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  Ravenloft Archetypes I: Nightmares of Barovia 
  By Jeremy Forbing 
  -Contents- 
  How to Use This Document .......................................................... 3 
  A Ravenloft Primer ..................................................................... 3 
  The Mists .......................................................................................... 4 
  The Domains of Dread ................................................................ 4 
  The Darklords................................................................................ 5 
  Barovia............................................................................................... 6 
  Immigrants to Barovia: The Thaani .............................. 7 
  Immigrants to Barovia: The Forfarians ..................... 7 
  The Ba’al Verzi ........................................................................ 8 
  Ba’al Verzi Dagger ................................................................. 8 
  The House of Dilisnya ......................................................... 8 
  Barbarian ............................................................................................... 9 
  Path of the Sea Reaver .............................................................. 9 
  Bard ........................................................................................................ 10 
  College of Disquiet ................................................................... 10 
  Where is the College of Secrets? ................................ 10 
  Cleric ...................................................................................................... 11 
  Hunting Domain ........................................................................... 11 
  Druid ...................................................................................................... 12 
  Circle of the Equinox ............................................................... 12 
  The Circle of the Equinox in Ravenloft .................. 13 
  The Circle of the Solstice ............................................... 13 
  Fighter .................................................................................................. 15 
  New Fighting Styles for Fighters, Rangers, and 
  Paladins .................................................................................... 15 
  Slayer ............................................................................................... 15 
  Slayer Maneuvers ............................................................... 16 
  Monk ...................................................................................................... 17 
  Way of the Boundless Mind .................................................. 17 
  Barovia’s Secret Psychic Monks .................................. 17 
  Paladin .................................................................................................. 18 
  Oath of Blood .............................................................................. 18 
  Ranger .................................................................................................. 20 
  Stalker ............................................................................................ 20 
  Stalker Multiclassing ..................................................... 20 
  Rogue .................................................................................................... 22 
  Tomb Robber ................................................................................. 22 
  Sorcerer .............................................................................................. 24 
  Reanimated ................................................................................... 24 
  Warlock .............................................................................................. 26 
  The Dark Powers........................................................................ 26 
  Does My Archetype Make Me Evil? ............................ 27 
  Pact of the Gloom ..................................................................... 27 
  A Bit of Complexity ........................................................... 28 
  Wizard .................................................................................................. 28 
  School of Alienism ................................................................... 28 
  Eldritch Wards .................................................................... 31 
  New Class: Metaphysician ........................................................... 32 
  Class Features ....................................................................... 33 
  Metaphysical Archetypes ....................................................... 37 
  Casting Bonus Action Spells.......................................... 37 
  Eradicator ..................................................................................... 37 
  Mentalist ....................................................................................... 39 
  Magisteria ..................................................................................... 40 
  Mentalist Multiclassing ................................................ 44 
  Savant ............................................................................................. 44 
  Exploits .......................................................................................... 47 
  The Challenge of the Savant........................................ 49 
  Races ..................................................................................................... 50 
  Human (Vistani Mystic) .......................................................... 50 
  Vistani Sorcerers ............................................................... 50 
  Crag Dwarf ................................................................................... 50 
  Dusk Elf ........................................................................................... 51 
  The Magic of the Dusk Elves ......................................... 51 
  Dusk Elf Feats ....................................................................... 51 
  Dusk Elf Beliefs .................................................................... 52 
  Dusk Elves of Ravenloft.................................................. 53 
  Optional Feats .................................................................................. 54 
  Blood Bound .......................................................................... 54 
  Dusk Elf Stealth .................................................................. 54 
  Dusksinger .............................................................................. 54 
  Eldritch Acrobat ................................................................. 55 
  Living Poltergeist ............................................................... 55 
  Mind Reader ........................................................................... 55 
  Shadow Sentinel .................................................................. 55 
  Vistani Magic ......................................................................... 55 
  New Spells ........................................................................................... 56 
  Spell Lists ................................................................................ 56 
  Bard Spells .............................................................................. 56 
  Cleric Spells ........................................................................... 56 
  Druid Spells............................................................................ 56 
  Paladin Spells ....................................................................... 56 
  Ranger Spells ......................................................................... 56 
  Sorcerer Spells ..................................................................... 57 
  Warlock Spells ..................................................................... 57 
  Wizard Spells ........................................................................ 57 
  
   
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  Metaphysician Spells................................................................ 57 
  Spell Descriptions ...................................................................... 59 
  Adept Skill ..................................................................................... 59 
  Alienated Mind ............................................................................ 59 
  Bastion of Clarity ...................................................................... 59 
  Blood Curse ................................................................................... 59 
  Catfeet ............................................................................................. 59 
  Challenger’s Mark ..................................................................... 59 
  Control Thoughts .................................................................... 60 
  Create Item ................................................................................... 60 
  Create Poison .............................................................................. 60 
  Dead Man’s Tell .......................................................................... 60 
  Dread Mercy ................................................................................. 61 
  Ego Lash ......................................................................................... 62 
  Far Hearing .................................................................................. 62 
  Fiery Wrath ................................................................................. 62 
  Fist of Rage ................................................................................... 62 
  Fortifying Cry .............................................................................. 63 
  Frightful Strike .......................................................................... 63 
  Greater Acupuncture ............................................................... 63 
  Greater Water to Poison ....................................................... 63 
  Intellect Redoubt ..................................................................... 64 
  Internal Compass....................................................................... 64 
  Invasive Id ..................................................................................... 64 
  Lesser Acupuncture .................................................................. 64 
  Lesser Water to Poison .......................................................... 64 
  Magnetism ...................................................................................... 65 
  Major Telekinetic Weapon .................................................... 65 
  Mindspeak ..................................................................................... 66 
  Minor Telekinetic Weapon ................................................... 66 
  Pain ................................................................................................... 66 
  Predictive Focus......................................................................... 67 
  Premonitory Vision .................................................................. 67 
  Punishing Strike ........................................................................ 68 
  Quickling Step ............................................................................. 68 
  Read Object ................................................................................... 68 
  Prescient Sense ........................................................................... 68 
  Project Object.............................................................................. 69 
  Psychic Shield ............................................................................. 69 
  Psychic Shock .............................................................................. 69 
  Reaver’s Touch ............................................................................ 69 
  Remote Viewing .......................................................................... 69 
  Shadow Missile........................................................................... 69 
  Shifting Shadow ........................................................................ 70 
  Soul Homunculus ...................................................................... 70 
  Speed of Thought ........................................................................ 71 
  Steal Speed .................................................................................... 72 
  Sustaining Meditation ........................................................... 72 
  Telekinetic Slam ........................................................................ 72 
  Telepathic Link ........................................................................... 72 
  Thought Blast .............................................................................. 73 
  Thought Projection .................................................................. 73 
  Uncanny Balance ........................................................................ 73 
  Unleash Instincts ...................................................................... 73 
  Wall Run ........................................................................................ 74 
  Warning Roar ............................................................................. 74 
  Monsters & NPCs ............................................................................. 75 
  Barovian Scarecrow ............................................................... 75 
  Deep Cultist .................................................................................. 76 
  Pseudonatural Creature ........................................................77 
  Example: The Rat-Thing (Pseudonatural Rat) ............. 78 
  Example: The Black Dog (Pseudonatural Hell Hound)
  ............................................................................................................. 79 
  Rom ................................................................................................... 80 
  Soul Homunculus ....................................................................... 81 
  Vampires of Ravenloft............................................................. 83 
  Vampire, Dwarf ........................................................................... 84 
  Vampire, Elf .................................................................................. 86 
  Vampire, Halfling ...................................................................... 89 
  Vistani Scoundrel ................................................................... 92 
  Vistani Tutor ............................................................................. 92 
  Appendix: Bonus Content ............................................................ 94 
  College of Secrets ..................................................................... 94 
  Example Secret Societies ................................................ 94 
   
   
  
   
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  How to Use This 
  Document 
  In the adventure Curse of Strahd, the Dark Powers 
  of Ravenloft draw heroes from other worlds into this 
  demiplane of dark horror. This supplement provides 
  new class and race options for player characters in 
  that terrifying campaign, and for adventurers in 
  other regions of the Domains of Dread. It also 
  includes new spells for the fight against the 
  darklords, and new monsters to test such heroes’ 
  resolve. These options can be used in other 
  campaigns as well, with the DM’s permission (as 
  always). 
  Spells marked with an asterisk “*” are new spells 
  introduced in the Spells section of this document. 
  Two archetypes, the Tomb Robber for Rogues and 
  the School of Alienism for Wizards, are adapted from 
  archetypes that appeared in the same author’s 
  previous title, Al-Qadim Archetypes: Scimitars 
  Against the Dark. 
  A Ravenloft Primer 
  Ravenloft is the name of a castle in Barovia, but to 
  some, it has also lent its name to the entire world in 
  which it lies—a world unlike any other, composed of 
  many Domains of Dread. Though the domains’ 
  borders are often impassable, they are not 
  completely separate from one another. Taken 
  together, they form a terrifying realm all their own, 
  which sages refer to by various names. To some, the 
  domains are one Demiplane of Dread, to others they 
  are merely the darkest parts of the benighted plane 
  called the Shadowfell. Whether you call it the 
  Domains of Dread, the Realm of Terror, the Land of 
  Mists, or simply Ravenloft, this world is unique. It is 
  a construct, an artificial demiplane that at times 
  seems to float in the Ethereal Plane, at other times 
  appears as part of the Shadowfell, and may exist on 
  the borders of both. The implacable Dark Powers 
  crafted their realm from the hidden fears of 
  innumerable worlds, from Eberron to the Forgotten 
  Realms of Abeir-Toril, shaping their realm’s reality to 
  reflect their own sinister sensibilities. 
  Barovia was the first Domain of Dread, but there 
  are dozens or more lands much like it—all once part 
  of another world, now drawn into the Mists by the 
  unknowable Dark Powers to become places of 
  relentless horror. Each is ruled over by a darklord 
  like Strahd von Zarovich, cursed for their dark deeds 
  to reign over a domain that reflects their particular 
  sins but which they can never leave. Barovia is its 
  heart, and from that point the others have spread 
  like a great stain, which continues to grow even 
  now. In fact, Barovia and many others share a single 
  landmass, a continent with a mostly temperate 
  climate dominated by rugged, forested geography. 
  This accursed land, of which Barovia is but one 
  part, is simply called the Core. 
  Beyond the Core, there are other independent 
  Domains of Dread, divided from the Core by the 
  impenetrable Mists. Tiny worlds unto themselves, 
  scholars refer to these isolated realms as their own 
  Islands of Terror. These domains are continually 
  forming and disappearing, so no complete listing of 
  them can be established, but some of the Islands of 
  Terror are touched on in these pages. At times, they 
  cluster together, coalescing into larger islands that 
  contain multiple domains. 
  Sometimes, within another domain, tiny pocket 
  domains appear, isolated incubators where the Dark 
  Powers allow the promising evil of a potential Dark 
  Lord to grow. 
  Though many inhabitants of the Land of Mists 
  come from other worlds, and lands and structures 
  may be taken from them as well (though some sages 
  believe they are merely recreated), once a domain is 
  created, it is no longer part of the mortal realms 
  from which it was drawn. It exists as a microcosm 
  unto itself, a solid and physical domain, apparently 
  somewhere around the border between the 
  Shadowfell and the Ethereal Plane, and it follows its 
  own set of mystical laws. 
  The Realm of Terror is neither ancient nor stable. 
  As near as sages can tell, none of the Domains of 
  Dread have existed as such for much longer than 
  400 years. Over time, individual domains have 
  expanded, condensed, coalesced, moved, or 
  disappeared all together.  
   This world is much smaller than the Forgotten 
  Realms, or other worlds such as Oerth, Krynn, 
  Mystara, Athas, Aebrynis, or Eberron—though it has 
  pulled parts of itself from all those worlds. Though 
  natives of many realms walk its benighted paths, 
  Ravenloft is not a cosmological crossroads, like the 
  extra-planar city of Sigil. Rather, it is sealed off from 
  other worlds and planes by the Dark Powers that 
  rule it, and it is far easier to enter the Realms of 
  Terror than to escape them. Unlike the worlds listed 
  above, this place has no fixed size. It grows, and at 
  times contracts, as its misty tendrils creep into other 
  worlds to absorb or copy both people and places. 
  
   
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  Most travelers who end up in the Domains of Dread 
  do not seek them. They are drawn in by the 
  clutching tendrils of the Mists. 
  The Mists  
  Exactly what the Mists are or how they function is 
  unknown. It is for this reason that commoners in 
  most domains of Ravenloft refer to the Mists in 
  much the same way that children might speak of a 
  bogeyman. Here, anything unknown and threatening 
  is generally ascribed to the Mists, whether any 
  connection actually exists or not. 
  When most people think of the Mists, they envision 
  swirling clouds of white fog that roll out of the 
  ground to consume evildoers. This belief certainly 
  has a great deal of merit, for the Mists do appear to 
  be the agents of the dark powers. 
  Other worlds have mists and fog, to be sure, which 
  can bedevil travelers by obscuring their environs 
  and concealing hazards. Yet these Mists are a 
  separate and much deadlier phenomenon than any 
  mere weather. In many ways, they are what defines 
  the Domain of Dread. 
  In other worlds, unenlightened folk often imagine 
  (incorrectly) they live on a flat surface, and that if 
  they walked far enough, they could reach the end of 
  the world. Most mortal realms, however, are in fact 
  spheres, and a mortal could walk around the world 
  in a straight line and find themselves back where 
  they started. In the Domains of Dread, however, a 
  creature who could walk far enough actually would 
  reach the end of their world. And the edge of that 
  world, they would find the Mists. 
  The Land of Mists is so-named for a reason. The 
  Mists surround all of it, all the time, and sometimes 
  creep in to define the borders between landmasses 
  or even individual domains. These thick 
  supernatural vapors reveal nothing to even magical 
  divinations. They radiate no magic, alignment, or 
  sign of life. To living senses, they are 
  indistinguishable from natural precipitation.   
  The Mists often reach into other worlds and planes, 
  unpredictably, traveling to various places without 
  any apparent cause, and even randomly 
  transporting individuals to one of the Dread 
  Domains. When they do this, the Mists are as likely 
  to affect those who are good or neutral as those who 
  are evil. Some say that a grim purpose lurks behind 
  these apparently chaotic abductions. The truth will 
  almost certainly remain unknown until such time as 
  the true nature of the Dark Powers is revealed. 
  However, it is known that when an individual’s 
  deeds, or even just their desires, are dark enough, 
  such evil is more likely to attract the Mists than any 
  other behavior. While the Mists usually steal only a 
  single person or a small group, some say they have 
  seen entire armies vanish into a sudden fog—
  perhaps these were the Mists as well. Once the Mists 
  come for you, neither magic nor cunning nor 
  strength of arms can stop them. There is no defense.  
  While there are many ways to reach the Domains of 
  Dread, routes out of that mire of evil are far fewer. 
  Indeed, many think true escape from Ravenloft is 
  impossible. They say that those who manage to leave 
  the Demiplane will be drawn back one day, since the 
  Mists never forget anyone they have chosen to 
  embrace. However, whether escape from Ravenloft is 
  permanent or temporary matters little for the 
  purposes of this discussion. 
  Even once you are within the Domains of Dread, 
  the Mists are not done with you. In addition to 
  forming the borders of the demiplane itself and 
  separating its various regions, they can rise from the 
  soil or sea in any individual domain. Sometimes they 
  merely comprise a confusing obstacle, an isolated 
  pocket of blindness, but other times they are an 
  impassable barrier. In Barovia, when Strahd wants 
  to seal off the borders, they become a choking, life-
  draining fog, and those who enter them must turn 
  back or die. 
  At other times, adventurers can step into the 
  bordering mists of other domains and wander for a 
  time, moving through a bewildering dream world 
  where time and space seem to twist and tangle. This 
  is dangerous, as other creatures wander into the 
  Mists as well, and outcasts and monsters lurk 
  within. Sooner or later, however—often not long after 
  the impulse that first sent them into the Mists 
  passes—adventurers are returned to one of the 
  Domains, and not always the one they left. 
  In fact, this is often a behavior of the Mists within 
  the domains themselves: they rise and transport 
  someone another domain who is powerless to stop 
  this effect. The Mists do as they will. 
  The Domains of Dread 
  The name “the Domains of Dread”—as a sobriquet 
  for the whole of the larger demiplane some call 
  Ravenloft—is apt, for it is composed of scores of 
  small pocket "nations" not too far removed from 
  planes themselves, like the cells of a honeycomb—or 
  the cells of a prison. Each of these artificially 
  constructed countries, called domains, is the prison 
  of a singular evil entity: its darklord. A domain may 
  stand alone, an "Island of Terror" surrounded by the 
  Mists of Ravenloft, or it may join seamlessly with 
  
   
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  other domains in "clusters" to form a continuous 
  landscape, the greatest of these clusters being the 
  subcontinent known simply as the Core. 
  Every aspect of a domain, from its climate to the 
  creatures that call it home, is a subtle reflection of 
  its darklord, offering painful reminders of the 
  transgressions that forged the darklord's doom. The 
  size of a domain may range from a single room, to a 
  lonesome manor and its grounds, to an expansive 
  dominion containing numerous towns and a thriving 
  culture. Some occult sages believe that a domain's 
  size may be a measure of the darklord's force of 
  personality, their squandered potential, or even of 
  the tragedy of their tale. However, the Dark Powers 
  may grant a less compelling darklord a vast but 
  sparsely populated domain, furthering their 
  isolation, or they may trap a powerful darklord in a 
  smaller domain, concentrating their evil. 
  The Darklords 
  Just as Strahd von Zarovich is the one true master 
  of Barovia, his fellow darklords are the seed of evil at 
  the heart of every Domain of Dread. Yet few denizens 
  are aware that they even exist. Heroes have no 
  infallible means of detecting who or what is the 
  darklord of any given domain. Some darklords 
  control their domains openly, acting as political 
  rulers, while others skulk in the shadows, their very 
  existence a secret. Indeed, the very concept of a 
  "darklord" isn't one that the average citizen of a 
  domain is aware of.  
  Most domains are inhabited by a single darklord, 
  though on rare occasion the Dark Powers may grant 
  a single domain to a small group of evildoers. These 
  darklords are usually linked both by blood relation 
  and their crimes. 
  Mindless, slavering beasts do not become 
  darklords. Mere evil is not enough to earn a domain. 
  Despite their corruption, darklords share the same 
  motivations as countless other folk: they hope for 
  love, crave respect, or even yearn for mere 
  acceptance. Yet darklords are not poor, 
  misunderstood souls damned through no fault of 
  their own. Their selfish natures pervert simple wants 
  into obsessive lusts, and they earn their domains 
  through horrid crimes. Darklords are all the more 
  monstrous for the empathy one might feel for them, 
  not in spite of it. Even when forced to face their 
  transgressions, most darklords remain obstinately 
  blind to their own failings, lashing out at the world 
  for perceived wrongs. A darklord is both the warden 
  and the ultimate prisoner of their domain. 
  A darklord can trap others in their domain by 
  closing the borders, but they can never leave. Some 
  of the Realm of Terror's darklords have spent 
  centuries striving to escape from their Mistveiled 
  prisons, to no avail. The curse that binds them to 
  the land offers them little rest; not unlike Tantalus 
  in the underworld, they are tormented by their 
  greatest desires. 
  Should a darklord be destroyed, their domain 
  ceases to serve a purpose. If another evil creature in 
  the domain has earned damnation, the Dark Powers 
  may appoint it the domain's new darklord. A domain 
  in a cluster may be absorbed by its neighbors, 
  expanding the prisons of other darklords. If neither 
  of these events occurs, the domain dissolves back 
  into the Mists from whence it came. The fate of those 
  who dwell in a vanishing domain is not clear. 
  
