability to temper their monstrous natures
and reject their violent impulses. In humanoid form, they are large, muscular, and
covered in hair matching the color of their ursine form's fur provided they can grow hair.
When a werebear transforms, it grows to enormous size, lashing out with weapons or
claws and fighting with the ferocity of a bear.
Bear-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a bear-
humanoid and you become proficient with your bite whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 3d4
piercing damage on a hit. You add your Strength modifier to the attack and damage
rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 +
your proficiency bonus + your Constitution modifier or be cursed with werebear
lycanthropy.
Formidable Strength
At 6th level you gain the might of a bear. Your carrying capacity (including maximum
load and maximum lift) is doubled, and you have advantage on Strength checks made
to push, pull, lift, or break objects.
Bear Form
Starting at 10th level you can transform into a bear instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components whilst in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Large.
Transforming this way counts as a use of your hybrid form feature.
Ursine Toughness
At 14th level, while you are in your hybrid or bear form, not wearing armor, and not
wielding a shield, you gain a +2 bonus to your AC.
Terrifying Roar
At 18th level you can use your action to roar at any number of creatures within 30 feet,
chilling their blood and stunning them with fear. Any of the targeted creatures that can
hear you must succeed on a Wisdom saving throw with a DC equal to 8 + your
proficiency bonus + your Charisma modifier or become frightened of you until the end of
your next turn.
If a creature fails this saving throw by 5 or more, they are instead stunned until the end
of your next turn. A creature that succeeds on this saving throw is immune to this
feature for the next 24 hours. You must finish a short or long rest before you can use
this feature again.

Wereboar
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and
muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy
weapons, while in hybrid or animal form, they gain a devastating goring attack through
which their curse is spread.
Boar-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a boar-
humanoid and you become proficient with your tusks whilst in that form.
When making a melee attack with your tusks, you have a reach of 5 feet and deal 2d6
slashing damage on a hit. You add your Strength modifier to the attack and damage
rolls.
A creature hit by your tusks must succeed on a Constitution saving throw with a DC of 8
+ your proficiency bonus + your Constitution modifier or be cursed with wereboar
lycanthropy.
Brutish Swine
At 6th level you gain proficiency with improvised weapons. In addition, weapons with the
Heavy property no longer impose disadvantage on attack rolls if your size is Small.
Boar Form
Starting at 10th level you can transform into a boar instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Medium.
Transforming this way counts as a use of your hybrid form feature.
Charge
Starting at 14th level, while you are in your hybrid or boar form, move at least 15 feet
straight toward a target and then hit it with your tusks on the same turn, the target takes
an extra 2d6 piercing damage. If the target is a creature, it must succeed on a Strength
saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or
be knocked prone.
Relentless
When you reach the 18th Level, if you drop to 0 hit points while in your hybrid or animal
form and don't die outright, you can drop to 1 hit point instead. Once you use this
feature, you can't use it again until you take a long rest.

Wererabbit
Wererabbits, occasionally called werehares, are a rare breed of lycanthropes and
somewhat of an anomaly amongst their brethren. Whereas other lycanthropes are born
of more predatory species, wererabbits evoke a lot of traits typically found in prey
animals; however this only disguises their deadly potential. Extremely agile, wererabbits
can move with blinding speed and deliver kicks that can snap bones like twigs.
Rabbit-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rabbit-
humanoid and you become proficient with your bite whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d4
piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack
and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 +
your proficiency bonus + your Constitution modifier or be cursed with wererabbit
lycanthropy.
Powerful Kick
Starting at 6th level you are able to make use of your strong legs to strike your foes.
Whilst in your hybrid form you become proficient with your kicks.
When making a melee attack with your kick, you have a reach of 5 feet and deal 1d8
bludgeoning damage on a hit. You add your Dexterity modifier to the attack and damage
rolls.
Additionally on a hit, the creature must succeed a Strength saving throw with a DC of 8
+ your proficiency bonus + your Dexterity modifier or be pushed 10 feet away from you
and incapacitated until the start of their next turn.
Rabbit Form
Starting at 10th level you can transform into a rabbit instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Tiny.
Transforming this way counts as a use of your hybrid form feature.
El-ahrairah's Blessing
Starting at 14th level if you take the dash action on your turn you can dash or dodge as
a bonus action.
Additionally when in your hybrid form you gain a burrowing speed equal to your base
movement speed.
Finally you can add 10 feet to your long jump distance and 3 feet to your high jump
distance.
Lucky Rabbit's Foot
At 18th level you're able to make almost near-miraculous escapes from danger. You
may choose to make one melee, ranged, or spell attack that would hit you, miss you
instead. This is done after you know you have been hit, but before the damage is rolled.
You regain the use of this feature once you finish a short or long rest.

