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Players Guide to the Blood War

Players Guide to the Blood War

Players Guide to the Blood War

Sample file Volume One Players Guide to the Blood War Volume One In the Blood War Even Angels Fear To Tread

written by David Stephens

Edited by: Robert P. Davis Layout by: Travis Legge Cover design by: Travis Legge Cover Art by: Luiz Prado Interior Art: Christopher A. Rowles and Wizards team

DUNGEONS & DRAGONS, D&D, , , , , the dragon amper- sand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast Samplein the USA and other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © 2018 David Stephens and published under the Community Content Agreement for Dungeon Masters Guild.

2 PLAYERS GUIDE TO THE BLOOD WAR PREFACE This product aims to provide players and Dungeon Masters alike with new options designed to bring to life the epic war between the demons of the Abyss and the devils of the Nine Hells. You will find new subclasses, feats, spells, and magic items all with a Blood War feel—even the angels have a presence in this book. For the Player. All of this material is considered optional, and before using it you should speak to your to see if they will allow this material to be incorporated into your campaign. For the Dungeon Master. Feel free to change and alter anything you find in this book to suit the needs of your campaign. At the end of the day, roleplaying is about having fun—don’t let rules get the way of that!

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VOLUME ONE 3 reetings, O seekers of knowledge and wisdom, I am Horonial, loyal son of Ptah,G Guardian of Arcadia. I have been tasked with the most unwholesome study of the Blood War, a conflict fought between the devils of the Nine Hells and the demons of the dark Abyss. To further aid in my study, I have created these tomes of fiendish knowledge to better educate those who will come after me and to finish the work that my lord has bade me complete. To bring together in one place such a vast body of knowledge, detailing this blas- phemous and unceasing conflict, is a daunting task. It is my wish that through these tomes the reader may be able to piece to together a clearer picture of what the Blood War truly is, and the ramifications it has for the whole of the multi- verse, especially for the denizens of the Material Plane should the Blood War be allowed to enter it. For the third volume in this malign series, I thought I would shift focus to the mortal warriors and magic users of the Blood War. The armies of both the Nine Hells and the black Abyss employ countless mortal warriors to fight their war. Drawn from every world in the Material Plane, mortals come from every walk of life, from royalty to paupers, all seeking the power of darkness. The temptations offered by demons and devils call to the downtrodden as well as those who already know power but desire more. All a mortal must do to get this power is pledge their souls to the Hells or the Abyss. Not all of the champions discussed in this tome serve the fiends, for a third fac- tion in the Blood War seeks to hold back the forces of damnation. This third fac- tion is made up of the forces of light. The gods of light have tasked many of their celestial children with holding back the Blood War from the Material and Upper Planes. The celestials tasked with protecting the Material Plane usually do so with the help of mortal followers. These followers are trained to bring the fight directly to the fiends and are commonly empowered by the celestial. Some mortals are further sanctified by the heavens. Where the celestials are forbidden to directly fight in the Blood War, mortals have no such restriction. Once in a great while, an angel will seek to enter the Blood War, which can have dire consequences for the angel, up to including expulsion from its place in the heavens. BlessingsSample to the good people who read this, file Horonial, loyal son of Ptah

4 PLAYERS GUIDE TO THE BLOOD WAR who serve the light, and take particular delight in CHAPTER ONE: corrupting those very beings. Many Archdevils provide access to the Diabolic domain. Although Archdevils aren’t gods themselves, they wield great power and SUBCLASSES provide abilities to worshippers similar to the gods. Diabolic Domain Spells This chapter introduces six new subclasses to Cleric Level Spells supplement those found in the Players Handbook. 1st command, inflict wounds 3rd hellfire bolt, devil’s eye Cleric: Divine Domain 5th bestow curse, devil’s ego 7th summon diabolic horde, banishment In a divine pantheon, each god or goddess rules over a particular sphere of influence or divine domain. The 9th planar binding, conjure lesser devil divine domain represents aspects of a mortal’s life or Silver-tongued Devil forces in the multiverse. All of the domains associated with a deity is call their divine portfolio. As a cleric Starting at 1st level, you can grant yourself advantage you choose one aspect of your deities’ portfolio to on an Intimidation or Persuasion skill check. You can emphasize and you are granted different abilities and use this ability once per day. Starting at 5th level, you gifts from embracing that domain. can use this ability twice per day. Diabolic Domain Channel Divinity: Power of the Hells Beginning at 2nd level, you can channel energy The Diabolic domain focuses on dark and corrupting directly from the Nine Hells, using that energy to energies of Nine Hells. The gods and Archdevils of the fuel magical effects. When you roll hellfire or poison Diabolic domain promote the accumulation of power damage, you can use your Channel Divinity to deal and the means to get it. The gods of this domain maximum damage instead of rolling. are evil and capricious beings who care nothing for those lesser than themselves, especially those beings

