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Contents The Dark Archetypes Barbarian Path of the Deathsworn ............................................................................................................................................. 3
Items for a Deathsworn .................................................................................................................................................................................... 4
Bard College of the Scream .................................................................................................................................................................................. 5
College of the Scream Spells ....................................................................................................................................................... 6
Cleric Demon Cult Domain ..................................................................................................................................................................................... 8
Demon Cult Spells .............................................................................................................................................................................................................. 9
Druidic Circle of the Fungus ....................................................................................................................................................................... 11
Circle of the Fungus Spells .......................................................................................................................................................... 12
Fighter Tormentor ............................................................................................................................................................................................................................ 14
Items for a Tormentor .................................................................................................................................................................................... 15
Monk Way of the Oni .............................................................................................................................................................................................................. 16
Items for a Monk of the Oni ....................................................................................................................................................... 17
Paladin of the Seven Deadly Sins ............................................................................................................................................ 18
Tenets of the Sin ................................................................................................................................................................................................................. 18
Envy ................................................................................................................................................................................................................................................................ 18
Gluttony ............................................................................................................................................................................................................................................ 19
Greed ......................................................................................................................................................................................................................................................... 19
Lust ................................................................................................................................................................................................................................................................... 20
Pride ............................................................................................................................................................................................................................................................. 21
Sloth .............................................................................................................................................................................................................................................................. 21
Wrath ......................................................................................................................................................................................................................................................... 22
Items for a Paladin of the Seven Deadly Sins ......................................................... 23
Ranger Archetype of the Devilhound ........................................................................................................................... 24
Devilhound Ranger Spells ............................................................................................................................................................... 25
Rogue Shadowborn ...................................................................................................................................................................................................................... 26
Items for a Shadowborn .......................................................................................................................................................................... 27
Sorcerer of Sanguimancy ...................................................................................................................................................................................... 28
Sanguimancy Spells ............................................................................................................................................................................................... 29
Warlock of the Hive Mind ....................................................................................................................................................................................... 31
Pact Boon of the Hive Mind ....................................................................................................................................................... 32
Hive Mind Eldritch Invocations .................................................................................................................................... 32
Wizard School of Inversion ............................................................................................................................................................................. 34
Nullification Spells & Features ...................................................................................................................................... 35
School of Inversion Spells ............................................................................................................................................................... 36
Paths of Malice 38
Appendix 40
Final Word & Legal Stuff 52
IntroductionEMONS AND DEVILS HAVE INFESTED THE LAND. THE
light cannot extinguish this shadow. The heroes
cannot bear the burden of the sin one must commit
to drive them back. Only those tainted by the
darkness can stand against them. Only the Dark
Archetypes.
Death, Demons and Devils are a major part of D&D.
However, there are only a few options that delve around
those areas. In this supplement you will find a collection of
subclasses that have to do with the aforementioned topics; a
darker side for each class.
Sample
file
Barbarian Path of the Deathsworn The Deathsworn are Barbarians that dedicate their whole
lives to Death and how to best balance on the thin line that
separates the living from...the rest.
Deathsworn Barbarians form small tribes. They cherish
Undeath and believe it is the ultimate state of being. They
often worship a Lich, a Dracolich or other similar creatures.
Death's Embrace At 3rd level, when a Deathsworn comes close to death, they
become stronger. While raging, when your hit points are less
than half of your maximum hit points (rounded down), you
are embraced by Death; you add your proficiency bonus to
your damage rolls.
Whenever you reduce a creature to 0 hit points you can
choose to gain temporary hit points equal to your Barbarian
level. After you get temporary hit points from this trait a
number of times equal to your proficiency bonus, you need a
long rest to be able to benefit from this again.
Undying Also at 3rd level, when you are unconscious, if you were
raging, you make death saving throws with advantage. You
can only benefit from Undying once per long rest.
Dead Tongue At 6th level, you gain the ability to cast the Speak with Dead
and Animate Dead spells, but only as rituals, as described in
chapter 10 of the Player's Handbook. Additionally, you can
only raise the dead as a Minion of the Deathsworn and not as
a Zombie or a Skeleton as the spell describes even if you
used the spell from a Spell Scroll or through a magic item.
Rotten Army At level 10, you imbue your undead army with the strength of
the Deathsworn. When you activate your rage, any undead
creature within 30 feet radius gains your Strength modifier
as Temporary hit points. The undead can get temporary hit
points through Rotten Army once per day (resets the next
dawn).
Legion of the Deathsworn When you reach level 14, while you are raging you can cast
Animate Dead as part of your Attack action by replacing one
of your attacks with casting the spell, or as an action up to a
number of times equal to your proficiency bonus per long
rest. You can only cast it this way if you cast it on a creature
that has been killed within the past round.