Wererat
Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and
twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid
forms, wererats prefer light weapons and use ambush tactics rather than fighting as a
pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for
stealthy infiltration and escape rather than combat.
Rat-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a rat-
humanoid and you become proficient with your bite whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d4
piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack
and damage rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 +
your proficiency bonus + your Constitution modifier or be cursed with wererat
lycanthropy.
Scurry
Starting at 6th level if you take the Disengage action on your turn you can Dash as a
bonus action. Additionally, if you take the Attack action on your turn, you can Disengage
as a bonus action.
Rat Form
Starting at 10th level you can transform into a giant rat instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Small.
Transforming this way counts as a use of your hybrid form feature.
Skulk
At 14th level you gain advantage on Dexterity (Stealth) checks made to hide. You also
gain a climbing and swimming speed equal to your base movement speed.
Surprise
At 18th level if you hit a surprised creature with an attack on your first turn in combat,
the attack deals an extra 3d6 damage to it. The extra damage is of the same type as the
attack itself.

Wereraven
Wereravens are secretive and extraordinarily cautious lycanthropes that trust one
another but are wary of just about everyone else. Although skilled at blending into
society they keep mostly to themselves, respect local laws, and strive to do good
whenever possible. In their human and hybrid forms, wereravens tend to favour light
weapons.
Raven-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a raven-
humanoid and you become proficient with your beak whilst in that form.
When making a melee attack with your beak, you have a reach of 5 feet and deal 1d4
piercing damage on a hit. You may add your Strength or Dexterity modifier to the attack
and damage rolls.
A creature hit by your beak must succeed on a Constitution saving throw with a DC of 8
+ your proficiency bonus + your Constitution modifier or be cursed with wereraven
lycanthropy.
Additionally, while in your hybrid form you gain a flying speed equal to your base
movement speed. To use this speed, you can’t be wearing medium or heavy armor.
Mimicry
Starting at 6th level you can mimic sounds you have heard, including voices. A creature
that hears the sounds you make can tell they are imitations with a successful Wisdom
(Insight) check opposed by your Charisma (Deception) check.
Raven Form
Starting at 10th level you can transform into a raven instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Tiny.
Transforming this way counts as a use of your hybrid form feature.
Swooping Blow
At 14th level, while you are in your hybrid or raven form, fly at least 15 feet straight
toward a target and then hit it with a melee attack on the same turn, the target takes an
extra 2d6 damage of the type done by that attack. If the target is a creature and you
move out of its reach after doing so, the creature has disadvantage on attacks of
opportunity made against you.
Keen Sight
At 18th level you can see up to 1 mile away without difficulty, able to discern even fine
details as though looking at something no more than 100 feet away from you.
Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception)
checks and you have advantage on (Perception) checks made to spot items.

Weretiger
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature.
Lithe and sleekly muscular in humanoid form, they are taller than average and
meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but
they fight in their more refined humanoid form when they can.
Tiger-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a tiger-
humanoid and you become proficient with your bite whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d10
piercing damage on a hit. You add your Strength modifier to the attack and damage
rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 +
your proficiency bonus + your Constitution modifier or be cursed with weretiger
lycanthropy.
Feline Agility
Starting at 6th level, you have advantage on Dexterity (Acrobatics) checks. Additionally
if you take the Dodge action on your turn you may use your bonus action to make a
single attack with your unarmed strikes.
Tiger Form
Starting at 10th level you can transform into a tiger instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Large.
Transforming this way counts as a use of your hybrid form feature.
Eye of the Tiger
At 14th level you gain 120 feet of darkvision if you don't already have it and you gain
advantage on any Wisdom (Perception) checks that rely on sight.
Pounce
Starting at 18th level whilst you are in your hybrid or tiger form, move at least 15 feet
straight toward a creature and then hit it with an unarmed strike on the same turn, that
target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency
bonus + your Strength modifier or be knocked prone. If the target is knocked prone, you
can make one bite attack against it as a bonus action.