   
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  Barovia 
  The first Domain of Dread to 
  appear, Count Strahd von 
  Zarovich’s realm of Barovia, 
  has been described thoroughly 
  and repeatedly elsewhere, 
  especially in various versions of 
  the original adventure I6: 
  Ravenloft. However, a few 
  details of note are added here, 
  as a supplement to the most 
  recent and detailed version of 
  that adventure, Curse of 
  Strahd. 
  Barovia Before Strahd 
  Little is known for sure of the 
  true history of the land of 
  Barovia before it was claimed 
  by the Dark Powers. Few 
  written records survive. Those 
  that do are strangely 
  incomplete.  
  As described in Curse of 
  Strahd, the Barovian calendar 
  is used across the entire 
  domain. It abbreviates years as 
  BC. (The same calendar is also 
  used in most other domains across the Core.) The 
  Church of Andral’s founding in 168 BC is considered 
  an important event, yet the worship of the god 
  known as Andral either died out or was absorbed by 
  the faith of the Morninglord later. Believers in 
  Vallaki now know of St. Andral as divinely favored 
  mortal of ancient times, rather than a deity. 
  The cult of the Morninglord is also a murky area of 
  history. Barovians believe it to be an ancient faith as 
  old of the land, but sages are certain it was started 
  by a gold elf from the Forgotten Realms who 
  worshipped Lathander, long after the Mists had 
  brought Barovia to the Realm of Terror. 
  In 230 BC, an invasion by a horde of raiders called 
  the Neureni, who worshipped the demon lord Irlek-
  Khan as a god, occasioned great glory for the von 
  Zarovich warrior-princess who opposed them. A 
  corruption of their name, neuri, persists to this day 
  in Barovia as a word for werewolves or sorcerers who 
  change their shape. However, as with other events 
  before Strahd’s fall from grace, there is little 
  evidence of this great conflict beyond cultural 
  memory. It’s as if the Mists themselves have clouded 
  the memories of the people and the very history of 
  the land in equal measure since stealing Barovia 
  from the world that was once it’s home. 
  One event that is well-recorded from before 
  Strahd’s reign is a bitter war between three noble 
  families of Barovia: the Houses of Dilisnya, Katsky, 
  and Petrovna. It was a long-simmering feud that 
  boiled over when Izabella Dilisnya was assassinated 
  in a dispute over a silver mine. Years of covert 
  murder, acts of bloody vengeance, and chaotic 
  misrule undermined the reign of Strahd’s father, 
  Barov von Zarovich.  
  The Ba’al Verzi, a cabal of assassins notorious for 
  being as devious and brazen as they were 
  remorseless, thrived during this period, which later 
  historians called the War of Silver Knives. At first 
  remaining above the fray, the von Zaroviches finally 
  forced an end to the conflict, but not before 
  weakening the kingdom to the point where it became 
  easy prey for invading enemies. The defeat of those 
  invaders was Strahd’s own path to greatness and, 
  later, his dark fall from grace. 
  The patriarch of the Dilisnya family, Leo Dilisnya, 
  was also secretly the leader of the Ba’al Verzi during 
  that time. During Strahd’s crusade against the 
  Tergs, Leo served as a minor officer in the von 
  
   
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  Zarovich army, awaiting the opportunity to 
  assassinate Strahd and make himself the ruler of 
  Barovia. Yet Strahd was too canny and suspicious.  
  When Ba’al Verzi hired by other enemies of Strahd 
  (said to have been dusk elves of the Velikovna line) 
  attempted his assassination in 350 BC, they failed.  
  Only a year later, on the day when Strahd’s brother 
  Sergei would marry his beloved Tatyana did Leo dare 
  make his move, smuggling mercenaries into Castle 
  Ravenloft to assist Ba’al Verzi masters of murder. To 
  cover his tracks, Leo excused himself, and was not 
  present when Strahd became a vampire. His 
  absence saved his life, as Leo’s forces were 
  slaughtered by the newly risen undead lord, and 
  only a handful of guests survived that night. For 
  decades, Leo orchestrated the concealment of both 
  the remaining Ba’al Verzi and his own noble kin. Yet 
  members of the Wachter family, whose kin were 
  slain by Leo’s henchmen, helped Strahd track down 
  this hated enemy and enact a terrible vengeance. 
  After the Mists 
  The history of Barovia since the Dark Powers 
  claimed it is better recorded, but lacking the glorious 
  deeds that gave Barovians pride. The victorious 
  lords of the past have been replaced by centuries of 
  bleak tyranny. For weeks, months, or years at a 
  time, the choking Mists rise up the seal the borders 
  of Barovia, barring trade or news from other lands, 
  and no one can protect these occasions. 
  At two points when the Mists were not raised as a 
  barrier, the southeast of Barovia saw two waves of 
  immigration. Both were refugees from other 
  domains, and both were secretive groups with their 
  own strange and deeply held beliefs. 
  Around 550 BC, survivors of a secretive order of 
  druids came from the neighboring domain of 
  Forlorn. Called Forfarians, they settled in a tiny 
  village called Immol, at the foot of Terestrãu ("Mount 
  Sawtooth"), the second highest peak in Barovia. 
  Adjacent to a lake in the furthermost southeast 
  corner of Strahd’s domain, Immol grew to 
  accommodate these settlers, and then grew even 
  more in 585 with the arrival of the Thaani. 
  The Thaani claimed to have come from a place of 
  incomprehensible madness, a land ruled by 
  inhuman subterranean creatures who fed on the 
  minds of mortal creatures. They identified that 
  wasteland as the domain of Bluetspur, known for its 
  cyclopean mountains and endless lightning storms. 
  The tales they told horrified even Barovians who had 
  seen much terror of their own, and they also bore a 
  potent tradition of mysticism that sits uneasily 
  beside the druidic beliefs of the Forfarians and the 
  dwindling faith of the native folk. 
  The people of Barovia may be ethnically diverse in 
  places, but as a group they are a gruff, suspicious 
  lot. They tend to be brusque with outsiders, and 
  even the most amicable Barovian natives are no-
  nonsense and severe. The dour attitude that seems 
  to dominate Barovia may be partially attributed to 
  the rampant fear of the supernatural that permeates 
  the realm. The folk here are terrified of the creatures 
  of darkness; doors and windows are securely locked 
  at sundown, and most Barovian settlements 
  resemble ghost towns by early evening. 
  Although it is not formally isolationist, Barovia has 
  limited contact with other realms. The rustic 
  character of the land, combined with the count's 
  reclusive and tyrannical nature, does little to 
  stimulate outside interest in the realm. The borders 
  of this realm are closed off by the Mists far more 
  often than most other domains. 
  Immigrants to Barovia: The Thaani 
  The Thaani are humans who escaped Bluetspur, a 
  mountainous realm ruled by a subterranean enclave of 
  mind flayers. These humans had been experimented upon, 
  and many gained psychic abilities as a result. They carry 
  in their minds not only their own memories, but those of 
  fallen kin who were killed by illithid cruelty and torture. 
  The Thaani employ meditation techniques to keep their 
  minds from fracturing as a result. Not all of them succeed. 
  If a Thaani character appears in your game, they may (or 
  may not) have special psionic powers. Some of the new 
  Optional Feats introduced in this document—such as 
  Living Poltergeist and Mind Reader—grant the kinds of 
  wild psychic talents a Thaani might be born with. If your 
  game uses the feat rules, a player character Thaani may 
  begin as the Human (Variant) from the core rules, 
  choosing one of these feats at character creation, or may 
  develop such abilities later. 
  Immigrants to Barovia: The Forfarians 
  The human population of the domain of Forlorn have 
  mostly abandoned that realm to live in nearby domains 
  like Barovia. The Forfarians left behind a great deal of 
  horror, just as the Thaani did, though they are less 
  haunted by these tragedies. Unlike the Thaani, their 
  horrific past did not change the very nature of the 
  Forfarians. They still live much as they did in their 
  homeland, and honor the same beliefs. Their culture is 
  interwoven with the ways of druids, and Forfarian druids 
  usually practice the Circle of the Equinox (described 
  under druids in the Character Classes chapter). 
  The Village of Immol 
  Not often featured on most maps of Barovia 
  (including the map in Curse of Strahd) due to its 
  location in the extreme southeast of the von 
  Zarovich lands, Immol has been a place where 
  
   
  8 
   
  uprisings against Strahd have occasionally occurred, 
  always mercilessly suppressed. It lies in a shallow 
  dale at the foot of Mount Sawtooth, on the Warlock’s 
  Road that leads south beyond Barovia’s borders to 
  the adjacent domain of Hazlan. Ancient watchtowers 
  surround a horseshoe shaped urban area dominated 
  by the Keep of the Scarlet Cross. Once the 
  stronghold of a knightly order, this keep now merely 
  the home of the local burgomaster. 
  What makes Immol unique among villages in 
  Barovia is the overwhelmingly large population of 
  two distinct groups of immigrants: the Forfarians 
  and the Thaani. The fair-skinned, redheaded 
  Forfarians are descended from natives from the 
  haunted land of Forlorn to the south. The Thaani, 
  who exhibit a staggering variety in their physical 
  features, are said to be the descendents of refugees, 
  slaves escaped from a hellish underground captivity. 
  The Forfarian neighborhood is full of herbalists, 
  healers, apothecaries, midwives, and other wise folk 
  who practice druidic beliefs. There are fewer Thaani 
  than there are Forfarians, but their dwellings are 
  easy to spot, and places where they live and gather 
  seem haunted by an ancient sadness. 
  Also near Immol is a monastery inhabited by 
  members of secret abbey of lawful good monks 
  called the Order of Contemplative Power, who seek 
  to explore their own psychic potential. Strahd knows 
  of the monks’ existence, but tolerates them for some 
  reason, perhaps out of curiosity. These monks 
  practice the Way of the Boundless Mind (a new 
  monastic tradition introduced in the Monk section.) 
  Records of the monastery’s founding are 
  contradictory, but many believe it was started by 
  Thaani, seeking to understand the mental abilities 
  they had developed as a result of the horrors of 
  Bluetspur. If so, they are not the only secret society 
  founded by the Thaani in Barovia. 
  The Ba’al Verzi 
  The Ba’al Verzi (bay-al vayr-tzee) was a legendary guild of 
  assassins before Strahd von Zarovich’s rise to power. They 
  operated openly, but used disguise and deception to kill, 
  and it was said that anyone could be a Ba’al Verzi. The 
  paranoia the assassins’ legend instilled made their work 
  all the easier. Thriving amid the game of betrayal and 
  vengeance waged by three of Barovia’s most powerful 
  families during the reign of Strahd’s father, the cabal later 
  declined, but never vanished completely. In 350 BC 
  The signature weapon of the Ba’al Verzi is a curved 
  dagger, with a hilt wrapped in black, red, and gold. One 
  such dagger was used to kill used to kill Strahd’s brother, 
  Sergei von Zarovich. Though they enchanted these 
  weapons and many of their other tools, the Ba’al Verzi 
  assassins relied on merciless cunning, not sorcery, for 
  their deadly edge. 
  The Ba’al Verzi is all but forgotten in present-day Barovia 
  because Strahd has gone to great lengths to exterminate 
  the order and, for the most part, has been successful. 
  Strahd’s vendetta against the guild stems not only from 
  the bitter memory of events surrounding his brother's 
  death, but from his particular hatred of the Ba’al Verzi 
  named Leo Dilisnya.  
  The remaining Dilisnyas spent over two centuries hiding 
  themselves from Count Strahd von Zarovich. A small 
  cohort of Dilisnyas have kept the traditions of the Ba’al 
  Verzi alive along with their bloodline. 
  Other Ba’al Verzi leaders were trapped in Barovia when it 
  was claimed by the Mists, but the cabal has only recently 
  resumed its activities.  
  Ba’al Verzi Dagger 
  Weapon (dagger), uncommon (requires attunement by a 
  non-good creature) 
  Crafted via an unholy rite practiced by an allegedly extinct 
  order of brazen assassins, this blade has a wickedly 
  curved blade and a hilt bound in the skin of a humanoid. 
  A Ba’al Verzi assassins made their dagger using the 
  remains of their first victim, and wrapped the handle in 
  black, red, and gold colors.  
  To most attuned users, this dagger grants a +1 to attack 
  and damage rolls made with this magic weapon. To unlock 
  its full powers, you must be proficient in the use of a 
  poisoner’s kit, and in the following skills: Deception, 
  Disguise, Sleight of Hand, and Stealth. 
  If you are attuned to this weapon and fulfill these 
  additional requirements, you receive a +2 to attack and 
  damage rolls when wielding it. In addition, a critical hit 
  made with this weapon inflicts an additional +2d6 poison 
  damage when the wielder fulfills all its requirements 
  (whether they are attuned to the dagger or not). 
  Whether or not you meet the proficiency requirements, 
  this dagger grants you one additional power when you are 
  attuned to it: When you hit with a melee attack using this 
  magic dagger and reduce the target to 0 hit points, if the 
  target is a living creature (not undead or a construct), you 
  have advantage on all ability checks and saving throws to 
  avoid being found, detected, or noticed until the end of 
  your next turn.  
  The House of Dilisnya 
  Ironically, members of the Dilisnya family can now be 
  found all over the Land of Mists, except in the land of their 
  bloodline’s birth, Barovia. Many of them have become 
  wealthy rulers in various parts of the Core. Others make 
  their living as mercenaries. Vistani even hire Dilisnya 
  killers to wreak vengeance upon those in that domain that 
  have wronged them. Dilisnyas made aware of their 
  background collectively have an almost uncanny ability to 
  find each other, but such knowledge may come at the cost 
  of knowing new enemies. 
  
   
  9 
   
  Barbarian 
  New Primal Path: 
  Path of the Sea Reaver 
  There have always been pirates on the two seas of 
  the Domains of Dread, but organized raiding and 
  looting on a larger scale is a more recent 
  phenomenon. A century ago, ships of Northmen 
  from the Forgotten Realms found themselves 
  transported by the Mists. This raiding party of 
  Ruathym, who had been pillaging the Sword Coast, 
  continued their predations against villages on the 
  coast of the Sea of Sorrows. Several small barbarian 
  groups and other pirates soon followed their 
  example, and you are a part of such group. 
  This kind of sea raiding (sometimes referred to by 
  its perpetrators as “to go a-viking”), has become a 
  multi-generational tradition and a growing problem 
  for many ports and shipping concerns. It is both 
  abetted and restrained by the same issues that keep 
  most vessels close to the coast. Both the overcast 
  Nocturnal Sea and the starless, storm-swept Sea of 
  Sorrows lack any useful means of celestial 
  navigation and are bedeviled by unpredictable 
  weather as well as the Mists. For these reasons, 
  most ships—whether merchant fleets or lawless 
  vessels of pillage—stay very close to the coastlines. 
  Isolated coves and seaside hideaways abound on the 
  dark seas, which aids these barbarians in their 
  work. Blaustein is an infamous buccaneer port. 
  Islands in the Finger and Martira Bay in Darkon 
  shelter many a smuggler, as does a similar stretch of 
  isles in the Finger. The jagged coastline of northern 
  Lamordia is riddled with flooded grottos and pirate 
  havens high above the salt spray. 
  Lately, these raiders have become bolder, sailing 
  their vessels upriver and bringing them ashore, then 
  marching on to attack villages far from the coast. 
  Villagers have been terrorized by these raids as far 
  inland as southern Barovia, 
  In a land ruled by fear, barbarians on this Primal 
  Path make terror their ally whenever they can. They 
  depend on the panic they create to practice their 
  ruthless trade. 
  Mariner 
  At 3rd level when you choose this path, you gain 
  proficiency in navigator’s tools and vehicles (water), 
  and the Athletics skill. When you make ability 
  checks for any of these proficiencies, your 
  proficiency bonus is doubled. In addition, for 
  purposes of holding your breath and avoiding 
  suffocation, you treat your Constitution modifier as 
  if it were 2 higher. 
  Seafarer’s Mobility 
  Starting at 3rd level, when you are not using a 
  shield or wearing any kind of heavy armor, you 
  receive a +1 bonus to AC, and you gain a swimming 
  speed and climbing speed equal to your walking 
  speed.  
  Crow’s Eye 
  Starting at 6th level, you can see up to 1 mile away 
  with no difficulty, and are able to discern even fine 
  details as though looking at something no more than 
  100 feet away from you. In addition, you do not have 
  disadvantage on Wisdom (Perception) checks to see 
  things that are lightly obscured by heavy rain, mist, 
  fog, or other forms of precipitation. 
  Relentless Ferocity 
  At 6th level, while raging, you have resistance to 
  psychic damage, and advantage on all saving throws 
  against being charmed or frightened.  
  Terror on the High Seas 
  Beginning at 10th level, if you hit a creature with a 
  melee weapon attack while you are raging, you can 
  use your bonus action to terrorize them into 
  surrender or flight. The target must succeed on a 
  Wisdom saving throw (DC equal to 8 + your 
  proficiency bonus + your Charisma modifier) or take 
  psychic damage equal to your Charisma modifier 
  (minimum of 1) and become frightened of you until 
  the end of your next turn. 
  Brutal Counterattack 
  Starting at 10th level, once per turn, when you hit a 
  creature with a weapon attack that has attacked you 
  within the last minute, you inflict an additional 
  1d10 damage on that creature. If that creature was 
  frightened, creatures of your choice within 10 feet of 
  it must succeed on a Wisdom saving throw (DC 
  equal to 8 + your proficiency bonus + your Charisma 
  modifier) or become frightened of you until the end 
  of your next turn 
  Inescapable Fear 
  Beginning at 14th level, whenever a frightened 
  creature within range of your weapon makes an 
  attack while you are raging, it provokes an 
  opportunity attack from you. If the opportunity 
  attack hits, the creature has disadvantage on 
  Wisdom saving throws until the end of your next 
  turn. 
   
  
   
  10 
   
  Bard 
  New Bard College: 
  College of Disquiet 
  You study human nature the way others study 
  books, and you know how to inspire both fear and 
  greatness in equal measure. Sometimes, your 
  frightful presence takes a simpler form, when you 
  tell fireside ghost stories or threaten those who 
  would harm your allies. On other occasions, you 
  combine your knowledge of esoteric spells and 
  bestowing curses with the fighting prowess of your 
  comrades, terrifying anyone who dares act against 
  you. 
  These techniques are taught in secret, in thieves’ 
  guilds and conspiracies and hidden cults, but you 
  are just as proud of your learning as any bard. Even 
  the intricacies of history, warfare, music, and 
  oratory cannot match the complexity of the human 
  mind. In the Domains of Dread, you move across the 
  land like a shark swimming prey-filled waters. In a 
  realm ruled by terror, you are well-suited to 
  capitalize on the paranoia of those around you. 
  Where is the College of Secrets? 
  A previous version of this document instead featured the 
  College of Secrets. In later revisions, it became clear that 
  this archetype lacked focus, so it  was split into two 
  separate archetypes representing clearer roles. The College 
  of Disquiet, one of these two, is included here, but don’t 
  worry: the new College of Secrets is also included, as a 
  bonus content preview in the Appendix at the end. 
  Rudiments of Terror 
  At 3rd level when you choose this college, you gain 
  the following benefits. 
  • 
  You are proficient with all martial weapons that do not 
  have the two-handed or heavy property. 
  • 
  You gain proficiency with any two Dexterity- or 
  Charisma based skills of your choice. 
  • 
  You learn the hex spell. It does not count against the 
  total number of spells you can know as a bard. 
  • 
  When you use your action to cast the hex spell with a 
  1st level spell slot, you can expend one of your uses of 
  Bardic Inspiration as part of the same action to 
  recover that spell slot. 
  • 
  When a creature is the target of your hex, you have 
  advantage on Wisdom (Insight) checks against it.  
  Inspire Dread 
  At 3rd level, you can augment an enemy’s anxiety 
  when they are struck by one of your comrades. 
  When an ally hits a creature you can see or hear 
  with an attack, you can expend one of your uses of 
  Bardic Inspiration to inflict extra psychic damage on 
  that creature equal to the number rolled on your 
  Bardic Inspiration die. In addition, whenever you 
  inflict the extra damage from your hex spell, you can 
  choose for that damage to be psychic damage 
  instead of necrotic damage if you wish. 
  Wordless Threat 
  At 6th level, when you inflict psychic damage with a 
  cantrip, spell, weapon attack, or feature, once per 
  turn you can choose one creature who took that 
  damage. That target must roll a Wisdom save 
  against your bard spell DC. If they fail, they are 
  frightened of you until the end of your next turn. 
  Master of Fear 
  At 6th level, when a creature you can see that is 
  frightened of you or the subject of your hex spell 
  makes an attack roll, ability check, or saving throw, 
  you can use your reaction to expend one of your 
  uses of Bardic Inspiration, rolling a Bardic 
  Inspiration die and subtracting the number rolled 
  from the creature's roll. You can choose to use this 
  feature after the creature makes its roll, but before 
  the DM determine whether the attack roll or ability 
  check succeeds or fails. The creature is immune if it 
  cannot either hear or see you. 
  Frightful Curse 
  At 14th level, you are unaffected by the frightened 
  condition, and when you make a creature the 
  subject of your hex spell, if the ability you choose to 
  affect with that spell is Wisdom, that creature has 
  disadvantage on Wisdom saving throws as well as 
  Wisdom checks.  
  In addition, once per turn, when you inflict psychic 
  damage on a creature with a cantrip, spell, weapon 
  attack, or feature, you can choose another creature 
  within 10 feet of the first. The chosen creatures take 
  additional psychic damage equal to your Charisma 
  modifier. When you reach 17th level, you can choose 
  two additional creatures instead of one. 
  