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VOLUME ONE 5 Channel Divinity: Corrupting Light your celestial patron to shield yourself from the magical power of fiends. You have advantage on saving Starting at 6th level, you can spread the corrupting throws against spells and magic abilities of fiends. light of the Nine Hells. You can use your Channel Divinity feature to cast the fiendish aura spell. Hammer of the Celestials Hellfire Strike By 10th level, you are so suffused with celestial power you can use it to utterly destroy fiends and undead. At 8th level, you are able to infuse your weapon with When you reduce a fiend or undead creature to 25 the fire of the Nine Hells. Once on each of your turns hit points or less with your Light of Heavens damage, when you hit a creature with a weapon attack, you you can use your reaction to force it to make a DC 15 can cause the attack to deal an extra 1d8 fire damage Consititution saving throw. On a failure, the creature to the target. When you reach 14th level, the extra is destroyed, consumed by radiant flames. On a damage increases to 2d8. success, the creature is frightened of you until the end Diabolic Mastery of your next turn. Once you use this ability, you can’t use it again until you finish a short or long rest. Starting at 17th level, the dark power of the Nine Call the Heavenly Host Hells has made you immune to fire and poison damage. Starting at 15th level, you can call upon the might of the upper planes. You can cast the conjure celestial warrior spell without using a spell slot and without Fighter: Martial Archetypes material components. Once you use this ability, you Each type of fighter has a different approach to cannot use it again for one week. perfecting their fighting skills. The martial Archetype Aura of Illumination represents one such approach to martial perfection. When you reach 18th level, you can call on your inner Celestial Knight sanctified light to heal and empower those around you. As an action, you radiate a You are a holy soldier, sanctified in light and 10-foot aura that is centered on you and forged in battle. Your heavenly patron has moves with you. The aura heals 2d10 taught you the power of light and molded hit points a turn to all creatures you choose you into a nigh-unstoppable warrior bent on within the aura. Additionally, this aura eradicating fiends from the mortal world and grants you and creatures you choose the lower planes. Wielding celestial light as a within the aura a +1 bonus to hit and weapon, you can burn your opponents with damage rolls against fiends. The radiance and shield yourself from the fiends’ aura lasts for 3 rounds. Once dark magic. With sword in hand, you stand you use this ability, you as a bulwark on which the forces of the lower can’t use it again until you planes will break. finish a long rest. Light of the Heavens Beginning at 3rd level, your celestial patron grants you a measure of their power. When you successfully hit a creature with a melee weapon attack, that creature takes an extra 1d6 radiant damage. At 6th level you do 1d8 radiant damage for each hit, and at 9th level you do 1d10 points ofSample radiant damage. file Shielding Light Starting at 7th level, you can use the power given to you by