Werewolf
A werewolf is a savage predator. In its humanoid form, a werewolf has heightened
senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome
predator, but its hybrid form is more terrifying by far - a furred and well-muscled
humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in
hybrid form, though it prefers to tear foes apart with its powerful claws and bite.
Wolf-Hybrid Form
When choosing this origin at 1st level your hybrid form takes the shape of a wolf-
humanoid and you become proficient with your bite whilst in that form.
When making a melee attack with your bite, you have a reach of 5 feet and deal 1d8
piercing damage on a hit. You add your Strength modifier to the attack and damage
rolls.
A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 +
your proficiency bonus + your Constitution modifier or be cursed with werewolf
lycanthropy.
Silent Tracker
At 6th Level You gain the hunting sensibilities of a wolf. You can track other creatures
while traveling at a fast pace, and you can move stealthily while traveling at a normal
pace (see chapter 8 for rules on travel pace).
Wolf Form
Starting at 10th level you can transform into a wolf instead of your hybrid form when
using your Hybrid Form feature. You retain the benefits granted by the hybrid form
feature. Any equipment you are wearing or carrying isn't transformed and you can't wear
any armor unless it is made to fit your animal form. You have disadvantage when using
equipment meant for humanoids and cannot cast spells that require material
components while in this form.
Your statistics other than your AC and size remain the same in your animal form. Your
AC when in your animal form is 11 + your Dexterity modifier + your Constitution modifier
(you still get the bonus AC from your Resilient Hide feature in situations when it would
apply) and your size becomes Medium.
Transforming this way counts as a use of your hybrid form feature.
Pack Hunter
At 14th level while you are in your hybrid or wolf form you have advantage on attack
rolls against a creature if at least one of your allies is within 5 feet of the creature and
the ally isn’t incapacitated.
Inspiring Howl
At 18th level you can use your action to give a long and loud howl, inspiring your allies
and terrifying your enemies. Any friendly creature within 30 feet that can hear you when
you howl has advantage on their next attack roll and are no longer charmed nor
frightened. Hostile creatures within 30 feet of you that can hear you must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma
modifier) or has disadvantage on their next attack roll or saving throw. A creature that
succeeds on this saving throw is immune to this feature for the next 24 hours. You need
to finish a short or long rest before you can use this feature again.