   
  11 
   
  Cleric 
  New Divine Domain: 
  Hunting Domain 
  The Hunting domain focuses on the sacred link 
  between hunter and prey, a relationship that ties 
  mortals to nature. The gods of hunting represent far 
  more than the mere pursuit of animals or the skills 
  and equipment involved. They signify both the hunt 
  for justice—such as tracking down an enemy who 
  was wronged you or your community—and the 
  sacred spiritual quest that reveals wisdom. Like 
  rangers, clerics of this domain walk the frontier 
  between civilization and the wild. 
  In the Domains of Dread, some cultures identify 
  Mother Night as a goddess of the hunt, granting her 
  cloak of darkness as a blessing that allows nighttime 
  hunters to approach their prey unseen. She is 
  popular in Barovia among simple hunters and the 
  dusk elves of Vallaki. The Valachani god Yutow is 
  also placated as a hunting deity, due to his ties to 
  the spirit of the panther. Certain cults in remote 
  domains worship Malar, though only in secret. 
  Hunting Domain Spells 
  Cleric Level
  Cleric Level
  Cleric Level
  Cleric Level 
  Spells
  Spells
  Spells
  Spells    
  1st 
  detect poison and disease, hunter’s mark 
  3rd 
  locate animals or plants, misty step 
  5th 
  haste, plant growth 
  7th 
  freedom of movement, locate creature 
  9th 
  hold monster, tree stride 
  Bonus Proficiency 
  When you choose the Hunting Domain at level 1, 
  you gain proficiency with all martial ranged 
  weapons, and you become proficient in the Stealth 
  and Survival skills. 
  Aimed Shot 
  From 1st level onward, you are a master of ranged 
  weapons, able to maintain near perfect aim in a 
  variety of conditions. You do not suffer disadvantage 
  on your attack roll when you make a ranged weapon 
  attack against a target within 5 feet of you, and 
  when you make a ranged weapon attack against a 
  target within 30 feet of you, that target does not 
  benefit from half cover or three‑quarters cover. 
  Channel Divinity: Preferred Quarry 
  Starting at 2nd level, your faith grants you sacred 
  aid on the hunt against certain enemies. You have 
  two types of creatures that are you preferred quarry: 
  beasts, and your choice of one of the following: 
  aberrations, beasts, constructs, dragons, 
  elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two 
  races of humanoids (such as humans and goblins) 
  to be your preferred quarry (in addition to beasts).  
  As a bonus action, you can use your Channel 
  Divinity to force all creatures within 30 feet that are 
  your preferred quarry or the current subject of your 
  hunter’s mark spell to make a Wisdom saving throw 
  against your cleric spell DC. If they fail, for 1 minute 
  their speed is reduced by half, and they take radiant 
  damage equal to half your level whenever they take 
  the Dash, Disengage, or Hide actions. 
  Spiritual Aim 
  Beginning at 6th level, you practice an intuitive 
  martial technique when aiming ranged weapons 
  (referred to in some traditions as Zen Archery). You 
  can substitute your Wisdom modifier for your 
  Dexterity or Strength modifier when making a 
  ranged attack roll with a weapon.  
  Marked Quarry 
  At 6th level, creatures that are your preferred quarry 
  or the current subject of your hunter’s mark spell do 
  not benefit from half cover or three-quarters cover 
  against your attacks (including spell attacks), and 
  they have disadvantage on Dexterity (Stealth), 
  Charisma (Deception), and Charisma (Intimidation) 
  checks against you. 
  Master Archer 
  Starting at 8th level, you have a +1 bonus to attack 
  rolls on ranged attacks, and you can attack twice, 
  instead of once, whenever you take the Attack action 
  on your turn. 
  Sacred Hunt 
  At 8th level, whenever you use your Channel 
  Divinity, you gain an additional benefit: For 1 hour 
  after using it, you can track other creatures while 
  traveling at a fast pace, and you can move stealthily 
  while traveling at a normal pace. When you reach 
  11th level, you also gain this benefit whenever it is 
  nighttime and the moon is visible in the sky (even if 
  you are not outdoors yourself to see it). 
  Hunter’s Focus 
  Beginning at 17th level, when a creature is the 
  subject of your hunter’s mark spell, you have 
  advantage on ranged attack rolls against that 
  creature. During your turn, whenever you miss with 
  a ranged attack against a creature that is your 
  preferred quarry or the current subject of your 
  hunter’s mark spell, you can immediately make an 
  additional attack. You can only gain one additional 
  attack during your turn with this ability 
  
   
  12 
   
  Druid 
  New Druid Circle: 
  Circle of the Equinox 
  Given their closeness to nature, druids have a 
  special relationship with the cyclical passage of time. 
  Balance is central to the ethos of many druidic 
  orders, and this reflects the duality of the year, the 
  changing nature of the world as light grows and 
  recedes. Druids such as you believe that to exist in 
  true balance is also to exist in state of flux, changing 
  your nature as the seasons change. Even compared 
  to druids of the Circle of the Moon, you adapt to 
  your surroundings more easily than any other kind 
  of druid, because your capabilities change from day 
  to day. Your druidic tradition shares much with the 
  religions of ancient sylvan cultures, which predated 
  many modern churches, and you may refer to 
  nature spirits and the archfey as “the old gods.” 
  Other druids may gather at standing stones, but 
  those of your Circle always do, using the position of 
  these megaliths to track the passage of time with 
  exact precision. You also believe ancient members of 
  your order built the stone circles that stand in 
  Barovia and many other domains to this day, using 
  them for more powerful purposes than the keeping 
  of the yearly calendar. You have ancient bonds to 
  spirits of nature, and the fey in particular, that 
  relate to the time of year and which of your Circle’s 
  aspects you currently favor. 
  Most druids of this Circle favor one of two seasonal 
  aspects: Autumn or Spring. Autumnal druids are 
  less well trusted in many domains, having ways 
  more commonly associated with folktales of 
  witchcraft or the Vistani. They do little to discourage 
  this, often referring to themselves as “witches” and 
  their magical talents as “witchcraft.” They can curse 
  their enemies with ill luck, and strange creatures 
  are said to attend them. An Circle of the Equinox 
  druid favoring Autumn is more vengeful, enforcing 
  natural balance by correcting wrongs committed and 
  seeking to keep any particular sort of creature from 
  dominating the wilderness. They dwell deep in the 
  savage places of the world, seldom keeping company 
  with the civilization. Ancient pacts tie druids of this 
  Circle who are currently in the aspect of Autumn to 
  the Winter Court of the fey, in his company they are 
  often found. 
  Spring druids are more likely to be found on the 
  borders of civilization, dealing with humans and 
  elves and the like, than their autumnal 
  counterparts. They also keep company with fey of 
  the Summer Court, who honor old oaths binding 
  them to druids of this Circle who are currently in the 
  aspect of Spring. The often refer to themselves as 
  “beastlings” or “skinchangers.” These druids 
  function as something like midwives to beasts of the 
  wilds, helping new mothers through difficult births. 
  When passing by, 
  they can never resist 
  offering the same aid 
  to any expectant 
  mother, whether she 
  is a dairy cow or a 
  nobleman’s wife. 
  Druids favoring 
  Spring seek natural 
  balance by 
  encouraging large 
  populations of all 
  animal and plant 
  species, on the notion 
  that such bounty aids 
  all living things, so 
  long as no one type of 
  life overwhelms the 
  others. 
  
   
  13 
   
  The Circle of the Equinox in Ravenloft 
  Among Forfarian druids (those arising from the lost 
  domain of Forlorn), your ways are practiced by druids of 
  two different orders: the Oak Faction, who favor the 
  powers of the Spring seasonal aspect, and the Rowan 
  Faction, who favor those of Autumn. A sizable group of 
  these druids dwell in Barovia as well, among the Forfarian 
  immigrants outside the village of Immol. 
  The Circle of the Solstice 
  Another druid circle, the Circle of the Solstice, exists as 
  this one’s natural counterpart, favoring seasonal aspects 
  of Summer or Winter just as Equinox Circle druids favor 
  Spring or Autumn.  These druids embrace extremes in 
  their behavior, pushing the far ends of the natural 
  balance, in the esoteric belief that doing so somehow 
  strengthens both sides of any equilibrium. Strangely, they 
  do not have pacts with the Courts of the Fey the way 
  druids of the Circle of the Equinox do. Instead, they have 
  unique ties to other types of creatures most druids seldom 
  truck with. Members of other Circles find the Solstice 
  druids esoteric and strange; some even consider them 
  downright insane. 
  A particularly erratic group of Winter-aspected druids of 
  the Circle of the Solstice dwell in Barovia, in the area of 
  Yester Hill. These druids actually worship the darklord 
  Strahd von Zarovich, believing his powers over the 
  weather and elements in his domain represent a divine tie 
  to the forces of nature.  
  Rites of the Fey 
  At 2nd level when you choose this circle, you learn 
  the quickling step and uncanny balance druid 
  cantrips. They do not count against your number of 
  cantrips known. You also learn find familiar as a 
  druid spell. When you cast the spell, you can choose 
  one of the normal forms for your familiar, or you can 
  choose one of the following special forms: blink dog, 
  pseudodragon, sprite, or wolf. Additionally, when 
  you take the Attack action, you can forgo one of your 
  own attacks to allow your familiar to make one 
  attack of its own with its reaction. 
  Seasonal Aspect 
  Beginning at 2nd level, your ties to changes of 
  seasons and the fey creatures of the wilderness 
  grant you additional abilities that change like the 
  seasons. Whenever you finish a long rest, you 
  choose one seasonal aspect: either  Autumn or 
  Spring. You cannot change your chosen seasonal 
  aspect until you finish another long rest. If you 
  finish a long rest without choosing an aspect, you 
  are assumed to choose the aspect that is closest to 
  the current actual season (Spring during the spring 
  and summer, Autumn during fall and winter). The 
  abilities you gain from your seasonal aspect are 
  described below. 
  Autumn. You gain access to certain spells depending on 
  your druid level, according to the table below. You 
  automatically have the listed spells prepared, and they do 
  not count against the number of spells you can prepare 
  each day. Any listed spells are always druid spells for you 
  while you have the Autumn seasonal aspect.  
   In addition, while you have this seasonal aspect, you can 
  substitute your Wisdom modifier for your Charisma 
  modifier when making Charisma checks related to fey of 
  the Winter Court. 
  Spring. You gain extra options for new types of creatures 
  you can use your Wild Shape to transform into, depending 
  on your druid level, according to the table below. Many of 
  these creatures are not beasts, yet this aspect allows you 
  to take their forms, and you ignore the normal limits on 
  the challenge rating of a creature you transform into when 
  changing into the listed creature types. You do not need to 
  have seen these creatures before. When you transform 
  into one of the listed creature types using your Wild 
  Shape, you can choose to do so as a bonus action, rather 
  than as an action. 
   In addition, while you have this seasonal aspect, you can 
  substitute your Wisdom modifier for your Charisma 
  modifier when making Charisma checks related to fey of 
  the Summer Court. 
  Natural Healing Powers 
  Starting at 6th level, your connection to the natural 
  world provides you with a pool of healing power that 
  replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points 
  equal to your druid level × 5. As an action, you can 
  touch a creature and draw power from the pool to 
  restore a number of hit points to that creature, up to 
  the maximum amount remaining in your pool. You 
  can use this feature in any shape you assume using 
  Wild Shape. This feature has no effect on undead 
  and constructs. When you heal yourself for 5 or 
  fewer hit points with this feature, you may do so as 
  a bonus action instead of an action. Depending on 
   
  Autumn Seasonal Aspect Spells 
  Druid Level
  Druid Level
  Druid Level
  Druid Level    
  Spells
  Spells
  Spells
  Spells    
  2nd 
  faerie fire, fog cloud 
  3rd 
  dust devil**, misty step 
  5th 
  Haste 
  7th 
  greater invisibility 
  9th 
  maelstrom** 
  Spring Seasonal Aspect Wild Shapes 
  Druid Level
  Druid Level
  Druid Level
  Druid Level    
  Wild Shape Options
  Wild Shape Options
  Wild Shape Options
  Wild Shape Options    
  2nd 
  black bear, needle blight, satyr (no pipes) 
  3rd 
  brown bear, dire wolf, vine blight 
  6th 
  cave bear, centaur, giant constrictor snake 
  8th 
  mephit (any kind), hippogriff, sprite 
  9th 
  displacer beast, hook horror, owlbear 
  12th 
  chuul, lizard king/queen, manticore 
  15th 
  bulette, gorgon 
  18th 
  chimera, wyvern 
  
   
  14 
   
  your current seasonal aspect, you gain an addition 
  use for this pool of power, as follows: 
  Autumn. You can expend 15 hit points from your pool of 
  healing as a bonus action to cast the hex spell as a 1st 
  level spell, without using any components.  
  Spring. When in a shape you assumed by using your Wild 
  Shape, you can expend 5 hit points from your pool of 
  healing to cure the target of one disease or neutralize one 
  poison affecting it. You can cure multiple diseases and 
  neutralize multiple poisons with a single use of Natural 
  Healing Powers, expending hit points separately for each 
  one.  
  Gifts of the Fey 
  Beginning at 10th level, you have earned the respect 
  of the fey and other supernatural beings in the 
  wilderness around you, and they teach you some of 
  their secrets. When you cast find familiar, you can 
  choose for your familiar to take the form of an adult 
  faerie dragon of any kind, instead of one of the 
  normal forms.  
  In addition, you are immune to being charmed or 
  frightened, and when another creature attempts to 
  charm or frighten you, you can use your reaction to 
  teach them you are not to be trifled with. The 
  creature must succeed on a Wisdom saving throw 
  against your druid spell save DC or take psychic 
  damage equal to your druid level and be frightened 
  by you until the end of your next turn. You can use 
  this feature in any shape you assume using Wild 
  Shape. Depending on your current seasonal aspect, 
  you gain an addition use for this feature, as follows: 
  Autumn. When a creature fails its Wisdom save against 
  this ability, instead of causing it to be frightened, you can 
  choose to expend 5 hit points from your pool of healing as 
  a reaction to immediately cast the bestow curse spell, 
  targeting that creature, without using any components.  
  Spring. When a creature fails its Wisdom save against 
  this ability, you can choose for it to be charmed instead of 
  frightened if you wish. If you choose for it to be charmed, 
  it is charmed for 1 minute by this feature, and you can 
  decide whether or not to inflict the psychic damage as 
  well. 
  Guardian at the Threshold 
  At 14th level, you are recognized as a keeper of the 
  balance among the fey and other creatures of the 
  wilderness, and can stop them in their tracks with a 
  command. You can cast hold monster at will—
  targeting a beast, elemental, fey, or monstrosity—
  without expending a spell slot or material 
  components. You must finish a long rest before you 
  can use this feature on the same creature again. 
  You can use this feature in any shape you assume 
  using Wild Shape. 
  Depending on your current seasonal aspect, you 
  gain an addition use for this feature, as follows: 
  Autumn. Whenever you cast hold monster using this 
  feature, you can also use it against fiends and celestials.  
  Spring. Whenever you cast hold monster using this 
  feature, you can also use it against humanoids. Once you 
  use this feature against humanoids two times, you cannot 
  use it against humanoids again until you finish a short or 
  long rest. 
  
   
  15 
   
  Fighter  
  New Fighting Styles for Fighters, Rangers, 
  and Paladins 
  The following fighting styles are available to fighters and 
  rangers in Ravenloft campaigns, in addition to those 
  already available in the normal D&D rules. Paladins also 
  gain access to the Mounted fighting style, but not Mobility. 
  No matter how many times class features allow you to 
  choose, you can never select a particular fighting style 
  more than once.  
  • Mobility 
  When you are not using a shield or wearing any kind of 
  heavy armor, you receive a +1 bonus to AC, and you gain 
  a swimming speed and climbing speed equal to your 
  walking speed.  
  • Mounted 
  When mounted, if you inflict damage with a successful 
  weapon attack on an unmounted creature smaller than 
  your mount, that creature can’t make opportunity attacks 
  against you or your mount for the rest of your turn, and 
  you can re-roll any weapon damage die that rolls a 1. You 
  must use the new roll. 
  New Martial Archetype: 
  Slayer 
  You’ve had enough. You know the war cannot be 
  won in these benighted lands, but you fight back 
  anyway, taking sweet vengeance on vampire lords, 
  lycanthropes, undead of all kinds, fiends, psychic 
  predators, and the like. Unlike many other monster 
  hunters, you have a specialty, a type of foe that has 
  particularly earned your ire, against whom you are 
  particularly formidable. Over time, you not only 
  become more dangerous in direct confrontation with 
  the creatures of darkness, but also develop a sixth 
  sense that helps you to detect their foul presence. 
  You are no paladin, but some greater force of destiny 
  favors you in your quest, and some of your powers 
  allow you to emulate those holy warriors. 
  Another difference between you and many others 
  sworn to hunt 
  supernatural 
  threats is that 
  you never 
  work alone. 
  The inner 
  strength that 
  sustains you is 
  the result of 
  working with a 
  team. This includes not only your adventuring 
  companions, but also a network of supporters from 
  other walks of life. One day, you know, you will go 
  down fighting, but thanks to these comrades, you 
  need not fight alone. Thus, you have developed 
  special tactics to support and protect your 
  teammates. You not only instill them with the 
  confidence and courage to face the horrors you are 
  drawn to destroy, but make sure to keep those 
  horrors’ attentions focused firmly on you instead of 
  your comrades. 
  Combat Superiority  
  At 3rd level when you choose this archetype, you 
  learn a set of maneuvers that are fueled by special 
  dice called superiority dice. 
  Maneuvers. You gain access to a limited number of 
  special maneuvers, which are listed under “Slayer 
  Maneuvers” at the end of this archetype. At 3rd level when 
  you choose this archetype, you learn the Sense Darkness 
  maneuver, and two other maneuvers of your choice from 
  that list. At 7th level, and again at 15th level, you learn 
  one additional maneuver from the same list. Many 
  maneuvers enhance an attack in some way. You can use 
  only one maneuver per attack. 
  Superiority Dice. You have four superiority dice, which 
  are d8s. A superiority die is expended when you use it. 
  You regain all of your expended superiority dice when you 
  finish a short or long rest. You gain another superiority 
  die at 7th level and one more at 15th level.  
  Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s 
  effects. The saving throw DC is calculated as follows:  
  Maneuver save DC = 8 + your proficiency bonus + your 
  Strength or Dexterity modifier (your choice) 
  Hated Enemy 
  At 3rd level, you choose a type of monster on which 
  you have sworn a hateful vengeance. Work with your 
  DM to determine an appropriate type of enemy for 
  the campaign. You can choose one hated enemy 
  from the following: aberrations, beasts, constructs, 
  dragons, elementals, fey, fiends, giants, 
  monstrosities, oozes, plants, or undead. 
  Alternatively, you can select two races of humanoids 
  (such as humans and goblins) as hated enemies. 
  
   
  16 
   
  When you hit a creature that is your hated enemy 
  with a weapon attack, that creature’s speed is 
  reduced by half until the end of its next turn. 
  Sustaining Bonds 
  At 7th level, you gain two new Bonds to non-
  adventuring characters who do not travel with you. 
  With your DM’s help and approval, you either create 
  these characters or choose them from those who 
  have appeared in the campaign. If you spend Hit 
  Dice at the end of a short rest when you are in a 
  place owned or provided to you by any non-player 
  character with whom you have a Bond, you gain 
  temporary Hit Points equal to the number of Hit 
  Dice spent when you finish that rest. When you 
  finish a long rest in such a place, you gain 
  temporary hit points equal to your Charisma 
  modifier. While you are dwelling within the same 
  settlement as such a character, or within a mile of 
  their home, they will support you (but only you) at a 
  modest lifestyle, so long as you do nothing that 
  would change their attitude towards you from being 
  friendly. 
  Defensive Comrade 
  Beginning at 7th level, you are adept at keeping 
  enemies focused on you instead of your allies, and 
  seeing you in action inspires courage, loyalty, and 
  determination in those who fight at your side. You 
  learn the challenger’s mark cantrip, and friendly 
  creatures within 10 feet of you gain resistance 
  against psychic damage and advantage on saving 
  throws against being charmed or frightened.  
  Improved Challenger’s Mark 
  When you use your action to cast the challenger’s 
  mark cantrip, you can make one additional weapon 
  attack as part of the same action, in addition to the 
  single attack you make as part of casting the 
  cantrip. When you reach 11th level in this class, you 
  can make two additional attacks as part of that 
  action. When you reach 20th level, this increases to 
  three additional attacks. None of the additional 
  attacks gain the benefits of the cantrip, only the one 
  made as part of casting it. 
  Improved Hated Enemy  
  At 10th level, when you roll a superiority die to 
  enhance an attack against a creature that is your 
  favored enemy, you roll a d12 instead of your normal 
  superiority die. In addition, when you detect a 
  creature that is your hated enemy with your Sense 
  Darkness maneuver, for 1 hour you add the result of 
  your superiority die roll to all Wisdom checks related 
  to that particular creature, including Wisdom 
  (Insight) checks against it, as well as Wisdom 
  (Perception) or Wisdom (Survival) checks you make 
  to find or track it. 
  Relentless Protector 
  Starting at 15th level, if you have less than 2 
  superiority dice remaining when an ally you can 
  hear or see rolls a death save due to damage taken 
  from a hostile creature, or when a hostile creature 
  scores a critical hit against an ally you can hear or 
  see, you regain 1 superiority die. 
  Superior Slayer 
  At 15th level, your superiority dice turn into d10s. 
  Slayer Maneuvers 
   Hateful Attack. When make a weapon attack against a 
  creature that is your hated enemy, you can expend one 
  superiority die to add it to the attack roll. You can use this 
  ability before or after the attack roll, but before any of the 
  effects of the attack are applied. If the attack succeeds, the 
  creature has disadvantage on Constitution saves and 
  Wisdom saves until the end of your next turn (this 
  includes any saves to maintain concentration caused by 
  this attack). 
   Menacing Attack. When you hit a creature with a 
  weapon attack, you can expend one superiority die to 
  attempt to frighten the target. You add the superiority die 
  to the attack's damage roll, and the target must make a 
  Wisdom saving throw. On a failed save, it is frightened of 
  you until the end of your next turn. 
   Protector’s Fury. When a creature within 5 feet of you 
  attacks a target other than you, you can use expend a 
  superiority die as a reaction to impose disadvantage on 
  that attack roll and inflict psychic damage on the creature 
  equal to your superiority die roll. If the creature wishes, it 
  can forego these penalties by instead attacking you (if 
  possible) or by simply choosing to lose the attack. 
   Sense Darkness. As an action, you can expend a 
  superiority die to use the Divine Sense feature of a paladin 
  until the end of your next turn. In addition to sensing 
  celestials, fiends, or undead, you also know the location of 
  any creature within 60 feet that is your hated enemy (see 
  below), so long as it is not behind total cover. Until the 
  end of your next turn, when you inflict damage with a 
  weapon attack on a creature you detected with this 
  maneuver, you inflict additional radiant damage equal to 
  half your superiority die roll. (This extra damage even 
  applies to attacks you have already modified with another 
  maneuver.) 
   Slayer’s Cleave. When you reduce a creature to 0 hit 
  points with a weapon attack on your turn, you can use 
  your reaction to expend one superiority die to make a 
  weapon attack against another creature within 5 feet of 
  you. If the attack succeeds, add the superiority die roll to 
  the damage of the attack. 
   