Sample
file
Items for a Deathsworn Barbarian This section consists of some magical items that a DM can
include in a campaign which are to be used (or best suited to
be used) by a Barbarian who has chosen the Path of the
Deathsworn.
War PaintWondrous item, common (requires attunement)
This War Paint was created by a legendary orcish
wardrummer that used to enhance the abilities of his
comrades.
Each time you use War Paint you have to attune to it. You
must choose a shape from the ones described below to gain a
benefit. The benefits last until you take a long rest. You can
only have one shape on you and only once. Only one person
can benefit from the War Paint at a time. The bucket that you
find the War Paint has enough paint for 4d10 uses. Claws: When you drop down to half of your maximum hit
points (rounded up), your Unarmed Strikes deal damage
equal to 1d6 + your Strength modifier. If you have made an
Unarmed Strike using your attack action you can use your
bonus action to make another Unarmed Strike. Helmet: When you succeed on your death saving throws,
you regain 1 hp at the start of your turn. This can only be
used once per long rest. Shield: When you drop down to half of your maximum hit
points (rounded up), you gain a +2 to your AC.
Shield of ThornsShield, uncommon
Grants +2 to AC like a normal shield. Whenever a creature deals melee weapon damage to you,
they suffer 1d4 piercing damage.
Crown of the Mad KingCrown, very rare (requires attunement)
This crown is rumored to have been forged in the hottest
fires of the Nine Hells and everyone that has worn it met with
a horrible end…coincidentally. Add your Charisma modifier on the attack or damage
rolls of all creatures (your choice for each creature) that you
control and are within a 30-foot-radius distance from you on
each of their attacks.
Sword of the DeathgodSentient sword, legendary (requires attunement)
The loyal sword of the last Deathgod. It has controlled armies
of undead for centuries. It is said to have driven its last owner
mad.
The sword is sentient (chaotic evil) and has an
Intelligence score of 12, a Wisdom score of 8 and a Charisma
score of 20. It communicates telepathically with its wielder
and insists on being carried at all times. If the wielder does
not abide, they must make a Charisma saving throw with a
DC of 18. On a success, the sword cannot influence its
wielder's mind until the next dawn. On a failure, the wielder
must carry the item or use it in battle.
Whenever you reduce a creature to 0 hit points, the sword
automatically casts Animate Dead. The sword controls the
creatures that spawn from the Animate Dead Spell.
If the wielder fails on a total of 10 Charisma saving
throws against the sword's will, the sword will attempt to
take over its wielder. The wielder must then make a DC 15
Charisma saving throw. On a failure, the sword completely
controls the wielder as if a Curse was bestowed upon them.
Sample
file
Bard College of the ScreamBards of the College of the Scream put passion above
everything else. Calm music is not their style. Instead, they
prefer going louder and perform intense pieces. They hinder
all other colleges and only exchange stories and songs with
bards from the same college.
The dark nature of their songs and arts has associated
them with demonic influence, but that is false; it is obviously
devilish! Bards from this college have a deep connection with
Devils and mostly Imps. They search for partners that they
can enter in contracts with and support each other on their
mutual (or not so mutual) cause.
Hellish Origins When you reach level 3, you add the spell Find Familiar to
your spell list, but can only summon an Imp through it. The
spell counts as a bard spell for you, but doesn't count against
the number of bard spells you know.
Additionally, you can enter in contract with a willing
creature. The Imp summoned from Find Familiar must be
present for the contract. For the next 7 days you both gain +2
to your rolls regarding helping each other. For example,
potions heal for 2 extra points, healing spells heal for 2 extra
points, when one of you uses Help for each other the creature
making the roll has an additional +2, etc.
The contract must be in the form of a deal, meaning that
both of you have to set terms and follow them. The Imp (from
your Find Familiar spell) dictates if the contract has broken.
If a contract breaks at any point, the creature that broke it is
cursed to have -2 to any of their rolls for 7 days.
You can only have 1 active contract at a time and by the
end of it the terms must be met by both parties. If not, you
both suffer -2 to any of your rolls for 7 days. The Imp can carry one musical instrument for you. It can
disappear with it when you dismiss it and appear with it
when you summon it. It also has proficiency with it.
Metallic Scream Also at 3rd level, you learn to use your voice to harm
creatures. You can use a Bardic Inspiration as an action to
produce a Metallic Scream. Creatures in a 15-foot-radius
around you must make a Wisdom saving throw against your
spell save DC. On a failure, they suffer 2d6 force damage and
are frightened of you. On a success, nothing happens. Deaf
creatures are immune to the effects of Metallic Scream.
The damage increases to 3d6 at 6th level, 4d6 at 11th
level and 5d6 at 16th level.