Totem Powers
If a totem power has prerequisites, you must meet them to learn it. You can learn the
totem power at the same time that you meet its prerequisites. The Bear Form, Boar
Form, Rat Form, Tiger Form, and Wolf Form features are referred to collectively as
"Animal Form" in this section.
Adept Climber
Prerequisite: 8th level, Werebear Lycanthrope Origin
You gain proficiency in the Athletics skill. You also gain a climbing speed of 30 feet while
you aren't wearing heavy armor.
Bestial Mask
Prerequisite: 10th level
While you are in your animal form, you have advantage on Charisma (Deception)
checks made to disguise yourself as a normal version of that creature.
Boar Rush
Prerequisite: 10th level, Wereboar Lycanthrope Origin
When you successfully hit a creature with your tusks on your turn you may use your
bonus action to attempt to push the creature back. The creature must succeed on a
Strength saving throw with a DC equal to 8 + your proficiency + your Strength modifier
or be pushed 10 feet away from you.
Breath of the Winter Wolf
Prerequisite: 8th level, Werewolf Lycanthrope Origin
Whilst in your hybrid or animal form you can exhale a blast of freezing wind in a 15 foot
cone as an action. Each creature in that area must make a Dexterity saving throw with a
DC equal to 8 + your proficiency + your Constitution modifier, taking 4d8 Cold Damage
on a failed save or half as much on a successful one. You need to finish a long rest
before you can use this feature again.
Bruin Grip
Prerequisite: Werebear Lycanthrope Origin
Whilst in your hybrid or animal form you count as one size larger for the purposes of
determining which creatures you can grapple.
Additionally you can use your action to try to pin a creature grappled by you. To do so,
make another grapple check. If you succeed, you and the creature are both restrained
until the grapple ends.
Call Animal Allies
Prerequisite: 10th level
As a bonus action you can attempt to call animal allies to your side provided you are in
the correct environment. At the DM's discretion and depending on your Lycanthrope
origin the following animals appear to aid you for up to 1 hour:
Werebear: two black bears
Wereboar: four boars
Wererabbit: sixteen rabbits
Wererat: eight giant rats
Wereraven: four swarms of ravens
Weretiger: one tiger
Werewolf: four wolves
The summoned creatures are friendly to you and your allies. Roll initiative for the
summoned creatures as a group. The summoned creatures share a place in initiative
and take their turn at the same time.
They obey any verbal command given to them by you that isn't outright suicidal. Giving
verbal commands to the summoned creatures is a free action. If you don't issue any
commands to them, they defend themselves from hostile creatures, but otherwise take
no actions.
You must finish a long rest before you can use this feature again.
Cat-Like Reflexes
Prerequisite: 15th level, Weretiger Lycanthrope Origin
While you are in your hybrid or animal form and an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s damage against you.
Cannibalistic Regeneration
While you are in your hybrid or animal form you can use your action to consume the
flesh and blood of a dead organic creature within 5 feet of you, gaining hit points equal
to 1d10 + your Lycanthrope level.
After doing so your turn ends. At the start of your next turn, you must make a DC 10
Wisdom saving throw or move directly towards the nearest creature to you and use the
Attack action against that creature. You must finish a short or long rest before you can
use this feature again.
Disease Carrier
Prerequisite: 10th level, Wererat Lycanthrope Origin
When you successfully hit a creature with your bite attack, it must succeed on a
Constitution saving throw with a DC of 10 + your Constitution modifier or become
poisoned. The creature is poisoned until they are cured of this condition. Each minute,
the creature must repeat the saving throw, reducing its hit point maximum by 1d10 on a
failure. This reduction lasts until the poisoned condition is cured. The creature dies if this
feature reduces its hit point maximum to zero.
Fast-Flyer
Prerequisite: Wereraven Lycanthrope Origin
You've become adept at using your wings to maneuver through the air at blinding
speeds. When you move using your flying speed on your turn, you can double your
flying speed until the end of your turn. Once you use this feature, you can't use it again
until you move 0 feet on one of your turns.
Feline Balance
Prerequisite: Weretiger Lycanthrope Origin
You can use your reaction when you fall to reduce any falling damage you take by an
amount equal to your Dexterity score.
Feral Lope
Prerequisite: 10th level
While you are in your hybrid or animal form and you aren't holding anything in your
hands your base walking speed increases by 10 feet.
Hunt the Prey
Prerequisite: 8th level
As a bonus action choose one creature you can see. For the next hour you have
advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. You need
to finish a short or long rest before you can use this feature again.
Immovable Beast
Prerequisite: Werebear Lycanthrope Origin
You have advantage on saving throws against being pushed or knocked prone.
Keen-Feathered
Prerequisite: 8th level, Wereraven Lycanthrope Origin
Your feathers become razor sharp, able to cut like daggers. While in your hybrid form
you can use a bonus action to throw your feathers at a creature. Choose a creature
within 30 feet of you and make a ranged attack roll. You add your proficiency bonus to
this ranged attack roll. On a hit, you deal 2d4 + your Dexterity modifier magical piercing
damage to the creature. You can use this feature a number of times equal to your
Constitution modifier (min. 1). You regain expended uses of this feature when you finish
a short or long rest.
Kin to Beasts
You gain proficiency in Animal Handling skill. If you are already proficient in this skill,
you may double your proficiency bonus on Animal Handling skill checks you make.
Leporine Escape
Prerequisite: Wererabbit Lycanthrope Origin
You gain advantage on ability checks and saving throws made against being restrained
or grappled.
Additionally you may move through the space of a hostile creature if it is at least one
size larger than you, and moving through another creature's space no longer counts as
difficult terrain.
Other Foot's Lucky Too
Prerequisite: 20th level, Wererabbit Lycanthrope Origin
You gain a second use of your Lucky Rabbit's Foot feature. You regain all expended
uses when you finish a short or long rest.
Pack Master
Prerequisite: 15th level, Werewolf Lycanthrope Origin
While in your hybrid or animal form, allied creatures have advantage on melee attack
rolls against any creature within 5 feet of you that is hostile to you.
Plague Rat
Prerequisite: Wererat Lycanthrope Origin
When you successfully hit a creature with your bite attack you deal an additional 2d4
poison damage to the target.
Predator's Patience
Prerequisite: Weretiger Lycanthrope Origin
While in your hybrid or animal form, if you do not move on your turn you can attempt to
hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Rampager
When you are in your hybrid or animal form and reduce a creature to 0 hit points with a
melee attack on your turn, you can use your bonus action to move up to half your speed
and make a natural weapon attack or unarmed strike against another creature.
Rending Claws
Prerequisite: 20th level
Your hybrid and animal form's claws elongate to terrifying length. Your predatory strikes
die increases to 1d12. However, you cannot hold any items in your hands while in your
hybrid or animal form.
Signs of the Curse
Even in your humanoid form your curse changes your body. Your teeth and nails
elongate and sharpen. You gain the benefit of your Predatory Strike feature when not in
your hybrid or animal form.
Spirit of the Beast
Prerequisite: 10th level
You can cast the commune with nature spell, but only as a ritual. When you do so, a
spiritual version of the animal you chose for your Lycanthrope Origin appears to you to
convey the information you seek.
Terror of the Night
While in your hybrid or animal form you gain advantage on Charisma (Intimidation)
checks against humanoid creatures.
Thrash
Prerequisite: 15th level, Wereboar Lycanthrope Origin
While you are in your hybrid or animal form and you have a free hand you can use an
action to make a melee attack with your tusks against any number of creatures within 5
feet of you, making a separate attack roll for each target. You must finish a short or long
rest before you can use this feature again.
Vigorous Shifting
After using your hybrid or animal form features you can gain a number of temporary Hit
Points equal to your level. You must finish a short or long rest before you can use this
feature again.
Wounded Fury
When you roll a 1 or 2 on a damage die for an attack you make with a natural weapon
or an unarmed strike, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2. You must have less than half your Hit Points left in order to receive this
benefit.
Predatory Strikes Totem Powers
1st 1d4 —
2nd 1d4 1
3rd 1d4 1
4th 1d4 1
5th 1d4 1
6th 1d6 1
7th 1d6 1
8th 1d6 2
9th 1d6 2
10th 1d6 2
11th 1d8 2
12th 1d8 2
13th 1d8 2
14th 1d8 2
15th 1d8 3
16th 1d10 3
17th 1d10 3
18th 1d10 3
19th 1d10 3
20th 1d10 4
Titles:
As you level up as a Lycanthrope, you gain the following titles.
Lesser Lycanthrope (Lvl.1)
Greater Lycanthrope (Lvl.6)
Master Lycanthrope (Lvl.11)
Alpha (Lvl.16)
Omega (Lvl.20)