  
   
  17 
   
  Monk 
  New Monastic Tradition: 
  Way of the Boundless Mind 
  A small and esoteric monastic tradition, these 
  monks learn to channel their ki through the 
  unlocked psychic capabilities of an awakened 
  consciousness. They teach that the boundaries that 
  isolate individuals are illusory, and that all mortal 
  minds are linked, both to each other and to the 
  divine. Through focused meditation, telepathic 
  instruction, and a combination of physical 
  deprivation and exercise, they unite their minds and 
  bodies while learn to link their own thoughts with 
  those of others around them. 
  Spell Equivalents. Some of your abilities with this 
  monastic tradition may allow you to cast the 
  equivalent of a spell, which may require you to make 
  a spell attack. Your attack bonus with such a spell 
  attack equals your proficiency bonus + Wisdom 
  modifier. If the spell calls for a saving throw, the DC 
  is the same as the DC for other saving throws 
  against your ki features. 
  Barovia’s Secret Psychic Monks 
  In Barovia, an order of lawful good monks called the Order 
  of Contemplative Power practice this monastic tradition in 
  a hidden monastery outside Immol. Strahd has suffered 
  them to live within the confines of Barovia so long as they 
  do not challenge his authority. (Secretly, he is curious 
  about their psychic powers as well.) Once, their sacred 
  icon was a two-foot-long crystalline rod they called the 
  Sacred Barrier, their symbol of hope against the forces of 
  darkness that hold sway over them, and though their 
  understanding of it was limited, they psionically imbued 
  it, over several generations, with the power to protect both 
  its location and the minds of those who bow to it. 
  However, the Sacred Barrier was stolen by the vampire 
  Lyssa von Zarovich, making life that much more hopeless 
  for this embattled monks. (See the 2nd Edition D&D 
  adventure Thoughts of Darkness for details.) 
  Contemplative Focus 
  Starting when you choose this tradition at 3rd level, 
  you have mastered the rudiments of your traditions 
  psychic training. You learn the catfeet*, mage hand, 
  and mindspeak* cantrips, and choose one more 
  cantrip to learn from the following list: fist of rage*, 
  friends, minor illusion, quickling step*, 
  prestidigitation, steal speed*, thought blast*, uncanny 
  balance*, wall run*, or warning roar*. At 6th level, 
  and again at 11th level, you learn one additional 
  cantrip of your choice from that same list. Whenever 
  you cast the mage hand cantrip, the spectral hand is 
  made of invisible force and cannot be seen. 
  Ki of Thought 
  At 3rd level, you can manipulate your mental ki to 
  create a variety of magical psychic effects. As a 
  reaction when you would take psychic damage, you 
  can spend 1 ki point to give yourself resistance to 
  psychic damage until the end of your next turn.  
  In addition, you can spend 2 ki points to cast one of 
  the following spells, using the normal casting time 
  required for that spell, without the need for any 
  material components: catapult**, command, 
  comprehend language, frightful strike*, and telepathic 
  link*.  
  Swift Mind 
  At 6th level, when you use your action to make an 
  unarmed attack or attack with a monk weapon, or 
  take any action that requires you to spend one or 
  more ki points, you can use your bonus action to 
  cast a cantrip you learned from this monastic 
  tradition that normally has a casting time of 1 
  action.  
  In addition, choose two of the following spells: beast 
  sense, blur, calm emotions, crown of madness, 
  enthrall, hold person, levitate, phantasmal force, 
  silence, spider climb, or suggestion. You can spend 3 
  ki points to cast one of the two chosen spells, using 
  the normal casting time required for that spell, 
  without the need for any material components. 
  Psychic Monk 
  At 11th level, choose two of the following spells: 
  clairvoyance, haste, invasive id*, magnetism*, or 
  sending.. You can spend 5 ki points to cast one of 
  those chosen spells, using the normal casting time 
  required for that spell, without the need for any 
  material components. At 13th level, you can also 
  spend 7 ki points to cast Rary’s telepathic bond or 
  telekinesis in the same way. In addition, as long as 
  you have 1 or more ki points, you have advantage on 
  all Intelligence and Charisma saving throws, and on 
  Wisdom saving throws against become charmed. 
  Unassailable Mind 
  At 17th level, as long as you have 1 or more ki 
  points, you are immune to psychic damage and the 
  charmed condition, and whenever a creature hits 
  you with a melee attack, you can spend 1 ki point as 
  a reaction to force that creature to make an 
  Intelligence saving throw. If the creature fails, it 
  takes 2d10+5 psychic damage and its speed is 
  reduced by 10 feet until the end of its next turn. If 
  the creature succeeds, it takes psychic damage 
  equal to your 5 plus your Wisdom modifier. 
   
  
   
  18 
   
  Paladin 
  New Paladin Oath: 
  Oath of Blood 
  You are a monster, fated and infected by a vile curse 
  that transformed you into a creature of nightmare. 
  By some means—whether by the life-draining attack 
  of an elder vampire, an ancient doom laid upon your 
  family, the foul magic of a hateful enemy, or even by 
  seeking immortal power yourself through ancient 
  rites and alchemical formulas—the curse of 
  vampirism fell upon you. Rather than falling to it 
  completely, however, you called upon the oaths of a 
  paladin's fealty, and swore to use your dark nature 
  in the service of a cause. The divine nature of your 
  oath holds your curse at bay, but you are still 
  infused with the power of darkness. Having already 
  experienced death, you are a lethal creature of the 
  night. Normal emotions have become alien to you. 
  Only cold, gnawing hunger remains. As your power 
  increases, your supernatural nature comes to the 
  fore—but will your humanity pay the price?  
  Tenets of Blood 
  Restraint. You struggle unrelentingly to control the 
  monstrous urges of your vampiric nature. 
  Moderation. If you deny your monstrous bloodthirst 
  entirely, it will eventually erupt and consume you. 
  You seek the wisdom to indulge that hunger 
  occasionally, in small ways, but only enough to keep 
  it from overwhelming your reason. 
  Zealotry. The only thing that allows you to master 
  the hunger of a vampire is your devotion to your 
  cause, and so you put that cause first, above all 
  things, including your own survival. 
  Forbearance. The urge to consume mortal lifeblood 
  is strong, but perhaps never so strong as when 
  inflamed by passion—you shun all personal 
  intimacy and romantic interaction, knowing the 
  danger you pose to anyone you let yourself become 
  close to. 
  Loyalty. Those who accept you for what you are 
  take a grave chance, and transcend their natural 
  instincts of fear and revulsion to maintain your 
  company. They are a treasure greater than gold, and 
  must be protected accordingly. 
  Oath Spells 
  You gain oath spells at the paladin level listed.  
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options: 
  Protean Form. As a bonus action, you can use your 
  Channel Divinity to transform yourself into a bat, rat, 
  raven, or wolf. You can stay in this beast shape for a 
  number of hours equal to half your paladin level (rounded 
  down). You then revert to your normal form. You can 
  revert to your normal form earlier by using a bonus action 
  on your turn. You automatically revert if you fall 
  unconscious, drop to 0 hit points, or die. While you are 
  transformed, all the rules that apply to a druid 
  transformed by their wild shape feature apply to you. You 
  gain more options with this use of channel divinity as you 
  gain paladin levels. At 4th level, you can become a giant 
  bat, giant rat, swarm of bats, swarm of rats, or swarm of 
  ravens. At 5th level, you can become a dire wolf. At 6th 
  level, your attacks in beast form count as magical for the 
  purpose of overcoming resistance and immunity to non-
  magical attacks and damage. When you reach 9th level, 
  you can use this effect to cast gaseous form, without using 
  a spell slot or components, instead of turning into a beast. 
  Draining Bite. When you make an unarmed strike 
  against a willing creature, a creature that is incapacitated 
  or restrained, or a creature that is grappled by you, you 
  can use your Channel Divinity to make a special Draining 
  Bite attack. You make this choice after you see the roll, 
  Oath of Blood Spells 
  Paladin 
  Level 
   
  Spells 
  3rd 
  charm person, false life 
  5th 
  detect thoughts, enhance ability 
  9th 
  conjure animals, hold person 
  13th 
  dominate beast, locate creature 
  17th 
  dominate person, scrying 
  
   
  19 
   
  but before the DM says whether the attack hits or misses. 
  If the attack hits, you inflict 1d4 piercing damage but also 
  inflict extra necrotic damage equal to half your paladin 
  level (rounded up). The target’s hit point maximum is 
  reduced by an amount equal to the necrotic damage 
  taken, and you regain hit points equal to that amount. 
  You also regain 1 Hit Die. Constructs and undead who are 
  not vampires are immune to this attack.  
  When you inflict damage on a creature with this use of 
  Channel Divinity, your inhuman nature manifests itself. 
  For 1 minute, you are undead, you gain resistance to 
  necrotic damage, and you are affected normally by effects 
  that target undead (such as Turn Undead), but are not 
  affected by effects that target humanoids (such as hold 
  person). If you are 15th level or higher, a humanoid slain 
  with this ability and then buried in the ground rises the 
  following night as a vampire spawn, and its attitude 
  towards you is immediately hostile. 
  Vampiric Nature 
  Beginning at 3rd level when you take this oath, you 
  gain the following benefits: 
  • 
  You gain darkvision at a range of 120 feet 
  • 
  You gain resistance to nonmagical bludgeoning, 
  piercing, and slashing damage unless it is inflicted by 
  silver.  
  • 
  Any creature charmed by you is a willing target for 
  your Draining Bite Channel Divinity ability. For 
  purposes of spells and other charming effects, your 
  Draining Bite does not count as harming it. 
  • 
  You can take the Dash action as a bonus action on 
  your turn. When you do, opportunity attacks against 
  you are made at disadvantage until the end of your 
  turn. 
  • 
  You double your proficiency bonus when adding it to 
  grapple checks. 
  However, you also gain the following weaknesses: 
  • 
  You have vulnerability to radiant damage 
  • 
  You take psychic damage equal to twice your paladin 
  level if you enter a residence without an invitation 
  from one of the occupants, end your turn in running 
  water, or begin your turn in direct sunlight. This 
  damage cannot be reduced or redirected by any 
  means. 
  • 
  You have disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight when you, the 
  target of your attack, or whatever you are trying to 
  perceive is in direct sunlight. 
  • 
  When you would normally regain all of your Hit Dice, 
  if you have not inflicted damage on a creature with 
  your Draining Bite Channel Divinity ability in the past 
  24 hours, you immediately expend a number of Hit 
  Dice equal to your proficiency bonus without gaining 
  any hit points. 
  Blood Thirst 
  Beginning at 7th level, if a creature within 30 feet of 
  you is reduced to 0 hit points but is not killed, you 
  must roll a Wisdom saving throw if you have not 
  inflicted damage on a creature with your Draining 
  Bite Channel Divinity ability in the past 24 hours. 
  The base DC is 15, but it is increased by 1 for every 
  24 hours that have passed since the last time you 
  inflicted damage on a creature with Draining Bite. If 
  you succeed, you are immune to this effect until the 
  next time you finish a short rest. If you fail, on your 
  next action you must move as fast as you can 
  towards the fallen creature and make an attack 
  action against them, using the most damaging 
  weapon you have in hand. If you have an 
  unexpended use of your Channel Divinity, you make 
  an unarmed strike instead and use your Draining 
  Bite if you hit. 
  Dark Aura 
  At 7th level, you no longer age, and you cannot be 
  aged magically. In addition, creatures of your choice 
  within 10 feet of you have resistance to necrotic 
  damage and advantage on saving throws against 
  being charmed or frightened. At 18th level, the range 
  of this effect increases to 30 feet. 
  Undead Regeneration 
  Beginning at 15th level, at the beginning of your 
  turn, if you have all your Hit Dice or you have used 
  your Draining Bite Channel Divinity ability in the 
  past 24 hours, you can choose to heal yourself for 5 
  hit points without using an action. Any damage 
  healed in this way is subtracted from the pool of 
  daily healing associated with your Lay on Hands 
  feature. 
  Vampiric Form 
  When you reach 20th level, you can temporarily 
  unleash your vampiric side at full force, knowing 
  you can regain your mortal nature afterwards with 
  the self-control you have cultivated. Using your 
  action, you gain the following abilities for one 
  minute: 
  • 
  You gain a fly speed of 30 ft. 
  • 
  The first time you are reduced to 0 hit points during 
  the duration, you are instead reduced to 1 hit point, 
  and you teleport 30 feet and immediately cast gaseous 
  form on yourself without using an action or spell slot. 
  • 
  You become undead, and are no longer affected by 
  effects that target humanoids (though you are affected 
  by effects that target undead).  
  • 
  You are immune to necrotic damage and features that 
  turn undead. 
  • 
  When you use your Draining Bite Channel Divinity 
  ability, it does not expend a use of your Channel 
  Divinity. 
  Once you use this feature, you can't use it again 
  until you finish a long rest. 
  
   
  20 
   
  Ranger  
  New Ranger Archetype: 
  Stalker 
  At first glance, you seem hopelessly out of place in 
  an adventuring party, looking instead like a drab 
  town dweller who has wandered into danger by 
  mistake. You maintain a soft-spoken, rather 
  nondescript demeanor, but this is only a facade, 
  concealing keen senses, a shrewd mind, and 
  remarkable insight. Only your closest friends realize 
  the extent of your expertise in intelligence gathering. 
  And that's just the way you like it. 
  Stalkers serve as investigators, spies, informants, 
  interrogators, and vigilantes. Unlike other rangers, 
  you are just as at home in a crowded metropolis as 
  you are in a wilderness setting.  
  Like all rangers, you are a master of the hunt, but 
  when your prey can be as intelligent, sophisticated, 
  or devious as yourself, hunting them is a far more 
  complex task. You are experienced in solving 
  intricate mysteries and bringing justice to the 
  masterminds behind ambitious crimes. As 
  comfortable stalking your quarry in a bustling city 
  as a savage wilderness, you are no mere urban 
  ranger, but a master of observation, deduction, and 
  interrogation.  
  Stalker Multiclassing 
  If you are using the optional multiclassing rules, rangers 
  of this archetype gain a special benefit: they can 
  substitute their Intelligence score for their Wisdom score 
  when determining if they can be multiclass rangers. 
  Investigator’s Intellect 
  When you choose this archetype at 3rd level, you 
  gain proficiency in two of the following skills of your 
  choice: History, Insight, Investigation, Medicine, 
  Nature, Perception, or Survival. You may choose to 
  gain proficiency with thieves’ tools or disguise kits in 
  place of one skill choice. In addition, you gain a 
  number of other benefits: 
  • 
  You may add your Wisdom modifier to Intelligence 
  (Investigation) checks, and add your Intelligence 
  modifier to Wisdom (Insight) checks to sense if a 
  creature is lying. 
  • 
  You learn the dread mercy spell (a new spell included 
  in this document). This does not count against your 
  normal number of ranger spells known. Once per day, 
  when you cast this spell using a ranger spell slot, you 
  can immediately regain that ranger spell slot as if you 
  had never used it. You regain this ability when you 
  finish a long rest. 
  • 
  You may choose to make Intelligence your ranger 
  spellcasting ability score, instead of Wisdom. 
  Penetrating Insight 
  Starting at 3rd level, you spend at least 1 minute 
  observing or interacting with another creature 
  outside combat, you can learn certain information 
  about its capabilities compared to your own. The DM 
  tells you if the creature is your equal, superior, or 
  inferior in regard to two of the following 
  characteristics of your choice: 
  • 
  An ability score of your choice 
  • 
  Armor Class 
  • 
  Current hit points 
  • 
  Total class levels (if any) 
  • 
  Levels in a particular class (if any) 
  At the DM’s option, you might also realize you know 
  a piece of the creature’s history or one of its 
  personality traits, if it has any. 
  When you use this ability on a creature, you can 
  also can also cast hunter’s mark on it without any 
  components and without using a spell slot. Once 
  you cast hunter’s mark on a creature without using 
  a spell slot in this way, you cannot do so again until 
  you finish a short or long rest. 
  If you wish to use this ability more quickly, or in 
  combat, you may do so as an action without the 
  minute of interaction, but must succeed on a 
  Wisdom (Insight) check opposed by the target’s 
  Charisma (Deception) check as part of that action. 
  You gain advantage on the roll if the creature is your 
  favored enemy. If you fail, this creature is immune 
  to your penetrating insight ability for 1 minute. 
  If a creature you have used this ability on within the 
  last hour is the target of your hunter’s mark spell, 
  you roll 1d12 for your bonus damage from that spell 
  against the creature, instead of a d6. 
  Urban Hunter 
  At 7th level, when you are within 1,000 ft. of any 
  settlement that has a population of 100 or more, you 
  gain all the benefits of being within your favored 
  terrain. 
  Iron Mind 
  At 7th level, you have trained your mind to an 
  extraordinary level of insight, memory, and attention 
  to detail, gaining the following benefits: 
  • 
  You add your Intelligence modifier to your passive 
  Perception and passive Insight scores, and add your 
  Wisdom modifier (if positive) to your passive 
  Investigation score. 
  • 
  Whenever you make an Intelligence check or Wisdom 
  check that lets you add your proficiency bonus, you 
  can treat a d20 roll of 7 or lower as an 8.  
  