Breakdown At 6th level, when a creature that you are in contract with
makes a successful attack, you can use your reaction and
expend a Bardic Inspiration to add your bard level to the
damage roll. You can use your reaction after the attack is
deemed successful but before damage is rolled.
Unholy Sound At 14th level, when you use Metallic Scream, you can roll a
Performance check. The result is the DC of your Spell Save
for the Metallic Scream effects.
Sample
file
College of the Scream Spells This section consists of some spells (from a cantrip to level 9)
for a Bard that has chosen the College of the Scream.
Cheering Shout Enchantment cantrip Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Until the start of your next turn
Choose a willing creature within range. For the duration, you lend them your proficiency bonus. Your proficiency bonus becomes 0 and the willing creature's proficiency bonus increases by a number equal to your original proficiency bonus.
Violent Ringing 1st-level evocation
Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous
You unleash a scream that hurts every creature around you
within range. The creatures must make a Constitution saving
throw against your spell save DC. On a failure, they suffer
2d6 force damage and suffer the effects of Deafness until the
end of their next turn. On a success, they suffer half damage.
Creatures that cannot hear are not affected by this spell.
At Higher Levels: When you cast this spell on a higher
level, the damage increases by 1d6 and the Deafness
duration increases by 1 turn for each spell slot higher than
level 1.
Internal Voices 2nd-level illusion
Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
You whisper a sentence that keeps repeating on the mind of a
creature within range. The creature must make a Wisdom
saving throw against your spell save DC. On a failure, they
are distracted and have disadvantage on their skill checks
and attack rolls for the duration. On a success, nothing
happens. The creature can repeat their saving throw at the
end of their next turn.
Rotten Lips 3rd-level transmutation (ritual)
Casting Time: 10 minutes Range: Self Components: V, S, M (two humanoid skulls) Duration: Until the spell is Dispelled
You enchant two humanoid skulls to be linked with two
willing creatures. As long as both creatures and both skulls
are in the same plane of existence, as a bonus action the
creatures can speak words to their skulls and the linked skull
will repeat the words out loud. This works as a back-and-forth
way to communicate with creatures from a long distance.
Muzzled Freak 4th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to a minute
Choose a creature that can hear within range. The creature
has to make a Wisdom saving throw against your spell save
DC. On a failure, they attack a target of your choice within
their melee range and cannot speak. The creature decides
how they will attack, but they will attempt to cause max
damage. On a success, they are immune to the effects of
Muzzled Freak for the next 24 hours. If there is no creature
within their melee range, they will act normally as they would
if they weren't under the effects of Muzzled Freak.
They can reattempt the Wisdom saving throw at the start
of each of their turns.
At Higher Levels: When you cast this spell on a higher
level, you can influence an extra creature for each spell slot
higher than level 4.
Rest for the Wicked 5th-level evocation
Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous
You unleash a shout that heals allies and damages enemies.
You designate any number of creatures within range as allies
and enemies. Your allies heal for 2d6 + your Constitution
modifier. Your enemies suffer 2d6 + your Constitution
modifier force damage.
Sample
file
Absolute Truth6th-level enchantment
Casting Time: 1 action Range: 5 feet Components: V Duration: Concentration, up to 1 hour
You whisper a sentence to a creature. They make a Wisdom
saving throw against your spell save DC. On a failure, they
regard the sentence you whispered as the absolute,
unquestionable truth and act accordingly. On a success,
nothing happens. The target can attempt a saving throw
again only after they suffer damage.
Revelations 7th-level divination (ritual)
Casting Time: 1 action Range: Self Components: V, S, M (an eyeball) Duration: Up to 1 hour
Every creature within 30 feet of you must make a Wisdom
saving throw against your spell save DC. A creature can fail
willingly. You can read the surface thoughts of any creature
that has failed. For instance, you can ask a question and what
the creatures believe is the truth will be revealed to you and
only you.
Dome of Lies 8th-level illusion
Casting Time: 1 hour Range: 300 feet Components: V, S, M (diamond dust worth 1000 gp and ruby
dust worth 1000 gp that the spell consumes) Duration: 1 week
You designate a 300-foot radius area within range that is not
occupied by any living creatures. For the duration, you can
manipulate the events in this area in any manner you like.
Creatures inside will react realistically, for example if you
decide that the Dome is on fire, a creature will take fire
damage if they enter.
Creatures that can see through Illusions are not affected
in any way.
Power Word: Obey 9th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V Duration: Eternity
You shout a commanding word at a creature. If their
Charisma score is less than yours, they have to obey each and
every one of your commands until you decide to end the spell.
The spell can also end by a Wish or a Divine Intervention. If
the creature’s Charisma score is equal to or higher than
yours, the spell fails.
Sample
file