Doppelganger
Traits
Creature Type: You are considered an aberrition.
Size: In their natural forms, doppelgangers are built like elves, tall and slight. Your size
is Medium.
Speed: Your base walking speed is 35 feet.
Shapechanger: As a bonus action, you can transform your appearance or revert to
your natural form. The number of forms you have is equal to your proficiency bonus.
You can replace forms that are in your form slots over the course of a long rest. You can
only take the form of someone you have seen. Most doppelgangers will consume the
one who had the original form to take their place and infiltrate humanoid society. Also,
your form cannot be forcably changed.
Read Thoughts: You can cast the detect thoughts spell 3 times with this trait, requiring
no material components, and you regain the ability to cast it this way when you finish a
long rest. Charisma is your spellcasting ability for this spell.
Manipulator: You are proficient in either the Insight or Deception skill.
Slippery Mind: You are immune to the charmed condition.
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. Because of your aberrant nature, you can discern colour
in the dark.
Languages: You can speak, read, and write Common (Passive), Deep Speach and one
other language of your choice.

Doppelganger Class Features


Hit Points
Hit Dice: 1d8 per Doppelganger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + Constitution modifier per Doppelganger level
after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from Acrobatics, Deception, History, Intimidation, Investigation,
Perception, Persuasion, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
no starting equipment, you start with gold
If you are using starting wealth, you have 5d4 x 10 gp in funds.

