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The Dark Archetypes V1.3

The Dark Archetypes V1.3

Sample file THE DARK ARCHETYPES

Author: NIKOLAS TOTIEF Artist: ALEXANDER KAMI

Corrupted by:

Sample file 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 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 ...... 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 Introduction

EMONS 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. SampleDeath, and Devils are afile 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. Undying Barbarian Path of the Also at 3rd level, when you are unconscious, if you were raging, you make saving throws with advantage. You Deathsworn can only benefit from Undying once per long rest. The Deathsworn are Barbarians that dedicate their whole lives to Death and how to best balance on the thin line that Dead Tongue separates the living from...the rest. At 6th level, you gain the ability to cast the Speak with Dead Deathsworn Barbarians form small tribes. They cherish and Animate Dead spells, but only as rituals, as described in and believe it is the ultimate state of being. They chapter 10 of the Player's Handbook. Additionally, you can often worship a , a Dracolich or other similar creatures. only raise the dead as a Minion of the Deathsworn and not as a or a as the spell describes even if you Death's Embrace used the spell from a Spell Scroll or through a magic item. At 3rd level, when a Deathsworn comes close to death, they become stronger. While raging, when your hit points are less Rotten Army than half of your maximum hit points (rounded down), you At level 10, you imbue your undead army with the strength of are embraced by Death; you add your proficiency bonus to the Deathsworn. When you activate your rage, any undead your damage rolls. creature within 30 feet radius gains your Strength modifier Whenever you reduce a creature to 0 hit points you can as Temporary hit points. The undead can get temporary hit choose to gain temporary hit points equal to your Barbarian points through Rotten Army once per day (resets the next level. After you get temporary hit points from this trait a dawn). number of times equal to your proficiency bonus, you need a long rest to be able to benefit from this again. 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 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 Thorns Shield, 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 King Crown, 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 Deathgod Sentient 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 Items for a Deathsworn Barbarian not abide, they must make a Charisma saving throw with a This section consists of some magical items that a DM can DC of 18. On a success, the sword cannot influence its include in a campaign which are to be used (or best suited to wielder's mind until the next dawn. On a failure, the wielder be used) by a Barbarian who has chosen the Path of the must carry the item or use it in battle. Deathsworn. Whenever you reduce a creature to 0 hit points, the sword automatically casts Animate Dead. The sword controls the War Paint creatures that spawn from the Animate Dead Spell. If the wielder fails on a total of 10 Charisma saving Wondrous item, common (requires attunement) throws against the sword's will, the sword will attempt to This War Paint was created by a legendary orcish take over its wielder. The wielder must then make a DC 15 wardrummerSample that used to enhance the abilities of his Charisma saving throw. On a failure,file the sword completely comrades. controls the wielder as if a Curse was bestowed upon them. Unholy Sound Bard College of the At 14th level, when you use Metallic Scream, you can roll a Performance check. The result is the DC of your Spell Save Scream for the Metallic Scream effects. Bards 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 . 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 to your spell list, but can only summon an 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 expendSample a Bardic Inspiration to add your bard level to the file damage roll. You can use your reaction after the attack is deemed successful but before damage is rolled. College of the Scream Spells This section consists of some spells (from a cantrip to level 9) Rotten Lips for a Bard that has chosen the College of the Scream. 3rd-level transmutation (ritual) Casting Time: 10 minutes Cheering Shout Range: Self Enchantment cantrip Components: V, S, M (two humanoid skulls) Duration: Until the spell is Dispelled Casting Time: 1 bonus action Range: 30 feet You enchant two humanoid skulls to be linked with two Components: V willing creatures. As long as both creatures and both skulls Duration: Until the start of your next turn are in the same plane of existence, as a bonus action the Choose a willing creature within range. For the duration, you creatures can speak words to their skulls and the linked skull lend them your proficiency bonus. Your proficiency bonus will repeat the words out loud. This works as a back-and-forth becomes 0 and the willing creature's proficiency bonus way to communicate with creatures from a long distance. increases by a number equal to your original proficiency bonus. Muzzled Freak Violent Ringing 4th-level enchantment 1st-level Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V Range: 5 feet Duration: Concentration, up to a minute Components: V Duration: Instantaneous Choose a creature that can hear within range. The creature has to make a Wisdom saving throw against your spell save You unleash a scream that hurts every creature around you DC. On a failure, they attack a target of your choice within within range. The creatures must make a Constitution saving their melee range and cannot speak. The creature decides throw against your spell save DC. On a failure, they suffer how they will attack, but they will attempt to cause max 2d6 force damage and suffer the effects of Deafness until the damage. On a success, they are immune to the effects of end of their next turn. On a success, they suffer half damage. Muzzled Freak for the next 24 hours. If there is no creature Creatures that cannot hear are not affected by this spell. within their melee range, they will act normally as they would At Higher Levels: When you cast this spell on a higher if they weren't under the effects of Muzzled Freak. level, the damage increases by 1d6 and the Deafness They can reattempt the Wisdom saving throw at the start duration increases by 1 turn for each spell slot higher than of each of their turns. level 1. At Higher Levels: When you cast this spell on a higher level, you can influence an extra creature for each spell slot Internal Voices higher than level 4. 2nd-level illusion Casting Time: 1 action Rest for the Wicked Range: 60 feet 5th-level evocation Components: V Duration: Concentration, up to 1 minute Casting Time: 1 bonus action Range: 60 feet You whisper a sentence that keeps repeating on the mind of a Components: V creature within range. The creature must make a Wisdom Duration: Instantaneous saving throw against your spell save DC. On a failure, they SampleYou unleash a shout that heals alliesfile and damages enemies. are distracted and have disadvantage on their skill checks You designate any number of creatures within range as allies and attack rolls for the duration. On a success, nothing and enemies. Your allies heal for 2d6 + your Constitution happens. The creature can repeat their saving throw at the modifier. Your enemies suffer 2d6 + your Constitution end of their next turn. modifier force damage. Absolute Truth 6th-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 (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 spellSample can also end by a Wish or a Divine Intervention. If file the creature’s Charisma score is equal to or higher than yours, the spell fails.