6 PLAYERS GUIDE TO THE BLOOD WAR Corsair of the River Styx Horrors of the Styx Finally, at 18th level, your time spent on the river Styx Along the length of the river Styx, fiendish pirates has made you completely fearless. You are immune to and cutthroats abound. Ships of all sizes crewed by fear and cannot become frightened. all manner of foul beings plow through these dark waters. Yugoloth captains rub shoulders with devils and demons, and nearly every race in the Lower Demon Slayer Planes can be founded crewing one of these dark Whether by circumstance or fate you have chosen to ships. Riding the currents of the river of Styx is an bring your own personal war to the demons of the opportunity to make great sums of wealth in the form Abyss. You have spent a large part of your life learning of gold and soul coins, not to mention the fame and all you can about fighting and defeating demons. In glory one can amass. The river Styx is one of the most addition, you have entered into sacred covenants with dangerous bodies of water in the whole of multiverse celestials and divine beings of the Upper Planes so and only the deadliest warriors or foolhardy would that their spiritual light can empower and protect you crew a ship the plies the Styx. A simple accident, a in your war. Your quest has come at considerable cost tumble from the ropes or falling overboard into the to you, but it is a price you are willing to pay to drive water can cause you to forget all that you were. The demons from the Material Plane. corsairs that live on the river Styx are a special breed, and only the most desperate would join them. A Foe Most Deadly Death Is A Close Friend Starting a 3rd level, you have been sanctified by the power of the celestials and Upper Planes and can Starting at 3rd level, your time on the river Styx has channel that power when you fight demons. As a taught you many things. You gain the following: bonus action, you can activate the power inside you. • You have advantage on Intelligence saving throws All attacks you make before the end of your next turn to resist the effects of the River Styx. deal an additional 1d6 radiant damage. Once you use • You can spend a minute in the water of the river this ability, you can’t use it again until you finish a long Styx before the river starts to affect you. • You have advantage on Strength (Athletics) checks rest. At 8th level, you can use this ability twice before you make to resist being knocked prone. needing to complete a long rest. Savagery Born of Desperation Sanctified Defense Beginning at 7th level, your sanctified spirit grants you Beginning at 7th level, you have learned that the best supernatural protection from the attacks of demons. defense is a savage offense. You gain a +3 bonus to You gain the following abilities: your initiative rolls and +1 bonus to your attack and damage rolls. • You gain a +1 bonus to your AC from the attacks of demons. Navigator of the Unnavigable • You gain resistance to necrotic damage. Blessed by the Light When you reach 10th level, you have advantage on checks you make to not become lost on the Styx. You When you reach 10th level, your weapons are also have advantage on checks you make to deal with considered magical for the purposes of overcoming sailing hazards while on the Styx. the resistances of fiends. Dirty Tricks Are The Best Tricks Armor of Contempt At 15th level, you have a store of glass vials filled with At 15th level, your willpower and sanctified body grant water from the river Styx. As an action, you can make you protection from the dark magic of demons. You a ranged weapon attack against a creature with a vial have advantage on saving throws against the spells of Styx water. You’re proficient with the vial. On a hit, and magical abilities of demons. the target is immediately affected by a feeblemind spell. TheSample DC of the Intelligence saving throw to resist Slayer of Demons file the effect is 15. You have a number of these vials equal Finally, at 18th level, you are so suffused with to your Intelligence ability modifier + 1, and you can sanctified power you can use it to utterly destroy replenish your supply during a long rest, provided demons. When you reduce a demon to 25 hit points you’re on or near the river Styx. or less with your Foe Most Deadly damage, you VOLUME ONE 7 can use your reaction to force it to make a DC 15 Hellfire Consitution saving throw. On a failure, the creature is destroyed, consumed by radiant flames. On a success, Starting at 7th level, you can call on the power of the creature is frightened of you until the end of your Asmodeus to aid you in battle. As a bonus action, for next turn. Once you use this ability, you can’t use it 1 minute you sheath your weapons in hellfire, adding again until you finish a short or long rest. 1d8 fire damage to each successful hit. Once you use this ability, you can’t use it again until you finish a Knight of Asmodeus short or long rest. Steed of Hell You are a knight in the service the great Asmodeus himself. You were hand-picked to become a terrible Beginning at 15th level, as an action you can summon instrument of the Archdevil’s will. You have honed a nightmare as a mount, as though you cast the find your mind, body, and soul into an unstoppable steed spell. Once you use this ability, you can’t use it extension of your master’s hand. You have stamped all again until you finish a long rest. weakness out of your being and exert your will like a conqueror, subjugating all before you. Bow Down to my Will Dread might At 18th level, you gain advantage on all Persuasion, Deception, and Intimidation skill checks. Beginning at 3rd level your muscles and flesh are strengthened by the power of the Nine Hells. As an Blood Reaver action you can choose one of the following options: Trained in the gladiatorial pits of the great games of • You gain a +1 bonus to your Strength score, up to a Middiann, the demon city of eternal night. You are a maximum of 24, for 1 minute. champion of death and rage. The slave masters forged • You gain a +1 bonus to your AC for 1 minute. you into an unrelenting whirlwind of destruction, Once you use this ability, you can’t do so again until sowing chaos and terror in the pits and on the you finish a long rest. At 6th level you can use this battlefields of the Blood Wars. The blood of your ability twice per long rest and at 11th Level you can enemies gives you strength and drives you on to ever use it 3 times per long rest.