   
  21 
   
  • 
  You can accurately recall anything you have seen or 
  heard within the past month. If you gain this feature 
  again from another feature or feat, you can accurately 
  recall anything you have seen or heard within the past 
  year.  
  Informant Network 
  At 11th level, you have carefully built up a network 
  of informants who you can contact from almost 
  anywhere (via a messenger bird, magic, or other 
  means). These informants are mix of guards, 
  beggars, vagabonds, merchants, and allied 
  government officials who have enough personal 
  loyalty to you to perform routine favors, but not to 
  risk their safety. As long as you are within 100 miles 
  of a settlement that includes at least 100 intelligent 
  creatures with whom you share a language, you can 
  use the following abilities:  
  • 
  You can cast the commune and legend lore spells as 
  rituals with a 1 hour casting time, but they are not 
  magical effects, and you do not learn those spells; 
  they represent information from your network rather 
  than divination magic, and can be used even if spells 
  are unavailable (such as in areas of dead magic or 
  antimagic). Any references to contact with deities in 
  those spells instead reference contact with your 
  network. You can gain any information that is known 
  by more than 1 person within 200 miles, within the 
  limitations of the spells. The casting time is the time it 
  takes to contact your network and get back your 
  answer.  
  • 
  You choose a location that you have seen before, or a 
  public location which has been described to you in 
  some detail, and ask members of your network to 
  watch it for one hour. At the end of that hour, you are 
  informed of everything that could've been seen in that 
  location within the last hour, as if you had been 
  watching it yourself with a scrying spell during that 
  time. Creatures that enter the location who have the 
  Observant feat or can see invisible objects make a 
  Wisdom saving throw against your ranger spellcasting 
  DC. If they succeed, they know they are being 
  watched, but not who is watching them. 
  • 
  You use your existing network’s contacts to get 
  knowledge about an unfamiliar city or town you are 
  nearby. When you within 5 miles of a settlement with 
  a population of at least 100 intelligent creatures, you 
  can spend 30 minutes following up on leads from your 
  contacts to gain knowledge of up to three facts of your 
  choice about any of the following subjects as they 
  relate to the settlement: 
  - 
  major criminal organizations and cult activities 
  - 
  significant underground tunnels or architecture 
  - 
  popular religious groups and places of worship 
  - 
  powerful figures in government and commerce 
  - 
  individuals who inspire great awe or fear (such as 
  archmages or legendary warriors) 
  - 
  basic demographics of the population (percentage 
  of humans and other races, etc.) 
  - 
  rumors of monsters dwelling in the settlement or 
  nearby (including below it) 
  - 
  any large wilderness areas inside or close to the 
  settlement 
  - 
  other settlements or cultures nearby 
  For example, if you entered a new city and used this 
  ability, you could determine its most powerful thieves’ 
  guild, the locations of temples that can provide 
  magical healing, and which graveyards are said to be 
  haunted by undead.  
  Read Body Language 
  Starting at 11th level, your insights into others allow 
  you to pierce attempts to bluff you and predict your 
  opponents’ actions in battle. All Charisma 
  (Deception) checks against you are made at 
  disadvantage, and if you miss with an attack during 
  your turn, you can immediately make an additional 
  attack. You can gain one additional attack during 
  your turn with this ability. 
  Stalker’s Mark 
  At 15th level, when a creature 
  that you have successfully 
  used your Penetrating Insight 
  feature on within the last hour 
  is the is the target of your 
  hunter’s mark spell, you have 
  advantage on attack rolls 
  against that creature, and 
  whenever that creature makes 
  an attack, it provokes an 
  opportunity attack from you. 
  
   
  22 
   
  Rogue   
  Roguish Archetype: 
  Tomb Robber 
  Many rogues covet riches, but you have a higher 
  calling: the treasure you seek is history. You are a 
  well-educated scholar, but you do not confine 
  yourself to libraries or academic institutions. 
  Instead, you know that the physical remnants of the 
  past of lie buried beneath the dust of ages and the 
  sands of time. Rather than speculating on the 
  insights such evidence might convey, you are a two-
  fisted expert with a hands-on approach: you go out 
  there and get it.  
  Many different sorts of rogues are tomb robbers. The 
  more respectable ones are employed by some kind of 
  college or academy, or by a scholarly institution like 
  a guild of scribes. Others are simply thieves who 
  prefer to rob the dead rather than the living. 
  Whichever you are, you rely just as much on reading 
  and research for your survival as on quick reflexes 
  and martial prowess. The treasures, relics, and 
  artifacts you seek are often buried in great tombs, 
  desolate necropoli, or lost cites. They are protected 
  by stone walls, heavy doors, bewildering 
  architecture, and 
  cunning traps, to say 
  nothing of magical 
  curses or monstrous 
  guardians. Navigating 
  these deterrents is your 
  stock and trade. 
  Though not a formal 
  community, tomb 
  robbers know each 
  other by reputation. 
  and often form great 
  rivalries. Those who are 
  traditional antiquity 
  scholars delight in 
  discrediting each 
  other’s theories about 
  the past by delving into 
  ancient ruins or 
  mausoleums and 
  obtaining contrary 
  proof firsthand. They 
  foster their own renown 
  by specializing in 
  certain cultures or 
  historical epochs, 
  writing memoirs of their 
  dangerous expeditions, 
  and carrying specialized 
  tools and equipment. 
  Most of all, leading 
  tomb robbers become 
  famous for their 
  advanced prowess with 
  a signature weapon. 
  Since monsters or 
  rivals are likely to stand 
  in the way of their 
  expeditions alongside 
  
   
  23 
   
  traps and hidden doors, weapons that are good for 
  both are a matter of both tradition and practicality. 
  A long or extending staff useful for probing potential 
  traps, a light hammer designed to be as good for 
  pounding in stakes or pitons as it is for bashing 
  skulls,  Less commonly used armaments—such as 
  blowguns, nets, or whips—are especially favored for 
  this purpose, the better to grow their personal 
  reputations.  
  Scholar of Danger 
  Beginning when you choose this archetype at 3rd 
  level, you can add your Intelligence modifier to 
  Dexterity saving throws. You also gain proficiency in 
  any one martial weapon of your choice and one of 
  the following skills: Arcana, History, or Religion. 
  Signature Weapon 
  At 3rd level, choose one type of weapon with which 
  you are proficient. This becomes your signature 
  weapon. Whenever you gain a level, you can change 
  your signature weapon to a different weapon if you 
  wish. You can only have one weapon type as your 
  signature weapon. 
  When you take the attack action with that weapon, 
  you can then use a bonus action to force the 
  creature you attacked to make a Dexterity saving 
  throw (DC = 8 + your proficiency bonus + your 
  Dexterity or Intelligence modifier (your choice)). If 
  they fail, you choose one of the following effects: 
  • 
  The target falls prone 
  • 
  The target takes damage equal to your 
  Intelligence modifier 
  • 
  The target drops one item of your choice that it 
  is holding 
  • 
  The next attack made against the target has 
  advantage 
  In order to use your bonus action this way, you 
  must still be wielding your signature weapon, and 
  the target must be within that weapon’s range. 
  In addition, you may choose one kind of adventuring 
  gear worth 10gp or less with a weight that does not 
  exceed that of your signature weapon by more than 
  5 lbs. It cannot be a spellcasting focus of any kind. 
  Whether by clever engineering or some special move 
  you’ve mastered, you can always use your signature 
  weapon in place of that particularly piece of gear, 
  with no penalty or loss of effectiveness. 
  Historical Insight 
  When you roll a Charisma check or a Wisdom 
  (Insight) against a creature (living, undead, or 
  otherwise) that was born more than 500 years ago, 
  you can use your reaction to roll again, but you 
  make an Intelligence (History) check instead of a 
  Charisma check for the second roll. You must use 
  this ability after the roll is made, but before the DM 
  tells you if you succeeded. You must use the second 
  roll. 
  Well-Planned Strike 
  At 9th level, when you add your sneak attack 
  damage to an attack with your signature weapon, 
  you may choose to reroll some of the damage dice. 
  The maximum number of dice you can reroll in this 
  way is equal to your Intelligence modifier. You must 
  use the new rolls. You may use this ability twice. 
  You regain all expended uses when you complete a 
  short or long rest. 
  Signature Strike 
  At 13th level, when you add your sneak attack 
  damage to an attack with your signature weapon, 
  you can sacrifice 2d6 of the damage dice you would 
  have rolled to force the creature damaged to make a 
  Dexterity saving throw against one of the effects of 
  your Signature Weapon feature. In addition, when 
  you use your bonus action for your Signature 
  Weapon ability, the target does not have to be the 
  creature you attacked with your attack action on 
  that turn, but can be any creature within the 
  signature weapon’s range.  
  Adept in Darkness 
  At 17th level, when you hit a creature with an 
  attack, if you and that creature are both heavily 
  obscured by darkness, you can deal your sneak 
  damage even if you do not have advantage on the 
  attack roll. This ability does not function if the 
  creature struck has blindsight or truesight, the 
  rogue’s Blindsense feature, or the warlock’s Devil 
  Sight eldritch invocation ability. 
  Signature Precision 
  Beginning at 17th level, if you miss with an attack 
  made with your signature weapon during your turn, 
  you can immediately make an additional attack with 
  your signature weapon. You can gain one additional 
  attack during your turn with this ability. In addition, 
  once per turn, you can inflict an extra 1d8 damage 
  with your signature weapon on a successful attack 
  that does not include sneak attack damage. 
  
   
  24 
   
  Sorcerer 
  New Sorcerous Origin: 
  Reanimated 
  You died, but that wasn’t the end. Before your 
  death, you were no sorcerer, but now you have 
  become something else. Driven by madness, genius, 
  passion, or all three, a magical artificer re-created 
  your body and infused it with ghoulish life. Using a 
  combination of alchemy, necromantic knowledge, 
  and blasphemous medical lore, they stitched a new 
  body together for you, replacing portions of you that 
  could not be revived with pieces of a half-dozen 
  other corpses. Yet the final ingredient was lightning, 
  a primal elemental spark that reignited life in your 
  constructed form, but also imbued your soul with 
  magical power.  
  You are much like a flesh golem, but represent a far 
  more advanced and subtle level of magical 
  craftsmanship, allowing you to retain the mental 
  faculties you knew in life, and perhaps even some or 
  all of your former memories and personality. Your 
  scars are hard to miss unless you endeavor to hide 
  them, but your parts are well-matched and artfully 
  assembled. No remnants of wire or metal staples 
  mar your fleshly visage, and your movements are 
  neither clumsy nor artificial.  
  Your soul is as mortal as any other, but like your 
  body it has been rejuvenated by the crackling power 
  of the tempest, and that arcane potential grows 
  every day. In some ways, as you must teach yourself 
  what it is to walk as one of the living once more, 
  magic comes more easily to you than the everyday 
  activities of your former life. The one who created 
  you is no longer a part of your existence—perhaps 
  they were gone before you woke up alone in their 
  laboratory, or you fled from them in shocked 
  revulsion at what you had become, or some other 
  quirk of destiny sent out into the world on your own. 
  Whatever purpose drove your creation, you are now 
  free to choose your own path.  
  Lightning Vitality 
  At 1st level, the lightning used to return you to life 
  continues to sustain your reanimated state. 
  Whenever you are subjected to lightning damage, 
  you take no damage, and you may also choose to 
  regain a number of spent Hit Dice equal to the 
  highest level spell slot you have remaining. Once you 
  choose to regain Hit Dice this way, you may not do 
  so again until you finish a short or long rest. 
  In addition, you are below half your hit point 
  maximum at the start of your turn, you regain 1 hit 
  point as long as you have at least 1 of your Hit Dice 
  remaining. Whenever you regain hit points by any 
  means, if you place a severed body part on the place 
  from which it was removed, the part reattaches as 
  you heal. 
  Finally, you learn the shocking grasp cantrip. It does 
  not count against your number of cantrips known as 
  listed on the Sorcerer table. 
  Reanimated Flesh 
  At 1st level, your flesh was once dead, but is now 
  alive and has been reassembled, making you more 
  resilient in some ways but more vulnerable in 
  others. You gain the following traits: 
  • 
  Even though you were re-constructed from dead 
  tissue, you are a living creature. You are immune to 
  disease. You do not need to eat or breathe, but you 
  can ingest food and drink if you wish, and you rest 
  each day just as you did when you were alive. 
  • 
  You have resistance to bludgeoning and poison 
  damage, but also vulnerability to slashing and fire 
  damage.  
  • 
  If you are below half your hit point maximum when 
  you take slashing damage from an attack, you must 
  make a Dexterity save. The DC equals 10 or one 
  quarter of the slashing damage you take, whichever 
  number is higher. If you fail, some small part of your 
  limbs—a quarter of your foot, half your hand, the top 
  of your shoulder, etc.—has been cut from your body. 
  This reduces your speed by half for 1 minute, and the 
  end of which time, the dismembered part has found 
  its way to you (by rolling, creeping, or some stranger 
  means) and reattached itself, and you regain your 
  speed. The part cannot be prevented from rejoining 
  you by any means unless you wish it. 
  • 
  If you are below half your hit point maximum when 
  you take fire damage, you must make a Wisdom save. 
  The DC equals 10 or one quarter of the fire damage 
  you take, whichever number is higher. If you fail, you 
  are frightened until the end of your next turn. 
  • 
  Living creatures sense something frightening about 
  you, even if you hide your scars. You have advantage 
  on Charisma (Intimidate) checks against living 
  humanoids and beasts, but disadvantage on 
  Charisma (Persuasion) rolls against them. 
  Flesh Golem Strength 
  At 6th level, the energies sustaining your 
  reconstructed form have caused it to become 
  superhumanly strong and tough. You have 
  advantage on all Strength checks and Strength 
  saving throws, your carrying capacity (including 
  maximum load and maximum lift) is doubled, and 
  you can roll a d6 in place of the normal damage of 
  your unarmed strike.  
  
   
  25 
   
  In addition, 
  whenever 
  you cast a 
  cantrip or 
  spell that 
  inflicts 
  lightning 
  damage, 
  you can 
  spend 1 
  sorcery 
  point to 
  enter a state 
  of increased 
  resilience. 
  While in this state, you have resistance to piercing 
  damage, you are immune to poison damage and the 
  poisoned condition, and when you aren’t wearing 
  armor, your AC equals 13 + your Dexterity modifier.  
  Berserk Construct 
  Starting at 6th level, if you become frightened, it 
  affects you differently. You do not have disadvantage 
  on attack rolls from the frightened condition, but 
  while you are frightened, the first thing you do at the 
  beginning of each turn is use your bonus action to 
  make a melee attack against a randomly determined 
  creature within your reach. If there is no creature 
  within reach, you use your bonus action to attack 
  an object within reach, with preference for an object 
  smaller than yourself. If there is no object, you use 
  your bonus action to move 5 feet away from the 
  source of fear (which may provoke opportunity 
  attacks), unless there is no empty space into which 
  you can move, in which case you lose your bonus 
  action. 
  Spark of Life 
  Starting at 14th level, you can use the life-giving 
  lightning that keeps you alive to increase the power 
  of some lightning spells. When you cast a wizard 
  spell of 1st through 5th level that deals lightning 
  damage, you can deal maximum damage with that 
  spell. The first time you do so, you suffer no adverse 
  effect. If you use this feature again before you finish  
  a long rest, you decrease your maximum hit points 
  by 2d8 for each level of the spell, immediately after 
  you cast it. Once that happens, for each additional 
  time you use this feature before finishing a long rest, 
  you decrease your maximum hit points by 1d8 plus 
  an additional 1d8 for each previous time you’ve used 
  this feature since your last long rest. 
   
  Rampaging Golem 
  When you reach 18th level, you can give in to your 
  nature as a construct temporarily, becoming a 
  brutal engine of destruction. Whenever you are 
  reduced to less than half your hit point maximum, 
  you can spend 7 sorcery points as a reaction to 
  consciously unleash your instincts while attempting 
  to retain control, which requires your concentration 
  (as if you were casting a concentration spell). For 1 
  minute or until you lose your concentration, you 
  gain the following traits: 
  • 
  You are immune to poison damage and to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks that aren’t adamantine. 
  • 
  You are immune to the charmed, exhausted, 
  paralyzed, petrified, and poisoned conditions, and to 
  any spell or effect that would alter your form. 
  • 
  At the beginning of your turn, you regain hit point 
  equal to 5 + your Constitution modifier if you have 
  been subjected to lightning damage since the 
  beginning of your previous turn. 
  • 
  You can roll a d12 in place of the normal damage of 
  your unarmed strike, and your unarmed strikes are 
  considered magical, and inflict extra damage equal to 
  your Charisma modifier. 
  • 
  You become a construct, and are no longer affected by 
  effects that target humanoids (though you are affected 
  by effects that target constructs). 
  • 
  When you take damage from a creature that is within 
  5 feet of you, you can use your reaction to make a 
  melee weapon attack against that creature. 
  • 
  If your turn ends and you haven’t attacked or 
  damaged a hostile creature since your last turn, you 
  must use your reaction to make a melee attack 
  against a randomly determined creature or object  
  within your reach. If there is no target within reach, 
  you must make a Constitution saving throw against 
  your own spellcasting DC. If you fail, you lose 
  concentration on this effect. 
  • 
  If you cast a spell with a range of touch that inflicts 
  damage, you can add your Strength modifier to one 
  damage roll of that spell. 
  When this effect ends, you do not lose these traits 
  right away unless you are not conscious. If you are 
  conscious, you must immediately make a melee 
  attack against all creatures or objects within 5 feet 
  when this effect ends, with a separate attack roll for 
  each target. These attacks do not use any action, 
  and they are made against all creatures, regardless 
  of if they are friend or foe. After these attacks, you 
  immediately lose all the traits gained from this 
  effect. You then fall unconscious until the beginning 
  of your next turn. Once you use this feature, you 
  can't use it again until you finish a short rest.  
  
   
  26 
   
  Warlock  
  New Warlock Patron: 
  The Dark Powers 
  Perhaps no patron of warlocks is as inscrutable or 
  as threatening to the warlock himself as the 
  mysterious forces ruling the Domains of Dread. 
  Seemingly concerned only with the slow torment of 
  those in their clutches, these entities choose 
  darklords from among the most wicked mortals and 
  monsters of the multiverse, and seem to control the 
  very formation of the land itself. Whether you oppose 
  their aims or not, you know that the Dark Powers 
  are only using you, just as you are using them, and 
  they may simply be waiting for you to fall from grace 
  as so many others have. Yet for now, you both seem 
  to benefit from your pact. 
  Seemingly always surrounded by icy fog or touched 
  by frost, you carry the freezing touch of the Mists 
  and the cold chill of the grave. As you grow in 
  magical might and favor with the Dark Powers, most 
  warlocks of your kind grow colder or more corpselike 
  in appearance, and you always bear an eerie 
  presence, disturbing some but intriguing others. 
  Over time, your connection to the Domains of Dread 
  comes to rival that of the mystics among the Vistani, 
  and unlike the darklords, you have no illusions 
  about whether they will allow you to escape. 
  Dark Powers Expanded Spell List 
  The Dark Powers let you choose from an expanded 
  list  when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you. 
  Dark Powers Expanded Spells 
  Dark One 
  Starting at 1st level, creatures favored by the Dark 
  Powers recognize you as one of their own. When a 
  creature that is undead or any kind of lycanthrope 
  attacks you with an attack or a harmful spell, it 
  must first make a Charisma saving throw against 
  your warlock spell save DC. On a failed save, the 
  creature must choose a new target or lose the 
  attack. If you attack a creature or cast a spell that 
  targets it, that creature is immune to this effect for 
  24 hours. 
  Friend of Horror 
  At 6th level, when you cast a spell of 1st level or 
  higher that deals psychic damage or necrotic 
  damage, you can add your Charisma modifier to one 
  damage roll of that spell. For an hour after casting 
  such a spell, you gain resistance to necrotic damage 
  and psychic damage. 
  Intimidating Presence 
  Beginning at 10th level, you can use your action to 
  frighten someone with your menacing presence. 
  When you do so, choose one creature that you can 
  see within 30 feet of you. If the creature can see or 
  hear you, it must succeed on a Wisdom saving throw 
  against your warlock spell save DC or be frightened 
  of you until the end of your next turn. On 
  subsequent turns, you can use your action to extend 
  the duration of this effect on the frightened creature 
  until the end of your next turn. This effect ends if 
  the creature ends its turn out of line of sight or more 
  than 60 feet away from you. If it succeeds on its 
  saving throw, you can't use this feature on that 
  creature again for 24 hours. 
  Offering to the Mists 
  Starting at 14th level, when a creature fails a saving 
  throw against a spell you cast that inflicts damage, 
  you can offer that creature to the Dark Powers as a 
  possible pawn. The Mists rise up from beneath the 
  creature’s feet and transport it elsewhere, showing it 
  the most wicked acts it has performed and images of 
  the punishments it deserves for them. They say 
  some future Dark Lords were first brought the Dark 
  Powers’ attention by means of this feature.  
  You can only use this feature on one creature at a 
  time, even if multiple creatures failed the saving 
  throw. At the end of your next turn, the target 
  returns to the space it previously occupied, or the 
  nearest unoccupied space. The target takes 6d12 
  necrotic damage. Also, its movement is halved until 
  the end of its next turn, and if it is not undead, for 1 
  minute it becomes indifferent about creatures of 
  your choice that it was hostile toward before you 
  offered it to the Mists. This indifference ends if the 
  target is attacked or harmed by a spell or if it 
  witnesses any of its friends being harmed. When the 
  minute ends, the creature becomes hostile again, 
  unless the GM rules otherwise. 
  If the creature is undead, both you and it take an 
  additional 3d12 psychic damage, as you both 
  endure the rage of the Dark Powers at being offered 
  something they already consider their own. 
  Once you use this feature, you can’t use it again 
  until you finish a long rest. 
  Spell Level 
  Spells 
  1st 
  bane, fog cloud 
  2nd  
  detect thoughts, moonbeam 
  3rd 
  animate dead, bestow curse 
  4th 
  ice storm, phantasmal killer 
  5th 
  animate objects, cloudkill 
  
   
  27 
   
  Does My Archetype Make Me Evil? 
  In a game of heroic fantasy, even one infused with gothic 
  horror, it’s important to examine whether any particular 
  role has built-in assumptions about the ethos of 
  characters adopting it. In many previous editions, 
  paladins had to be of lawful good alignment, but now the 
  D&D paladin represents many different philosophies and 
  moral codes. Similarly, a character may have a 
  relationship with evil forces while remaining good or 
  neutral. A bard may capitalize on others’ fear and terror or 
  serve a secret society with immoral aims, but have their 
  own reasons and intentions that are not evil at all. 
  Warlocks may make deals with the Dark Powers, an 
  Archduke of Hell, or a Lovecraftian Great Old One—but 
  that doesn’t make them evil. A neutral character may 
  simply be using such associations to advance a goal they 
  see as neither good nor evil. Good characters barter with 
  evil for a variety of reasons. Perhaps they were tricked, or 
  acted out of desperation to save a loved one. Maybe a 
  warlock is merely inheriting a pact made by a parent or 
  more distant ancestor. Or perhaps such characters seek 
  to fight fire with fire, believing the powers of evil can be 
  used cleverly to defeat evil. Such arrangements do not 
  indicate agreement with goals, beliefs, or actions. What it 
  does mean—and this should be both role-played by the 
  player and emphasized by the DM—is that sooner or later, 
  evil will want something in return, something that may 
  test of whether their character can retain their moral code. 
  Before, after, and during such a time, alignment is 
  determined not by a character’s associations, but by their 
  actions. 
   