Additional forms
At 1st level, you gain 1 additional form per proficiency bonus form. These extra forms
fully change your physiology, causing you to adopt the levels of the form in question.
You can only immitate 80% of the total levels.This form lasts for 8 hours and you can
use this ability as many times per long rest equal to your proficiency bonus.
Unarmed Strikes
At 3rd level, your hands in your natural state form claws, which have the light and
finesse properties, which you are proficient with and deals 2d4 slashing damage. You
also gain a bite attack that deals 1d10 piercing damage.
Extra Attack
At 5th level you can attack twice instead of once when you take the attack action.
Force Resistance
At 6th level, you gain resistance to force damage. Additionally, you have advantage on
saving throws against being knocked prone.
Infused Strikes
At 7th level, your unarmed strikes count as magical for the purposes of overcoming
physical immunity and resistance.
Psychic Immunity
At 9th level, you bacome immune to psychic damage. Additionally, you add your
charisma mod as extra psychic damage whenever you hit creatures with your unarmed
strikes.
Nightmarish Curse
At 10th level, you can cast dream once per long rest without material components or
spell slots. Additionally, any damage you deal to a creature while in their dream deals
psychic damage and their max hp drops by half the damage taken. They can heal their
max hp with hit dice after a short rest. When you reach 14th level, you can use this
feature twice, and 3 times at 18th level. You can affect only one creature with each use,
but can cause a joint dream through multiple creatures at the same time by expending
more uses at the same time.
Flight
At 12th level, while in your original form you can summon and de-summon pale leathery
wings that protrude from your shoulders as a bonus action, giving you a fly speed equal
you your walk speed.
Killer Instinct
At 16th level, you have advantage on tracking organic creatures. Additionally, you gain
blindsight for 30ft.
Skinwalker
At 20th level, you have proficiency in all Charisma Skills. If you are already proficient in
charisma skills, they gain expertise. When you make a charisma check in one of your
other forms other than your natural form, you have advantage to convince others of your
false nature. Additionally, you can perfectly mimic the voice of anyone you have heard
speak for a duration of at least one minute.

Titles:
As you level up as a Doppelganger, you gain the following titles.
Lesser Doppelganger (Lvl.1)
Greater Doppelganger (Lvl.6)
Master Doppelganger (Lvl.11)
True Doppelganger (Lvl.16)
Skinchanger (Lvl.20)

Dragon
Traits
Size: Small or Medium in Humanoid form. Between Tiny and Colossal for dragon form.
Speed: 30ft in Humanoid form. 40ft in Dragon form.
Flight: While in dragon form, you have a flying speed equal to double your walk speed.
Shapechange: As a bonus action, you can transform between your draconic and
humaniod form.
Armour of Scales: While in dragon form, your AC is equal to 13+Dex+Con. In
Humanoid form it is 13+Dex or Con.
Creature Type: In both of your forms, your creature type is considered a Dragon.
Languages: You can speak, read and write Common(Passive) and Draconic,
Primordial or one other language of your choice.
Soular Body: Your form cannot be forcably changed.
Strength of Will: You are immune to being charmed and frightened.
Draconic Glare: You have proficiency in either intimidation, persuasion, deception or
performance. When you are in dragon form, you have advantage in these checks.
Multiattack: Beginning at 1st level, whenever you take the Attack action on your turn,
you may make a bite attack and a claw attack. You are proficient with these natural
weapons. Your claws deal 1d4 + your Strength modifier slashing damage and your bite
deals 1d6 + your Strength modifier piercing damage damage. The die for your claw
attack and bite attack changes as you gain dragon levels, as shown in the Claw
Damage and Bite Damage columns of the Dragon table.
The number of attacks increases to two claw attacks and one bite attack when you
reach 5th level in the dragon class and to two claw attacks and two bite attacks when
you reach 17th level in the dragon class.
Dragon Breath: You have mastered the iconic breath weapon of the dragons. You can
use your action to unleash this breath upon your enemies. Your Dragon Type
determines the size, shape, and damage type of the exhalation and this feature
replaces and improves upon your Breath Attack racial trait.
When you use your breath weapon, each creature in the area of the exhalation must
make a saving throw, the type of which is determined by your Dragon Type. The DC for
this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A
creature takes 1d10 damage on a failed save, and half as much damage on a
successful one. This die changes as you gain dragon levels, as shown in the Breath
Damage column of the Dragon table. You may use your breath weapon as many times
as your proficiency bonus, and you regain all uses of this feature when you finish a
short or long rest.
Elemental Absorbtion: You heal from the damage type related to your sub-speicies
that determines your draconic breath weapon.
(Still applies outside of Dragon Form)
Sub-Speicies
Dragons come in different shapes and sizes. True Dragons have 6 limbs and are
usually the largest of the dragons. Wyrms are dragons that usually have no limbs with
wings, or only legs, the typical Eastern Dragon. Finally, Wyverns are the smaller of the
dragons but can still grow to imposing sizes. The size chart is as follows.
True Dragons
Medium - Hatchling
Large - Adolescent
Huge - Young
Gargantuan - Adult
Colossal - Ancient
Wyrms
Small - Hatchling
Medium - Adolescent
Large - Young
Huge - Adult
Gargantuan - Ancient
Wyverns
Tiny - Hatchling
Small - Adolescent
Medium - Young
Large - Adult
Huge - Ancient