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8 PLAYERS GUIDE TO THE BLOOD WAR greater acts of violence, for you are a Blood Reaver, and no one stands against you. Revel in Blood Starting at 3rd level, when you roll a successful hit you can use your reaction to grant yourself a +1 bonus to your Strength score until the end of your next turn. Once you use this ability, you can’t use it again until you finish a short rest. Swift into Battle At 7th level, you rush into battle with the desire to spill blood. You gain a +2 bonus to your initiative rolls. Whirlwind of Bloodletting Starting at 10th level, you gain the Two-Weapon Fighting style as an additional fight style if you have not already chosen it. Power of the Blood At 10th level, when you roll a successful hit you can use your reaction to grant yourself a +1 bonus to devils looking to move up the power structure of the your constitution score and +10 temporary hit points Nine Hells via Mephistopheles’s arcane knowledge. until the end of your next turn. Once you use this The guards serve a second purpose as jailers, for ability, you can’t use it again until you finish a short each of these arcane repositories holds many wizards rest. doing arcane research at the command of the lord of Cania. Mephistopheles is loath to release a wizard Blood and Gore once they agree to serve him, and should one try to escape they must first get through the Lore Guardians When you reach 15th level, you gain a +2 bonus to of Mephistopheles. damage rolls made when using the Two-Weapon Fighting. Mage Hunter Battle-Scarred Beginning at 3rd level, you have learned tactics for quickly dispatching mages and spellcasters. You can At 18th level your body becomes resistant to slashing use the follow options. and piercing damage from non-magical weapons. • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against Lore Guardian the creature. • When a creature is 30 feet or more away from you Deep in the Nine Hells is the 8th layer, a frozen and casts a spell at you, you canyou’re your reaction to realm of biting cold and massive glaciers: Cania. make a ranged attack against the creature. Dotting this bleak landscape are great citadels which Arcane Defenses house vast repositories of arcane knowledge. These storehouses are the personal property of the archdevil Starting at 7th level, you have been tattooed with Mephistopheles, and he guards them with an army infernal sigils that grant you a measure of defense of warriors trained to repeal all comers, especially against magic. You have advantage on saving throws wizards and fiends. Knowing that the secrets stored in against spells that target you directly. these arcaneSample sanctuaries would be a sore temptation, file Mephistopheles chose warriors instead of wizards of Freezing Fire guard his vaults. He has empowered these warriors At 10th level, the blazing blue infernal sigil of Cania with the very power of the Nine Hells to make them has been inscribed into your flesh, allowing you to adept at fighting ambitious wizards and overzealous wield the freezing fires of the 8th layer. As a bonus VOLUME ONE 9 action, you can sheath your melee and ranged weapon ammunition in frigid blue fire. All of your weapon New Fighting Styles For Fighters attacks now do an extra 1d8 cold damage on a Each fighter adopts a particular style of fighting as successful hit. their specialty. Below are five new fighting styles to Gifts of Cania supplement those found in the Player’s Handbook. When you reach 15th level, your empowerment by the Aerial Combat dark lord of Cania has given you protection from the While flying, you gain a +1 bonus to your AC and your freezing temperatures of this layer of the Nine Hells. initiative rolls. You gain immunity to cold damage. Mage Slayer By Claw and Fang You gain a +2 bonus to your damage rolls when using Finally, at 18th level your skill in fighting mages and your claw or bite attacks. fiends is absolute. You gain the following options: • When you target spellcasters or fiends, your Sword and Shield weapon attacks score a critical hit on a roll of 19 or 20. • When you roll for damage on hits you score against When you are wielding a sword in one hand and a spellcasters or fiends, you can choose to re-roll the shield in the other, you gain an additional +1 bonus to damage dice. You must use the second roll. your AC and a +1 bonus to your attack rolls with that sword. Multiple Arm Fighting You fight with multiple weapons at one time. You gain a +1 bonus to your AC and you gain an additional bonus attack for each light weapon you allowed to wield. Each attack beyond the first two are at disadvantage. Monk: Monastic Tradition Each monastery practices its own unique spiritual tradition and physical training regime, passing on their knowledge though the crucible of hard daily training. A Monastic tradition represents a particular monastery’s spiritual and physical teachings. Way of the Cleansing Fist

You follow a monastic tradition that teaches you the power of cleansing light. The monks that practice this path use their special abilities to cleanse the world of the undead and the fiends of the lower planes. When you focus your ki, you kindle the great light inside of you, dispelling the darkness within and without. Channelling this light, you able to banish fiends, obliterate the undead, and heal others with just a touch of your cleansing fists. Yours is a light of Samplespiritual purity that cleanses file your body of disease and brings spiritual illumination.

10 PLAYERS GUIDE TO THE BLOOD WAR