   
   
   
   
  New Warlock Pact Option: 
  Pact of the Gloom 
  This pact option is an alternative to the Pacts of the 
  Blade, Chain, or Tome. The Pact of the Gloom allows 
  you to call upon the magical substance of shadow, 
  said to have been infused into all things at the 
  beginning of time, from pieces of primordial chaos 
  rejected in the creation of matter. When in darkness, 
  you can weave shadows into a cloak that helps you 
  hide from enemies. 
  Pact of the Gloom  
  When you are in dim light or darkness, you can use 
  your bonus action to create a gloom cloak, a magical 
  mantle of shadow that appears on your person. 
  When you create this garment, you can choose its 
  style and appearance, which can be in the form of 
  any sort of cloak, cape, long coat, or jacket, but it 
  always has an inky black color. Your gloom cloak 
  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 cloak, or if you die.  
  While you wear your gloom cloak, you can 
  substitute Charisma for Dexterity when rolling 
  Stealth checks. In addition, whenever you use your 
  reaction to cast a spell or cantrip, you can take the 
  Disengage or Hide action as part of the same 
  reaction. 
  You can transform one magical cloak into your 
  gloom cloak by performing a special ritual while you 
  wear that cloak. You perform the ritual over the 
  course of 1 hour, which can be done during a short 
  rest. You can then dismiss the cloak, shunting it 
  into an extradimensional space, and it appears 
  whenever you create your gloom cloak thereafter. 
  You can’t affect an 
  artifact in this 
  way. The magic 
  item ceases being 
  your gloom cloak if 
  you die, if you 
  perform the 1-hour 
  ritual on a 
  different item or if 
  you use a 1-hour 
  ritual to break 
  your bond to it. 
  The magical cloak 
  appears at your 
  feet if it is in the 
  extradimensional 
  space when the 
  bond breaks. 
  
   
  28 
   
   
  A Bit of Complexity 
  During the design phase of 5th Edition D&D, there was a 
  lot of public discussion about what various players wanted 
  from the game, specifically in terms of tracking resources 
  and other attributes of their characters. The tactical 
  complexity of managing character abilities in some 
  versions of the game was the source of strong 
  disagreement among players, with some really enjoying 
  that secondary level of gameplay. Others felt it betrayed 
  the spirit of earlier editions, in which combat was quicker 
  and tracking limited use features such as spells and other 
  abilities was simpler. In most editions of this game, there 
  is a marked difference even between classes of the same 
  edition in this area. From the earliest editions, fighters 
  were simpler to play than wizards, since a fighter’s main 
  action was to attack with their weapon, while wizards had 
  to track the limited number of spells they could cast of 
  each level. 5th Edition tries to bring the editions together 
  by offering faster combat and simpler adjudication of edge 
  cases while continuing the tradition of having some 
  classes play with less complexity than others. A fighter 
  with the Champion archetype has very little resource 
  management, while one with the Battle Master archetype 
  has to track superiority dice, and both are simpler than 
  classes like the druid and sorcerer, which have to track 
  spell slots as well as extra ability uses such as wild shape 
  or sorcery points. 
  The wizard following the school of Alienism—the Alienist—
  is on the most complex end of classes. In addition to 
  tracking spell slots, the player of a wizard with this school 
  must track lore dice, and the effects of eldritch wards. 
  Hopefully, this complexity is mitigated by not having very 
  many lore dice to keep track of (3 or 4 for most of an 
  adventurer’s career), since the effects of rolling too high on 
  a lore die have more and more possible consequences as 
  the Alienist gains levels. This is an intentional attempt to 
  make playing the Alienist feel like one is keeping track of a 
  great deal of strange and dangerous arcane lore, just as 
  the character is in the story of the game. It also seeks to 
  bring some direct horror into playing such a character, 
  emulating the effects of confronting blasphemous truths 
  in certain more Lovecraftian roleplaying games. However, 
  a consequence is that the School of Alienism is a better 
  option for advanced players who have a good deal of 
  familiarity with this edition of D&D or roleplaying games 
  in general. For players who envision their character as 
  struggling with the consequences of wielding forbidden 
  magic from unknowable entities but do not want the extra 
  level of resource management required in playing this 
  class, a warlock whose patron is the Great Old One or the 
  Fiend is a perfectly good option. But for those who do 
  choose this class, the rewards of wielding these secret 
  powers are great. As are the risks… 
  Wizard 
  New Arcane Tradition: 
  School of Alienism 
  You derive power from eldritch secrets stolen from 
  powers and entities from outside the mortal world. 
  This lore may come from infernal archdukes of the 
  Nine Hells, the dreaming whispers of Cyclopean 
  minds adrift in the Far Realms, fiendish lords of the 
  Abyss, elemental pashas of the genies, the restless 
  souls of necromancers who terrorized empires of 
  past ages, unknowable powers in the darkest heart 
  of the Feywild or Shadowfell, or from sources whose 
  nature even you do not comprehend. Alienists such 
  as you make no pacts to gain such knowledge, as 
  warlocks do—you hustle, meditate, scry, scheme, 
  dream, translate, or delve as necessary to take these 
  secrets for yourself. You learn primarily from 
  forbidden tomes and scrolls, but other esoteric 
  means—from projecting your soul from your 
  sleeping body into a nightmare realms to forcing 
  bound entities to teach you—are also practiced by 
  alienists. Such blasphemous learning would blast 
  lesser minds, but you consider magical power the 
  triumph of the mind over the rude boundaries of 
  dimension, distance, and often, sanity. Unless 
  performing some obscure ritual or plundering an 
  ancient library, you seldom encounter others who 
  follow your arcane tradition, but you do rely upon 
  groups of less esoteric allies to tether you to reality. 
  Relating to your fellow mortals is difficult, however. 
  In addition to the way your preternatural 
  perceptions warp your ability to relate to common 
  folk, you also bear some physical mark, some 
  bizarre and unearthly feature that is easily 
  disguised, but which intensifies when you marshal 
  your unique power. At times, it causes those around 
  you to mistrust you, shun you, or even despise you. 
  Accursed Awareness 
  At 3rd level, you have been tested and changed by 
  your training in ways that have permanently altered 
  your perceptions, in ways that sometimes help you 
  but also alienate you further rom normal folk. Roll 
  on the following table to determine how your 
  perceptions have been changed, or work with your 
  DM to create a unique effect that has strange and 
  disconcerting effects on your senses but does not 
  make them more or less powerful or versatile: 
  
   
  29 
   
  When you make a Wisdom check, you can use this 
  ability to gain advantage on that check, provided 
  your unique senses would be an advantage. Once 
  you use this feature in this way, you cannot grant 
  yourself advantage with it again until you finish a 
  short or long rest. The DM, who can always choose 
  to grant you advantage or disadvantage on any roll 
  based on circumstances, may factor the description 
  of your altered senses into their own choices as 
  often or as seldom as they wish.  
  Bonus Proficiency 
  At 3rd level when you choose this archetype, you 
  gain proficiency in one of the following skills of 
  your choice: Arcana, Deception, History, 
  Intimidation, Investigation, Nature, or Religion 
  Forbidden Lore 
  At 3rd level, your dark researches grant you 
  insight and power. You gain a set of abilities called 
  eldritch wards, which are fueled by special dice 
  called lore dice. Both are described below. Necrotic 
  damage and psychic damage inflicted by your 
  expending lore dice ignores resistances and 
  immunities to those damage types. 
  Lore Dice. You have three lore dice, which are d6s. A 
  lore die is expended when you use it. You regain all of 
  your expended lore dice when you finish a long or short 
  rest. Your lore dice become more potent as you gain 
  levels: When you reach 9th level, they become d8s 
  instead of d6s. When you reach 13th level, they become 
  d10s. At 17th level, they become d12s. 
  Eldritch Wards. You learn four eldritch wards, as 
  described under “Eldritch Wards” at the end of this 
  archetype description. Three of the eldritch wards you 
  learn are Cerulean Glyph, Dark Studies, and 
  Supernatural Sense, but the fourth may be any one 
  eldritch ward of your choice. Many eldritch wards 
  enhance a spell in some way. You can only use one 
  eldritch ward per spell. 
  The Price of Forbidden Lore. For a duration of one 
  hour after you spend a lore die, you have disadvantage 
  on all Charisma checks against humanoids and beasts. 
  Horrid Familiar 
  Starting at 6th level, if you have or summon a 
  familiar, it gains the effects of the Pseudonatural 
  Creature Template listed in this document. Such 
  familiars are always aberrations, not any other 
  type of creature. 
  Maddening Insight 
  At 6th level, your dark researches let you use your 
  knowledge of forbidden lore more reliably and 
  powerfully, but at an even more horrifying price. 
  You gain an additional lore die (giving you a total of 
  four instead of three). You also learn a new eldritch 
  ward of your choice, but may be forced to pay the 
  penalty listed below whenever you expend a lore die. 
  Psychic Backlash. The price of using lore dice 
  worsens. When you roll one or more lore dice, if at 
  least one of the dice rolls a 6 or higher, you must 
  roll a Wisdom saving throw against your own spell 
  save DC or take psychic damage equal to double the 
  result of the highest rolling lore die. 
  d10 
  Cursed Awareness 
  1-2 
  Black Omens. When around black birds of any 
  kind—such as crows, ravens, or starlings—you 
  often hear a whispering voice issuing from them, as 
  if they were capable of speech. They speak of guilty 
  sins from your past or foul deeds you’ve imagined 
  but never performed. The never speak more than a 
  sentence, and remain regular birds. Creatures that 
  can actually speak never trigger this effect, and the 
  voices seldom tell you anything you don’t already 
  know on some level.  
  3-4 
  Blood Sense. Like a vampire, you have an 
  attenuated awareness for the blood and other vital 
  fluids in living creatures, seeing their veins and 
  arteries pulse like earthquakes in their limbs, 
  occasionally hearing heartbeats thunder or seeing 
  through a creature’s flesh to perceive only blood.  
  5-6 
  Extreme Synesthesia. One of your senses is 
  filtered through another. This doesn’t let that sense 
  work when it normally wouldn’t, nor does it 
  diminish that sense’s acuity, but it changes your 
  experience of what your senses tell you. You may 
  experience sounds as colors you see instead of 
  something you hear, taste a scent instead of 
  smelling it, or feel the colors and details or objects 
  within your visual range instead of seeing them.  
  7-8 
  Hourglass Eyes. You see how time affects all 
  organic matter. Living things seem to wither and 
  die as you watch. Longer-lived races, such as elves, 
  may only age slightly, while immortal beings may 
  not change in your sight at all. 
  9-10 
  Threatening Shadows. Every time you see 
  someone’s shadow, it seems to be moving of its own 
  accord, performing some disconcerting action such 
  as recoiling in horror, strangling another nearby 
  shadow, or beckoning to you. These actions seldom 
  sonly occasionally have any relationship to the true 
  nature or intentions of the person casting the 
  shadow other than what you already suspect. 
  11-12 
  Unheeded Prescience. You sometimes receive 
  visions of the future, but always too late to affect it, 
  or in a form that others can’t believe even if you tell 
  them—which you’ve learned only makes things 
  worse. 
  
   
  30 
   
  Worsening Taint 
  At 10th level, part of you is tainted by corruption, 
  though you resist it. Your use of lore dice grows both 
  more potent and more costly. You learn a new 
  eldritch ward of your choice, but may be forced to 
  pay the penalty listed below whenever you expend a 
  lore die. 
  Downward Spiral. The price of using lore dice worsens. 
  When you take psychic damage as a side effect of having 
  expended one or more lore dice, roll 2d8 and add your 
  Intelligence modifier. If the total equals or exceeds either 
  your Constitution score or your Wisdom score (whichever 
  is lowest), you pay a terrible price, depending on which 
  score is lower, as follows: 
  If Wisdom is lower: Your Wisdom score is reduced to 0, 
  you are incapacitated until you regain at least 1 point of 
  Wisdom, and you gain one type of indefinite madness 
  (per the Madness rules). 
  If Constitution is lower: Your Constitution score is 
  reduced to half the normal score (rounded down), your 
  maximum hit points are decreased accordingly, and you 
  have disadvantage on Strength checks until you regain 
  your normal Constitution score. 
  Deeper Studies 
  At 10th level, you can choose to either gain 
  proficiency with one type of artisan’s tools or learn 
  one additional skill from the following list: Arcana, 
  Deception, Intimidate, Investigation, Medicine, 
  Perception, or Religion. In addition, you add a 1st 
  level warlock spell of your choice to your wizard’s 
  spellbook. 
  Edge of Madness 
  At 14th level, you know you may not have 
  much longer until dark powers either break 
  your body or shatter your sanity, but your 
  insight and power give you the potential to 
  destroy such dark powers yourself. When 
  aberrations, elementals, fey, fiends, oozes, or 
  undead take necrotic damage from your 
  expended lore dice, that damage is doubled. 
  You also gain an additional lore die (giving you 
  a total of five instead of four), and when you 
  roll initiative and have no lore dice remaining, 
  you regain one lore die automatically. Finally, 
  you learn a new eldritch ward of your choice, 
  but expending lore dice may expose you to the 
  penalty listed below. 
  Loss of Self. If your ability scores are reduced by an 
  expenditure of lore dice, you risk permanent 
  debilitation if you do not restore them quickly. For 
  every 24 hours you have a Wisdom or Constitutional 
  score equal to or lower than half of your normal 
  score, roll an Intelligence saving throw against your 
  spell save DC. If you fail, you pay a penalty 
  depending on which score is lower, as follows: 
  If Wisdom is lower: You gain one form of indefinite 
  madness. Unlike normal indefinite madness, this trait 
  cannot be cured by any spell short of a wish. Your DM 
  may choose to allow your madness to be cured by some 
  other special means, but what that means might be and 
  how you might discover it are entirely up to the DM. The 
  madness abides even after your Wisdom is regained. 
  When your reduced Wisdom finally returns to its normal 
  score, if you have gained at least one incurable from of 
  indefinite madness since the last time your Wisdom was 
  at its normal score, as described above, your Wisdom 
  ability score is permanently reduced by 1. 
  If Constitution is lower: You suffer a permanent, 
  though sporadic, debilitation. Roll a d12 and consult the 
  table below. If your roll ever indicates an ability score for 
  which you are already suffering this effect, you 
  permanently decrease that ability score by 1. 
  From now on, every time you finish a long rest—even 
  after your Constitution is regained—you must make a 
  Constitution save against your own spellcasting DC. If 
  you fail, you are at disadvantage on all ability checks 
  and saving throws with the affected ability until the next 
  time you finish a long rest. During that time, you also 
  experience some other minor but uncomfortable 
  symptom symptom—a chronic hacking cough, twitching 
  muscle spasms, periodic vomiting, drowsy sleeplessness, 
  etc.—related to the afflicted ability.  
  d12 roll 
  Debilitated Ability Score 
  1-4 
  Constitution 
  5-8 
  Dexterity 
  9-12 
  Strength 
  
   
  31 
   
  Eldritch Wards 
  Eldritch wards are listed in alphabetical order below. 
  Cerulean Glyph. When an aberration, elemental, fey, 
  fiend, ooze, or undead inflicts damage on you with a spell 
  or attack, you may expend one lore die to decrease the 
  damage you suffer. Roll the lore die, then add your 
  Intelligence modifier to the number rolled and reduce the 
  damage inflicted by the total. 
  Creeping Spell. When you cast a spell that has a 
  duration of 1 minute or longer, you can spend one lore die 
  to double its duration, to a maximum of 24 hours. 
  However, there is a side effect. For a number of minutes 
  equal to your lore die roll, you have advantage on 
  Intelligence (Investigation) checks and on Constitution 
  saves that you make to maintain your concentration on a 
  spell when you take damage, but you also have 
  disadvantage on Wisdom (Perception) checks and Initiative 
  rolls.  
  Dark Studies. When you make an Intelligence check that 
  relates to aberrations, elementals, fey, fiends, oozes, or 
  undead, or to any cult or extraplanar entity, you can 
  expend one lore die to bolster the check. After you make 
  the roll for the Intelligence check, but before learning if it 
  was successful, you may choose to use this ability, 
  making a second roll and taking the higher of the two 
  rolls, and you add half the number rolled on the lore die to 
  the final result of your check. 
  Harrowing Spell. When you cast a spell of 1st level or 
  higher that targets only one creature and doesn't have a 
  range of self, you can spend a lore die to choose a number 
  of creatures equal to the spell’s level within 30 feet of the 
  target. One of these creatures can be the creature targeted 
  by the original spell. The chosen creatures must make a 
  Wisdom saving throw against your spell save DC or 
  become frightened of you for a number of rounds equal to 
  the lore die roll. If the spell cast is 3rd level or higher, on a 
  failed save they also drop whatever they are holding and 
  must take the Dash action and move away from you by 
  the safest route on each of their turns while affected, as 
  under the effects of fear spell. 
  Hungry Spell. When you hit a creature with a spell 
  attack, you can expend one lore die to deal extra necrotic 
  damage to that creature equal to the number rolled on the 
  lore die. You can only inflict damage on one creature per 
  turn with this ability. When you reach 10th level in your 
  wizard class, you may choose to expend two lore dice 
  instead of one on this ability. If you spend two, you roll 
  both lore dice and add them together to determine how 
  much necrotic damage this ability inflicts. If the creature 
  is an aberration, elemental, fey, fiend, ooze, or undead, 
  you may re-roll any lore die that rolls a 1 or 2 for this 
  eldritch ward. You must use the results of the second roll. 
  Insidious Spell. When you cast a spell that forces a 
  creature to make a saving throw to resist its effects, you 
  can expend one lore die to make the creature more likely 
  to fail. Subtract the number rolled on your lore die from 
  the creature’s saving throw. You must choose to use this 
  ability before the saving throw is rolled. 
  Instinctive Spell. When you cast a spell that has a 
  casting time of one action, you can spend a lore die to 
  change the casting time to 1 bonus action for this casting. 
  When you use this ability, you take necrotic damage equal 
  to the number rolled on your lore die. 
  Repel Abominations. You can attempt to keep dark 
  forces at bay. Each time you use this eldritch ward, you 
  choose one of the following creature types to affect: 
  aberration, elemental, fey, fiend, ooze, or undead, and 
  then spend a lore die as an action. Each creature of the 
  chosen type within 30 feet of you that can hear or see you 
  must make a Wisdom saving throw against your spell save 
  DC. On a failed save, such a creature is repelled for a 
  number of rounds equal to the number rolled on your lore 
  die, though the effect ends if the creature takes damage. A 
  repelled creature must spend its turns trying to move as 
  far away from you as it possibly can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take 
  reactions. For its action, it can use only the Dash action 
  or try to escape from an effect that prevents it from 
  moving. If there’s nowhere to move, the creature uses the 
  Dodge action. 
  Slithering Ward. When you cast a spell or move on your 
  turn, you can expend one lore die to temporarily ward 
  yourself against harm. You roll your die and add the 
  number rolled to your AC until the end of your turn. In 
  addition, you increase your walking speed by 5 feet and 
  gain a climbing speed equal to your (newly increased) 
  walking speed until the end of your turn. 
  Supernatural Sense. You have a preternatural 
  awareness for certain kinds of inhuman beings—a chill 
  runs up your spine, the hair on the back of your neck 
  stands up, an old wound aches, or you experience some 
  other sensation. As an action, you can expend one lore die 
  to open your awareness to detect these forces. For a 
  number of rounds equal to your lore die roll, you know the 
  location of all aberrations, elementals, fey, fiends, ooze, or 
  undead within 60 feet of you that are not behind total 
  cover. You know the type (aberration, elemental, fey, fiend, 
  ooze, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von 
  Zarovich, for instance). After you use this ability, you gain 
  another benefit. For a number of minutes equal to your 
  lore die roll, aberrations, elementals, fey, fiends, oozes, 
  and undead can always understand your spoken words, 
  and you can always understand theirs, and you gain 
  advantage on Charisma checks and Wisdom (Insight) 
  checks against them.  
  Whispering Spell. When you cast a spell, you can spend 
  one lore die to cast it without any somatic or verbal 
  components. If you roll damage for this spell, you must 
  replace one die rolled for damage with the number rolled 
  on your lore die. That much of the damage inflicted 
  becomes necrotic damage. At the same time, you take 
  necrotic damage equal to half the number rolled on your 
  lore die. 
  