Ember Class
They can come in a veriaty of colours, but their eyes will always have a slight burn to
the stare. Their breath weapon is fire and as an action can set themselves on fire. You
do not heal from this flame, instead you gain temporairy hp equal to your adventuring
levels. Whenever a creature attacks you, they suffer damage equal to half the damage
your temp hp takes as fire damage. You can use this feature three times per long rest
and the transformation lasts for 1 minute.
Ember Wing (Dragon)
Setting Embers: While you are on fire, the ash and embers that burn fall in a 30ft
radius of you. These burn flamable substances and creatures must make a Dex save
which DC equals your breath weapons, or take 3d4 fire damage or half on a save.
Cinder Wyrm (Wyrm)
Destructive Flame: While you are on fire, all your attacks do additional fire damage
equal to half your constitution modifier, rounded down.
Scorch Claw (Wyvern)
Flame Burst: While you are on fire, you can cast the burning hands spell at its lowest
level without expending a spell slot. You can use this feature twice per time you set
yourself on fire.

Shock Class
These dragons are electric based serpants. Within their eyes hides a thousand storms.
As an action, they can form an electric shield around themselves. This shield gives
them a +2 to AC and resistance to force and thunder damage. Their breath weapon
deals lightning damage. This transformation lasts for 1 minute and you can use this
feature three times per long rest.
Storm Wing
Summon Storm: These dragons can use a bonus action to summon a storm of 120ft in
radius that is centered on the dragon and follows them. The storm turns bright light into
dim light and dim light into darkness. The storm lasts for 10 min, and within the storm
the dragon occasionally gets struck by lightning, healing the dragon 2d4 hp every round
the storm is active. This feature can be used twice per long rest.
Cloud Wyrm
Unseen Threat: These dragons can use a bonus action to become invisible. They can
briefly be seen when they make an attack, otherwise the invisibility only drops if they fail
a Con save equal to half of any damage taken, even damage that would heal the
dragon. This lasts for 1 minute or until dispelled. This feature can be used twice per
short rest.
Shock Scale
Lightning Speed: While their electric shield is active, these dragons can use their
bonus action to cast dimension door without using spell slots twice per electric shield
use.

Swamp Class
These dragons are the embodiment of rot and decay, and aid the natural order of the
circle of life. Their eyes glow a dark green and they breath acid. Twice per long rest and
as an action, these dragons can temporarilly summon a swamp within a 120ft radius
around them for one minute. The ground becomes difficult terrain which these dragons
are unaffected by, as well as for every 5ft of movement creatures take, they will also
take 1d4 Acid damage.
Swamp Wing
Acid Sacs: While you fly, you can choose to release acid from the acid sacs under your
wings. Any creatures under the space where you fly must make a dexterity save or take
3d4 acid damege, or half on a save. You can use this ability twice per short rest.
Acid Fang
Rotting Bite: Whenever you use your bite, it always deals an extra 1d4 acid damage.
Raiju
Amphibious: You can breath air and water as well as have a swim speed equal to your
walking speed.

Venom Class

Ever Wing

Dartmouth Wyrm

Floran Scale

Frost Class

Frost Wing

Glacier Wyrm

Snow Maw

Hydro Class

Thunder Wing

Boiler Fang

Shock Maw

Earth Class
Stone Scale

Rock Wyrm

Sand Wing

Razor Class

Blade Wing

Spike Scale

Razor Back

Shadow Class

Dark Wing

Shadow Fang

Night Scale

Dawn Dragons
Dawn Dragons are Celestial dragons. Their creature type is Draconic Celestial.
Additionally, any ability from their race and sub-speicies that deals damage does radiant
damage instead. Additionally, instead of being able to absorb the element, they absorb
Radiant damage.

Void Dragons
Void Dragons are Fiendish dragons. Their creature type is Draconic Fiend. Additionally,
any ability from their race and sub-speicies that deals damage does Necrotic damage
instead. Additionally, instead of being able to absorb the element, they absorb Necrotic
damage.
The abilities you get from your draconic classification can only be used in your
dragon form, unless you're in your Draconic Aspect form.

