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THE

DARKARCHETYPES

Author: NIKOLAS TOTIEF

Artist: ALEXANDER KAMI

Corrupted by:

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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.

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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.

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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.

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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.

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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.

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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.

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