   
  32 
   
  New Class: 
  Metaphysician
  Metaphysician
  Metaphysician
  Metaphysician 
  Stepping over the unconscious bodies of the 
  defeated cultists, the human constable puts away 
  her hand crossbow and buries both hands in the 
  pockets of her coat. As her unblinking stare 
  mesmerizes the lone zealot still standing, her fingers 
  find a carved shard of crystal. The mad cult leader 
  swears to himself that he’ll never reveal his master’s 
  hidden lair, and the constable manages not to smile 
  as she sees its image in the fanatic’s mind. 
  Deep in the buried library of a forgotten order of 
  mystics, a bespectacled tiefling looks up wide-eyed 
  from the dusty scroll in his gloved hands, struck by 
  a sudden epiphany. As the inhuman cannibals 
  entombed in these tunnels for generations break 
  down the barricaded door, he uses his new insight 
  to cloud their minds. They tear the chamber apart 
  seeking him, but he calmly walks behind them and 
  exits invisibly through the demolished doorway, 
  bearing a backpack full of ancient secrets. 
  Charging headlong into the trio of undead, the dusk 
  elf runs up the wall of the alley to avoid their 
  grasping arms, conjuring a blade made of her own 
  thoughts to behead the tallest one before she 
  somersaults to the pavement behind them. She puts 
  down the other two before they can even turn 
  around to attack her, then takes to the rooftops to 
  rush back her laboratory. She stows the severed 
  head in her pack, confident she can use it to cure 
  the zombie plague infecting the city. 
  Metaphysicians are sages, scholars, and scientists 
  devoted to the study of mystical powers. These 
  experts are neither true users of psionic power nor 
  traditional arcane spellcasters, but driven academic 
  investigators whose studies unleash the psychic 
  potential of their own minds as a source of 
  spellcasting power. These experts on the occult view 
  all supernatural phenomena—from psionic powers 
  to arcane spells to the nature of the undead—
  not as esoteric mysteries or mystical 
  philosophies or mysticism, but simply fields of 
  science that have yet to be fully explored. 
  Fearless Logic 
  In all dealings with the supernatural, the 
  metaphysician remains cool and calm. They try to 
  examine every encounter with the dispassionate 
  eye of the scholar. They believe that the 
  application of logic, reason, and learning to the 
  macabre and the unusual will eventually result in 
  a complete understanding of that which seems to 
  defy explanation. This approach has allowed them to 
  unlock the inner mysteries of the self and use 
  psychic powers in the form of magic spells. 
  Unlike wizards and warlocks, magic and power are 
  not the point of their researches. The quest for 
  knowledge is what drives them. The energies they 
  seek to understand don’t emanate from distant 
  entities or unknowable dimensions, but 
  from their own minds and bodies, and 
  the hidden potential in all living things. 
  They’re curious about everything, of 
  course, from the nature of deities to 
  fiends of the Abyss, but they do not 
  give themselves up to forces they do 
  
   
  33 
   
  not understand. By drawing power from their own 
  minds—trained and disciplined minds strengthened 
  by years of study and rigor—they believe they can 
  study mystical phenomena without getting lost in 
  the temptations of power or the fanaticism of blind 
  faith. This is not to say that metaphysicians are 
  never religious—many begin by studying as students 
  in theology or novices in monasteries—but they do 
  not rely on anything they cannot explain or 
  understand for themselves. 
  While they endeavor to keep up-to-date with the 
  latest research and findings by other leading 
  scholars, metaphysicians also spend their much of 
  their time looking for records and relics from times 
  long past, seeking clues to historical mysteries as 
  well as searching for ancient texts and rituals. In 
  their studies, they also search for ways to cast more 
  spells or knowledge about how to cast spells more 
  effectively. 
  To the disciplined mind, no mystery is so dark, no 
  creature so fantastic that it cannot be mastered 
  through application of the scientific method. 
  Observe, hypothesize and test; that is the motto of 
  the metaphysician. 
  The Truth is Out There 
  These scholars devote their entire lives to the 
  pursuit of knowledge and education. As a rule, such 
  characters almost always have some affiliation with 
  a college, museum, or similar institution devoted to 
  research and learning.  
  No matter how bizarre the situations in which they 
  find themselves, metaphysicians do not lose sight of 
  the many academic disciplines their investigations 
  might advance. They drive themselves to discover 
  new knowledge using precise methodology. Their 
  insistence on logic and consistency is off-putting to 
  some, and some metaphysicians may also be seen 
  as introverted and cold. Yet they pursue their work 
  with passion and two-fisted determination. 
  Creating a Metaphysician 
  As a metaphysician, you had the skills and 
  education to be a well-respected sage or leading 
  researcher in any field, but you chose a far less 
  understood path. What did you see, learn, or 
  experience that led you to analyze the nature of 
  mystical powers so deeply that  you unlocked your 
  own mental potential? 
  Metaphysicians tend to be a mix of the insecurity of 
  an outsider and the arrogance of a visionary. Their 
  discoveries make sages who do not recognize the 
  supernatural as a valid area for research seem like 
  ignorant fools. Seeing the truths of arcane 
  phenomena and psychic powers firsthand, and 
  mastering them for your own use, you know that 
  your techniques can be taught to others for the 
  betterment of all. Do you seek to share what you’ve 
  learned? How do you deal with blind ignorance or 
  superstition with which others approach your 
  discoveries? 
  Bookish by nature, at one point or another most 
  metaphysicians preferred the comforts of the lab and 
  library to the rigors of field research. Do you still 
  long for such a life? Or did that end when you began 
  your adventuring career? One day, do you intend to 
  return to a less dangerous lifestyle, where you can 
  focus on cataloging, testing, and analyzing your 
  findings, or teaching your unique abilities to others? 
  What keeps you out adventuring? Is it dire 
  necessity, a yearning for excitement, a 
  groundbreaking theory that can only be proven by 
  unorthodox methods, the camaraderie of their 
  companions, a need for wealth to finance your 
  research, or some other reason? 
  Metaphysicians tend to be lawful, given the 
  discipline their studies require, and they are seldom 
  of evil alignment, since there are easier routes to 
  selfish power and personal gain. For you, knowledge 
  is more often an end in itself than a means to an 
  end. Some unscrupulous researchers will permit no 
  ethical concerns to restrain their quest for 
  knowledge, but even they have a higher sense of 
  purpose. How does your alignment affect your quest 
  to uncover hidden truths? What is the personal 
  motivation that drives you? How do you want your 
  discoveries to change the world? 
  Quick Build 
  You can create a metaphysician quickly by using 
  these guidelines. First, Intelligence should be your 
  highest ability score, followed by either Constitution 
  or Wisdom. Second, choose the Sage background. 
  Third, choose the thaumaturgy and thought blast* 
  cantrips, and the charm person and ego lash* and 
  spells.   
   (“*”=New spells or cantrips appearing this 
  document.) 
  Class Features 
  As a metaphysician, you gain the following class 
  features. 
  Hit Points 
  Hit Dice: 1d6 per metaphysician level 
  Hit Points at 1st Level: 6 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per metaphysician level after 
  1st 
  
   
  34 
   
  Proficiencies 
  Armor: Light armor, shields 
  Weapons: Simple weapons, hand crossbows 
  Tools: Alchemist’s supplies and any one other set of 
  artisan’s tools of your choice 
  Saving Throws: Intelligence, Wisdom 
  Skills: Choose three skills from Arcana, History, 
  Insight, Investigation, Medicine, Nature, Perception, 
  Religion, and Survival. 
  Equipment 
  You start with the following equipment, in addition 
  to the equipment granted by your background: 
  • 
  (a) a quarterstaff or (b) a mace or (c) a handaxe 
  • 
  (a) a hand crossbow and 20 bolts or (b) 5 javelins 
  • 
  (a) a scholar’s pack or (b) an explorer’s pack or (c) 
  a monster hunter’s pack (from Curse of Strahd) 
  • 
  Leather armor 
  Spellcasting  
  As a disciplined scholar of psychic phenomena and 
  the power of the mind, you’ve developed the ability 
  to focus your mental energies into casting spells. 
  New Spell List. Your cantrips and spells come from 
  the Metaphysician spell list. This new spell list 
  appears at the beginning of the Spells chapter of this 
  document.  
   Cantrips. 1st level, you learn four cantrips. These 
  cantrips are mage hand, mindspeak, and two other 
  cantrips of your choice from the Metaphysician spell 
  list. Whenever you cast the mage hand cantrip, the 
  spectral hand is made of invisible force and cannot 
  be seen. You learn additional cantrips of your choice 
  from this list at higher levels, as shown in the 
  Cantrips Known column of the Metaphysician table.  
  Spell Slots. The Metaphysician 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 do not need to prepare your spells; you can cast 
  any spell of a level which you have slots to cast. For 
  example, if you know the 1st-level spell ego lash and 
  have a 1st-level and a 2nd-level spell slot available, 
  you can cast ego lash using either slot. 
  Spells Known of 1st-Level and Higher. You know 
  two 1st-level spells of your choice from the 
  metaphysician spell list.  
  The Spells Known column of the Metaphysician 
  table shows when you learn more metaphysician 
  spells of 1st-level or higher. 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 metaphysician spells you 
  The Metaphysician 
      
  Level
  Level
  Level
  Level    
  Proficiency 
  Proficiency 
  Proficiency 
  Proficiency 
  Bonus
  Bonus
  Bonus
  Bonus    
      
  Features
  Features
  Features
  Features    
  Spells 
  Spells 
  Spells 
  Spells 
  Known
  Known
  Known
  Known    
  Cantrips 
  Cantrips 
  Cantrips 
  Cantrips 
  Know
  Know
  Know
  Known 
  n n 
  n     
  —
  —
  —
  —Spell Slots per Spell Level
  Spell Slots per Spell Level
  Spell Slots per Spell Level
  Spell Slots per Spell Level—
  —
  —
  —    
  1st
  1st
  1st
  1st    
  2nd
  2nd
  2nd
  2nd    
  3rd
  3rd
  3rd
  3rd    
  4444th
  th
  th
  th    
  5th
  5th
  5th
  5th    
  6th
  6th
  6th
  6th    
  7777th
  th
  th
  th    
  8th
  8th
  8th
  8th    
  9th
  9th
  9th
  9th    
  1st 
  +2 
  Spellcasting, Psychic Armor, 
  Supernatural Scholar 
  2 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +2 
  Metaphysical Archetype  
  2 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  Learned Expertise, Psychic Senses 
  3 
  4 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  Ability Score Improvement  
  3 
  5 
  4 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
   
  4 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  Metaphysical Archetype feature 
  4 
  5 
  4 
  3 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  Memory Palace 
  4 
  5 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +3 
  Ability Score Improvement 
  5 
  5 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  Psychic Resonance 
  5 
  5 
  4 
  3 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  10th 
  +4 
  Intellect Barrier 
  6 
  6 
  4 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +4 
   
  6 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +4 
  Ability Score Improvement  
  7 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  +5 
  Memory Fortress 
  7 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  14th 
  +5 
  Metaphysical Archetype feature 
  7 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  15th 
  +5 
  Greater Supernatural Scholar 
  8 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  16th 
  +5 
  Ability Score Improvement  
  8 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  17th 
  +6 
   
  9 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  18th 
  +6 
  Metaphysical Archetype feature 
  9 
  6 
  4 
  3 
  3 
  3 
  3 
  1 
  1 
  1 
  1 
  19th 
  +6 
  Ability Score Improvement  
  10 
  6 
  4 
  3 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  20th 
  +6 
  Living Library 
  10 
  6 
  4 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  1 
  
   
  35 
   
  know and replace it with another spell from the 
  metaphysician spell list, which also must be of a 
  level for which you have spell slots. 
  Spellcasting Ability. Intelligence is your 
  spellcasting ability for your metaphysician spells, 
  since the power of your magic comes from your 
  disciplined mind and rigorous studies.  You use 
  your Intelligence whenever a metaphysician spell 
  refers to your spellcasting ability. In addition, you 
  use your Intelligence modifier when setting the 
  saving throw DC for a metaphysician 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 metaphysician spell 
  as a ritual if that spell has the ritual tag.  
  Spellcasting Focus. You can use the crystal type of 
  arcane focus as a spellcasting focus for your spells. 
  If you have alchemist’s supplies on your person, you 
  can also use any one item held in your hand from 
  that set of supplies as a spellcasting focus for your 
  metaphysician spells. This item used as a 
  spellcasting focus is too large or delicate for you to 
  hold a weapon with the same hand. (This is 
  assumed to be a beaker or decanter of some 
  alchemical concoction, that you either imbibe or 
  inhale fumes from, but can be described in another 
  appropriate form with the DM’s permission). 
  Spell Components. Because they draw on their own 
  psychic power rather than outside forces, 
  metaphysicians do not require spoken words or 
  gestures to catch their spells, and spells they cast do 
  not have verbal or somatic components. 
  Psychic Armor 
  Beginning at 1st level, your psionic energies help 
  protect your person from harm, compensating for 
  your lack of heavy armor. When you are wearing no 
  armor and not wielding a shield, your AC equals 12 
  + your Dexterity or Intelligence modifier (whichever 
  is higher). When you are wearing light armor, you 
  receive a +1 bonus to AC.  
  Supernatural Scholar 
  At 1st level, you are a leading scholar of linguistics 
  among other fields, and you are aided in your 
  studies by your psychic abilities. You learn 1 
  additional language of your choice, and you also 
  know the comprehend languages spell. This spell 
  does not count against your number of spells 
  known. Whenever you cast comprehend languages 
  as a ritual, you can choose to do so in 1 minute 
  instead of the hour a ritual normally requires. 
  However, when you do so, the spell’s duration is 
  reduced to 10 minutes. 
  At 2nd level, 4th level, and 8th level, you may 
  choose to learn one additional language or gain 
  proficiency with one additional set of artisan’s tools. 
  Metaphysical Archetype 
  At 2nd level, you choose a Metaphysical Archetype, a 
  focus for growth in your burgeoning vocation as a 
  metaphysician, as detailed at the end of this class 
  description. Three metaphysical archetypes are 
  described in this document: the Eradicator, the 
  Mentalist, the Materialist, and the Savant. 
  Your choice grants you features when you choose it 
  at 2nd level, and again at 6th, 14th, and 18th level. 
  Learned Expertise 
  At 3rd level, choose up to two of the following skills 
  with which you are proficient: Arcana, History, 
  Insight, Investigation, Medicine, Nature, Perception, 
  Religion, or Survival. Your proficiency bonus is 
  doubled for any ability check you make that uses 
  either of the chosen skills. 
  Psychic Senses 
  Beginning at 3rd level, your mental powers and 
  disciplined mind give you a preternatural eye for 
  detail. If your passive Perception, passive Insight, or 
  passive Investigation score includes your proficiency 
  bonus, you double your proficiency bonus when 
  including it in those passive scores.  
  In addition, you learn the detect thoughts spell, and 
  it does not count against your number of spells 
  known. whenever you are using it to detect a 
  creature or sense its thoughts, you do not need to 
  see that creature to affect it with a metaphysician 
  spell that normally can only target creatures you 
  can see, as long as the creature is within range of 
  that spell.  
  Finally, if you have directly communicated with a 
  creature using a metaphysician spell since the 
  beginning of your last turn, that creature does not 
  need to be able to hear you in order for you to affect 
  it with a metaphysician spell that normally can only 
  target creatures who can hear you, as long as the 
  creature is within range of that spell. 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can't increase an ability score above 20 using this 
  feature. 
  
   
  36 
   
  Memory Palace 
  At 7th level, you have organized your mind using 
  your spatial memory, creating an imaginary palace 
  in your mind where you associate pieces of your vast 
  knowledge with the palace’s features, allowing you to 
  call up learned information on demand, giving you 
  the following benefits: 
  • 
  You can accurately recall anything you have seen or 
  heard within the past month. If you gain this feature 
  again from another feature or feat, you can accurately 
  recall anything you have seen or heard within the past 
  year. 
  • 
  Whenever you fail a Wisdom or Intelligence check that 
  lets you add your proficiency bonus, you can re-roll 
  that roll and use the higher of the two rolls. You can 
  use this ability twice. You regain expended uses of 
  this ability when you finish a short or long rest. 
  Psychic Resonance 
  At 9th level, whenever you cast a spell that inflicts 
  psychic damage, you can add your Intelligence 
  modifier to one damage roll of that spell. 
  Intellect Barrier 
  At 10th level, your supernatural willpower and 
  unfailing vigilance make your mind near 
  impregnable to assault. You gain proficiency with 
  Charisma saving throws, and whenever you apply 
  your proficiency bonus to an ability check or saving 
  throw you make to resist any attempt to discern 
  information about you, your plans, your location, or 
  your thoughts, you double your proficiency bonus 
  for that roll. This includes effects that would read 
  your thoughts or compel you to speak the truth. 
  Recovery Trance 
  You can use a brief meditation to cause your body to 
  recover more efficiently. Whenever you spend two or 
  more Hit Dice at the end of a short rest, you can 
  also choose to do one of the following: 
  • 
  Regain additional hit points equal to the total number 
  of Hit Dice you spend. 
  • 
  Gain resistance to psychic damage for one hour. 
  • 
  Recover one spell slot of 3rd-level or lower. The level of 
  the spell slot recovered cannot be greater than the 
  number of Hit Dice you spend. 
  Memory Fortress 
  At 13th level, the intellectual rigor and focused 
  willpower you apply to your memory palace are truly 
  superhuman. You gain the following benefits:  
  • 
  Whenever you make an Intelligence check that lets 
  you add your proficiency bonus, you can treat a d20 
  roll of 9 or lower as a 10. 
  • 
  When you make a roll that gains the bonus from your 
  Intellect Barrier feature, you also gain advantage on 
  that roll. If you succeed on the roll, you choose one 
  creature whose attempt to discern information about 
  you prompted that roll and force them to make an 
  Intelligence saving throw against your Metaphysician 
  spell DC. The creature takes psychic damage equal to 
  your Metaphysician level on a failed save, or half as 
  much damage on a successful one. 
  Greater Supernatural Scholar 
  Starting at 15th level, your psychic abilities and 
  mastery of linguistic principles allow you to 
  understand all spoken and written languages. 
  Moreover, any creature that can understand a 
  language can understand what you say, and if you 
  use your Recovery Trance feature to regain a spell 
  
   
  37 
   
  slot when you spend Hit Dice, that spell slot can be 
  4th level or lower. 
  Living Library 
  At 20th level, your mind is a repository of knowledge 
  comparable to entire academic institutions rather 
  than mere individuals, unifying your intellect with 
  your body and soul and allowing you to unlock the 
  greater psychic potential within your physical form. 
  This grants you a number of benefits: 
  • 
  You can always accurately recall anything you have 
  seen or heard since you became 20th level. 
  • 
  You can add your proficiency bonus to any 
  Intelligence check you make that doesn’t already 
  include your proficiency bonus. 
  • 
  When you fail any saving throw or any Intelligence, 
  Wisdom, or Charisma check, you can treat the d20 
  roll as a 20. Once you use this feature, you can’t use 
  it again until you finish a short or long rest.  
  Metaphysical Archetypes 
  The science of the metaphysician is new, 
  representing both a bold frontier in the exploration 
  of the mind and a novel paradigm through which to 
  examine the arcane powers of magic rationally. 
  Because the vistas opened by this new field of 
  inquiry are so vast, metaphysicians channel their 
  studies through certain vocations and specialties, 
  known as metaphysical archetyops. 
  In selecting your metaphysical archetype, you 
  choose not only a focus for your research—both 
  supernatural and mundane, though you approach 
  both with the same scientific methodologies—but a 
  particular area of growth for your psychic abilities 
  and a viewpoint for your understanding of the 
  uncanny. You know that even seemingly impossible 
  phenomena have a rational explanation, and it is 
  this approach that will guide you in finding it. 
  Casting Bonus Action Spells 
  An often-overlooked rule for all spellcasters that especially 
  bears repeating here is the following:  
  If you cast a spell of 1st-level or higher using a bonus 
  action, you can’t cast another spell during the same turn, 
  except for a cantrip with a casting time of 1 
  action. 
  Eradicator 
  Deep studies of the realm you call home 
  have revealed a hidden truth: the world is 
  sick. As a plague takes hold of the body, 
  a darkness has infested the land. It takes 
  many forms: undead. lycanthropes, hags, 
  fiends, unclean spirits, and the like. You 
  do not view these horrors superstitiously, 
  but clinically. They are a disease that 
  must cured. 
  You have become an expert on these 
  shadowy threats. Like a naturalist 
  cataloguing plant and animal specimens, 
  you use a variety of techniques to discern 
  the true nature of the infection. From 
  stealthy observation to researching poorly 
  understood ancient writings, capture to 
  vivisection, you use any tool you can to 
  extract every secret. How does mortal 
  flesh sustain a zombie’s unlife? Why is 
  silver better than steel against a 
  werewolf? How does a mummy infect its 
  victims with rot? You need these answers 
  in order to turn the tables on these 
  unnatural predators and eradicate them 
  for the good of all mortals. 
  Your psychic powers are a means to this 
  end, and you fight fire with fire. You learn 
  how to influence another’s mind, the 
  better to free victims charmed by the gaze 
  