Dragon Class Features


Hit Points
Hit Dice: 1d10 per Dragon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception, History, Intimidation, Investigation, Nature,
Perception, Persuasion, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
no starting equipment, you start with gold
If you are using starting wealth, you have 5d4 x 10 gp in funds.

Spellcasting (Still applies outside of Dragon Form)


At level 1, you gain the ability to cast spells and require no spellcasting focus. The table
and magic used is that of the Draconic Sorcerer class. Your spellcasting ability would be
Constitution.
Dragon's Expertise (Still applies outside of Dragon Form)
Starting at 3rd level, you have started to master your draconic powers. You may gain
proficiency in the Athletics, Deception, Intimidation, Investigation, Persuasion, or Stealth
skill. If you already have proficiency in the skill, your proficiency bonus is doubled for
any check you make with that skill.
Lethal Strikes (Still applies outside of Dragon Form)
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Draconic Speed
At 5th level, your speed in dragon form increases by 10ft.
Infused Strikes (Still applies outside of Dragon Form)
Starting at 6th level, your unarmed strikes count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage. Additionally,
your unarmed strikes and spells do additional damage equal to your charisma mod that
is the same damage type as your breath weapon.
Frightful Presence
Starting at 7th level, as a bonus action you can destabilize enemies with your mere
presence that lasts for one round. Whenever an enemy creature starts their turn within
30 feet of you, they must make a DC 8 + your proficiency bonus + your Charisma
modifier Wisdom saving throw. On a failure, they are frightened of you until the start
their next turn. If they succeed, they are immune to your Frightful Presence for 24
hours. You can use this feature 3 times per long rest.
Enhanced Breath
Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance
to the damage type dealt and immunity to the damage type dealt becomes resistance.
Draconic Vigor (Still applies outside of Dragon Form)
Starting at 10th level, the raw power of dragons run through your veins, allowing you to
outlast all but the most stalwart of foes in battle. You gain 1hp for every level you have
in this class, including previous levels.
Intentfule March
Starting at 11th level, your speed in dragon form once again increases by 10ft.
Tail Sweep
Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus
action, you can attempt to knock up to two Medium size creatures, or one Large
creature prone, so long as they are within 5 feet of you and aligned appropriately. The
targets of this feature must make either a Strength or Dexterity saving throw(their
choice), with a DC equal to 8 + your proficiency bonus + your Strength modifier. A
creature falls prone on a failed save, and remains standing on a successful one. If your
targets are in front of you, you must turn your back to them to use this feature. You can
use this feature a number of times equal to your Strength modifier. You regain all uses
of this feature when you finish a short or long rest.
Enhanced Senses (Still applies outside of Dragon Form)
Starting at 15th level, you gain blindsight out to 30ft. Additionally, you gain truesight out
to 60ft.
Comprehend Languages (Still applies outside of Dragon Form)
Starting at 18th level, you can now understand the literal meaning of any spoken
language you hear. You also understand any written language that you see, but you
must touch the surface of the words as you read them. It takes around 1 minute to read
a text page. Any symbol not part of a language cannot be read in this way.
Draconic Aspect
Starting at 20th level, as an action you can transform your humanoid form into a
humanoid draconic form. You have scales, a tail and your wings in this form. You are
able to use any of your dragon features while in this form, including AC, speed and
breath weapons.

Dragon Table
LVL Breath Damage Bite Damage Claw Damage
1st 1d10 1d8 1d4
2nd 1d10 1d8 1d4
3rd 2d10 1d10 1d4
4th 2d10 1d10 1d4
5th 3d10 1d10 1d6
6th 3d10 1d10 1d6
7th 3d10 1d10 1d6
8th 3d10 1d10 1d6
9th 4d10 1d10 1d6
10th 4d10 1d10 1d6
11th 5d10 2d6 1d8
12th 5d10 2d6 1d8
13th 6d10 2d6 1d8
14th 6d10 2d6 1d8
15th 6d10 2d6 1d8
16th 6d10 2d6 1d8
17th 7d10 2d8 1d10
18th 7d10 2d8 1d10
19th 7d10 2d8 1d10
20th 8d10 2d8 1d10
Titles:
As you level up as a Dragon, you gain the following titles.
Lesser Drake (Lvl.1)
Greater Drake (Lvl.6)
Grand Drake (Lvl.11)
Elder Drake (Lvl.16)
Titan Wing (Lvl.20)

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