   
  38 
   
  of a vampire. Mastering disguise yourself helps you 
  to pierce a doppleganger’s deceit. When a poltergeist 
  hurls objects around a room, you can resist it with 
  your own telekinetic strength. You may be driven by 
  a personal grudge or a sense of calling, or even mere 
  curiosity, but you don’t let your feelings cloud your 
  rational mind.  
  Of all metaphysicians, eradicators are the most 
  likely to have deep religious beliefs. Seeing the way 
  divine power can be channeled to defeat undead, 
  fiends, and other formidable monsters leaves a 
  lasting impression. Whatever you believe, you tend 
  to be just as rational about them as you are about 
  everything else. Eradicators always find a way to 
  reconcile faith and science, and they have a natural 
  suspicion of zeaotry. In many ways, your drives to 
  understand divinity and  the forces of darkness are 
  two sides of the same coin.  
  Exorcism Spells 
  When you choose this archetype at 2nd level, you 
  learn the detect evil and good, protection from evil 
  and good, and predictive focus* spells. 
  At 4th level, you learn the gentle repose and major 
  telekinetic weapon* spells. 
  At 6th level, you learn the intellect redoubt* spell.  
  At 7th level, you learn the locate creature and 
  staggering smite spells. At 9th level, you learn the 
  dispel evil and good spell. At 17th level, you learn 
  the imprisonment spell. Spells learned from this 
  feature do not count against your normal number of 
  metaphysician spells or cantrips known. 
  Monster Hunter 
  At 2nd level, you can use a holy symbol as a 
  spellcasting focus for your metaphysician spells, and 
  you have advantage on Intelligence and Wisdom 
  checks to discern information about any creature 
  that is an aberration, construct, elemental, fey, 
  fiend, or undead, as well as any other creature that 
  you know to be a shapechanger. You also learn the 
  shillelagh cantrip, and when you cast it, you can 
  choose for a wooden weapon you cast it on to 
  sharpen, becoming a piercing weapon for the 
  duration of the spell (this allows you to be used as a 
  wooden stake for the purpose of defeating vampires 
  and similar creatures). 
  Species Focus 
  Starting at 2nd level, you choose a type of monster 
  you know more about than any other. You can 
  choose one species focus from the following: 
  aberrations, constructs, elementals, fey, fiends, 
  giants, monstrosities, oozes, plants, or undead. 
  Alternatively, you can shapechangers of any type as 
  your species focus. Work with your DM to determine 
  an appropriate type of monster for the campaign. 
  Once during your turn, when you inflict damage 
  with a metaphysician spell or with a magical weapon 
  on a creature that is your species focus or the 
  subject of your predictive focus spell, you can choose 
  one such creature to take an additional 1d8 psychic 
  damage. At 6th level, any creature that takes this 
  damage cannot benefit from advantage on any 
  Intelligence or Wisdom saving throw until the end of 
  your next turn. 
  Absolute Effort 
  At 6th level, you can marshal your own life force to 
  empower your psychic vigilance. When you cast the 
  detect evil and good and intellect barrier* spells, you 
  may choose to lose 1 hit die to change the casting 
  time to 1 bonus action for this casting. 
  Psychic Turning 
  Starting at 6th level, you can attempt to repel dark 
  forces with the strength of your convictions. As an 
  action, you present a spellcasting focus you can use 
  for your metaphysician spells (such as a holy 
  symbol), and each creature within 30 feet of you that 
  is undead or your species focus must make an 
  Intelligence saving throw against your 
  Metaphysician spell DC. On a failed save, such a 
  creature is repelled for a number of rounds equal to 
  your Intelligence modifier (minimum of 1), though 
  the effect ends if the creature takes damage. A 
  repelled creature must spend its turns trying to 
  move as far away from you as it possibly can, and it 
  can’t willingly move to a space within 30 feet of you. 
  It also can’t take reactions. For its action, it can use 
  only the Dash action or try to escape from an effect 
  that prevents it from moving. If there’s nowhere to 
  move, the creature can use the Dodge action.Once 
  you use this feature once, you cannot use it again 
  until you finish a short or long rest. 
  Serenity of Spirit 
  At 14th level, you are an island of calm resolution in 
  a sea of fear and aggression. You cannot be charmed 
  or frightened, and you can cast the calm emotions 
  spell at will. 
  Hunting the Hunters 
  At 18th level, you are immune to psychic damage, 
  and hostile creatures you choose who take psychic 
  damage during your turn must roll Intelligence 
  saves against your Metaphysician spell DC or 
  become frightened of you until the end of your next 
  turn. 
  
   
  39 
   
  Mentalist 
  When you first began to study the powers of the 
  mind, you focused on a particular kind of psionic 
  spellcasting. Like a surgeon or healer discovering 
  they want to specialize in a certain region of the 
  body, this focus was determined by both your 
  intellectual curiosity and an intuitive level of 
  understanding. You don’t just see your own psychic 
  powers as a means of gaining knowledge—rather, 
  they are the specific subject you seek knowledge 
  about. You strive to be the world’s most advanced 
  authority on your chosen specialty.  
   Mentalists achieve greater mastery of their 
  supernatural abilities than other metaphysicians, 
  and tend to be the most physically formidable. They 
  are also the metaphysicians most comfortable with 
  accepting weirdness for which they don’t have a 
  rational explanation yet—emphasis on the yet, as 
  they view their mastery of their chosen area of 
  mentalism to be the key to eventually unlocking all 
  supernatural mysteries. 
  Psychic Specialist 
  When you choose this archetype at 2nd level, you 
  gain a magisterium, an area of specialty which 
  grants you a list of new cantrips and spells. 
  Magisteria are listed at the end of this archetype 
  description. In addition, you gain proficiency with 
  one martial melee weapon of your choice that does 
  not have the heavy or two-handed qualities. 
  Awakened Mind 
  At 2nd level, your specialized studies of your branch 
  of psychic magic have unleashed hidden psionic 
  potential within you. This increased spellcasting 
  ability is represented by psi points, which allow you 
  to create a variety of magical effects and cast 
  additional spells. 
  Psi Points. You have 2 psi points, and you gain 
  more as you increase your metaphysician level, per 
  the table below. Any spent psi points are regained 
  when you finish a long rest. You may later discover 
  ways to acquire additional psi points. You can never 
  have more psi points than shown on the table for 
  your level. When you finish a long rest, your number 
  of psi points resets to your maximum. 
  Metaphysician
  Metaphysician
  Metaphysician
  Metaphysician    
  Level
  Level
  Level
  Level    
  Max. 
  Max. 
  Max. 
  Max. Psi
  Psi
  Psi
  Psi    
  Points
  Points
  Points
  Points    
  Metaphysician
  Metaphysician
  Metaphysician
  Metaphysician    
  Level
  Level
  Level
  Level    
  Max. 
  Max. 
  Max. 
  Max. Psi
  Psi
  Psi
  Psi    
  Points
  Points
  Points
  Points    
  1st 
  1st 
  1st 
  1st     
  - 
  11th 
  11th 
  11th 
  11th     
  11 
  2nd 
  2nd 
  2nd 
  2nd     
  2 
  12th 
  12th 
  12th 
  12th     
  12 
  3rd 
  3rd 
  3rd 
  3rd     
  3 
  13th 
  13th 
  13th 
  13th     
  13 
  4th 
  4th 
  4th 
  4th     
  4 
  14th 
  14th 
  14th 
  14th     
  14 
  5th 
  5th 
  5th 
  5th     
  5 
  15th 
  15th 
  15th 
  15th     
  15 
  6th 
  6th 
  6th 
  6th     
  6 
  16th 
  16th 
  16th 
  16th     
  16 
  7th 
  7th 
  7th 
  7th     
  7 
  17th 
  17th 
  17th 
  17th     
  17 
  8th 
  8th 
  8th 
  8th     
  8 
  18th 
  18th 
  18th 
  18th     
  18 
  9th 
  9th 
  9th 
  9th     
  9 
  11119th 
  9th 
  9th 
  9th     
  19 
  10th 
  10th 
  10th 
  10th     
  10 
  20th 
  20th 
  20th 
  20th     
  20 
  Creating Spell Slots. You can use your psi points 
  to gain additional spell slots. You learn other ways 
  to use your psi points as you reach higher levels. 
  You can transform unexpended psi points into one 
  spell slot as a bonus action on your turn. The 
  Creating Spell Slots table shows the cost of creating 
  a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. 
  Creating Spell Slots
  Creating Spell Slots
  Creating Spell Slots
  Creating Spell Slots 
   You cannot convert a spell slot into psi points at 
  this level. It is a one-way transaction until you 
  attain greater mastery. 
  Empowering Meditation 
  Starting at 6th level, as a bonus action on your turn, 
  you can expend one spell slot and gain a number of 
  psi points equal to the slot's level. If you wish, as 
  part of the same bonus action, you may also cast a 
  spell that has a casting time of 1 bonus action. 
  Whenever you spend 1 or more psi points, you can 
  spend 1 additional psi point to gain resistance to 
  psychic damage for 10 minutes.  
  Swift Spell 
  At 6th level, when you cast a spell of 1st-level or 
  higher that has a casting time of 1 action, you can 
  spend 2 psi points to change the casting time to 1 
  bonus action for this casting.  
  In addition, if the cantrip you learned from your 
  magisterium has a casting time of 1 action, 
  whenever you cast it, you can change the casting 
  time to 1 bonus action for that casting. Casting the 
  cantrip you learned from your magisterium in this 
  way does not require any expenditure of psi points, 
  but this ability only applies to that particular 
  cantrip. 
  Psychic Metamagic 
  At 14th level, your careful study of spells cast with 
  psychic energy allows you to tailor your spell effects 
  to the situation at hand. When you cast a spell, you 
  can spend 1 psi point to do either of the following (or 
  spend 2 psi points to do both): 
  Spell Slot Level
  Spell Slot Level
  Spell Slot Level
  Spell Slot Level    
  Psi Point Cost
  Psi Point Cost
  Psi Point Cost
  Psi Point Cost    
  1111stststst    
  2 
  2222nd
  nd
  nd
  nd    
  3 
  3333rd
  rd
  rd
  rd    
  5 
  4444th
  th
  th
  th    
  6 
  5555th
  th
  th
  th    
  7 
  
   
  40 
   
  Careful Spell. When you cast a 
  spell that forces other creatures to 
  make a saving throw, you can protect 
  some of those creatures from the spell's 
  full force. To do so, you spend 1 psi point 
  and choose a number of those creatures up 
  to your Intelligence modifier (minimum of one 
  creature). A chosen creature automatically 
  succeeds on its saving throw against the spell. 
  Mindbending Spell. When you roll damage for a 
  spell that inflicts psychic damage, you can spend 
  1 psi point to reroll a number of the damage dice 
  up to your Intelligence modifier (minimum of 
  one). You must use the new rolls. 
  Master Psychic 
  At 18th level, your nearly perfected 
  understanding of psychic energy allows you 
  to empower your own spells, and also to resist 
  the psionic powers of others. When you cast a 
  spell that forces a creature to make an Intelligence 
  saving throw to resist its effects, you can spend 3 psi 
  points to give one target of the spell disadvantage on 
  its first saving throw made against the spell. 
  In addition, you learn the psychic shield spell (or 
  another 1st-level metaphysician spell of your choice 
  if you already know psychic shield). As a reaction, 
  whenever you make an Intelligence or Charisma 
  saving throw or would take psychic damage, you can 
  spend 2 psi points to cast the psychic shield spell, 
  even if you have no spell slots remaining. 
  Finally, when you inflict psychic damage with a spell 
  of 1st-level or higher, once per turn you can choose 
  one creature who took that damage. That target 
  must roll an Intelligence save against your 
  metaphysician spell DC. If they fail, they are either 
  charmed by you or frightened of you (your choice) 
  until the end of your next turn. 
  Magisteria 
  Certain metaphysicians specialize in a magisterium, 
  a regimen of training and meditation that allows 
  them to learn certain related spells in addition to 
  those they acquire from being a metaphysician. 
  Cantrips and spells gained from your magisterium 
  do not count against your normal number of 
  metaphysician spells or cantrips known. 
  The spells you gain from your magisterium are listed 
  by your level in this class. When you gain the listed 
  level in your metaphysician class, you gain those 
  spells. When you gain a magisterium, if it lists one 
  or more spells or cantrips you already know, you 
  immediately replace those spells or cantrips with 
  
   
  41 
   
  new spells of the same level from the metaphysician 
  list. 
  The magisteria also offer additional options for 
  spellcasting foci in using your metaphysician spells. 
  In all cases, the object used as a focus is too large or 
  delicate for you to hold anything usable as a weapon 
  in the same hand.  
  Magisterium of Atmokinesis 
  You are a student of the weather, including how 
  elemental forces interact to create it and how 
  psychokinetic energies can impact those processes. 
  You are very careful with your abilities, as 
  manipulation of the skies in one place can cause 
  droughts, storms, or floods in another. Sometimes, 
  you even worry that you unintentionally affect 
  nearby weather with your moods. These concerns 
  prompt you to exercise a deeper level of self-control 
  and personal detachment than even your fellow 
  mentalists practice. With the precision of a 
  mathematician or an architect, you track weather 
  patterns in your local region, both to understand the 
  limits of your own power and be able to predict the 
  effects of your interference.  
  In addition to the spells below, you learn the gust** 
  cantrip, and you can use an abacus as a 
  spellcasting focus for your metaphysician spells 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  fog cloud, feather fall 
  3333rd
  rd
  rd
  rd    
  gust of wind, warding wind** 
  5555th
  th
  th
  th    
  call lightning, sleet storm 
  7777th
  th
  th
  th    
  storm sphere** 
  9999th
  th
  th
  th    
  maelstrom**  
  11
  1111
  11th
  th
  th
  th    
  chain lightning 
  17
  17
  17
  17th
  th
  th
  th    
  storm of vengeance 
  Magisterium of Disapparation 
  Unlike those who master powers that propel objects 
  through space, you’ve become convinced of an 
  alternate theory: that space itself is malleable via 
  psychic arcana. You first apply this ability to move 
  short distances, sometimes while standing still, and 
  to bend the world around you to hide your very 
  presence in it. Growing in this field of study allows 
  you to link places together with your mind, traveling 
  impossible distances, perhaps even transcending the 
  mortal plane. The chief mental flaw that 
  accompanies such studies is a tendency towards 
  egocentrism, believing that the visible world revolves 
  around you. After all, when everything around you 
  can move and change, the only fixed point you can 
  perceive is yourself. 
  In addition to the spells below, you learn the shifting 
  shadow* cantrip, and if you have navigator’s tools 
  on your person and are proficient with them, you 
  can also use any one instrument held in your hand 
  from that set of tools as a spellcasting focus for your 
  metaphysician spells. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  longstrider, sanctuary 
  3333rd
  rd
  rd
  rd    
  misty step, rope trick 
  5555th
  th
  th
  th    
  blink, nondetection 
  7777th
  th
  th
  th    
  dimension door 
  9999th
  th
  th
  th    
  teleportation circle  
  11
  1111
  11th
  th
  th
  th    
  arcane gate 
  17
  17
  17
  17th
  th
  th
  th    
  gate 
  Magisterium of Ectopsychosis  
  Even among other mentalists, your studies are 
  considered esoteric and unorthodox. You have 
  gained insights into other planes and the 
  intelligences that inhabit them, threatening your 
  sanity not with disorienting delusions, but the 
  clarity of truths beyond mortal ken. Sharing your 
  enlightened perceptions can expose others to these 
  same knowledge, as well as the eldritch forces 
  attached to them. Even as you struggle to resist 
  madness, you can blast the sanity of others by 
  unleashing otherworldly forces, or simply by helping 
  them see the world from a perspective like your own.  
  In addition to the spells below, you learn the 
  reaver’s touch* cantrip, and you can use the orb 
  type of arcane focus as a spellcasting focus for your 
  spells, but that orb must be made of clear, colorless 
  crystal (this does not change the cost of the item). 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  alienated mind*, dissonant whispers 
  3333rd
  rd
  rd
  rd    
  augury, crown of madness 
  5555th
  th
  th
  th    
  hunger of Hadar, invasive id* 
  7777th
  th
  th
  th    
  confusion 
  9999th
  th
  th
  th    
  contact other plane 
  11
  1111
  11th
  th
  th
  th    
  eyebite 
  17
  17
  17
  17th
  th
  th
  th    
  gate 
  Magisterium of Phantasmagoria  
  Your intense examination of the workings of the 
  mortal mind have led you to explore the powers of 
  perception, and how they can be misled. You begin 
  with the simple ability to project the input of a single 
  sense, such as hearing or sight, but eventually you 
  can compose complex hallucinations. Over time, you 
  learn how to discern exactly what sensory input will 
  frighten or perplex a certain creature. Getting 
  
   
  42 
   
  insight into others’ fears and misunderstandings 
  helps you relate to them, but sometimes knowing 
  how inaccurate even your own senses are makes the 
  world around you seem dreamlike and 
  insubstantial.  
  In addition to the spells below, you learn the minor 
  illusion* cantrip, and you can use an item from any 
  one of the following sets of artisan’s tools as a 
  spellcasting focus for your metaphysician spells: 
  calligrapher’s supplies, painter’s supplies, a disguise 
  kit, or a forgery kit. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  color spray, silent image 
  3333rd
  rd
  rd
  rd    
  mirror image, phantasmal force 
  5555th
  th
  th
  th    
  fear, major image  
  7777tttthhhh    
  phantasmal killer 
  9999th
  th
  th
  th    
  Mislead 
  11
  1111
  11th
  th
  th
  th    
  programmed illusion 
  17
  17
  17
  17th
  th
  th
  th    
  Weird 
  Magisterium of Psychokineticism 
  The ability to move objects and exert force with your 
  mind via the mage hand cantrip is where you began 
  your studies, but you have grown greatly in 
  knowledge and power since. The strength of a 
  hulking warrior is dwarfed by the increasing 
  physical potency of your mind. With but a thought, 
  you learn to move the heaviest objects in your 
  presence, and use them defensively or aggressively. 
  The earth itself becomes your plaything as you 
  advance in mastery. Often these mentalists become 
  so accustomed to manipulating the physical world 
  with their thoughts that they barely lift the fingers of 
  their actual bodies. You have to be vigilant about not 
  neglecting the needs of your flesh and blood form, or 
  else your health may decline, as you wither into a 
  mere shell containing an increasingly inhuman 
  power. 
  In addition to the spells below, you learn the 
  thunderclap** cantrip, and you can use the wand 
  type of arcane focus as a spellcasting focus for your 
  spells, but that wand must be made of wood (this 
  does not affect the cost of the item). 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  catapult**, telekinetic slam* 
  3333rd
  rd
  rd
  rd    
  cordon of arrows, levitate 
  5555th
  th
  th
  th    
  erupting earth**, wind wall 
  7777th
  th
  th
  th    
  animate objects 
  9999th
  th
  th
  th    
  telekinesis  
  11
  1111
  11th
  th
  th
  th    
  move earth 
  17
  17
  17
  17th
  th
  th
  th    
  Imprisonment 
  Magisterium of Psychometabolism 
  Your own body is the focus of your studies, and you 
  seek to perfect it through knowledge and discipline. 
  These kinds of mentalists often eat special diets and 
  practice strict routines of regular exercise as part of 
  their mastery of their own bodily energies. They also 
  tend to be among the most unstoppable of all 
  metaphysicians in direct hand-to-hand 
  confrontation. You have to be careful to remain alert 
  to danger, as your growing personal fortitude means 
  you sometimes fail to notice more insidious threats, 
  or serious danger that could harm others. You 
  sometimes have trouble connecting with common 
  folk, as their seem so fragile and short. 
  In addition to the spells below, you learn the blade 
  ward cantrip. You can use a vial of antitoxin or the 
  emblem type of divine focus as a spellcasting focus 
  for your spells, but if you use an emblem, it must 
  feature an alchemical symbol of your own design. 
  Metaphysicia
  Metaphysicia
  Metaphysicia
  Metaphysician 
  n n 
  n 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  frightful strike*, speed of thought* 
  3333rd
  rd
  rd
  rd    
  enhance ability, enlarge/reduce 
  5555th
  th
  th
  th    
  feign death, sustaining meditation* 
  7777th
  th
  th
  th    
  stoneskin 
  9999th
  th
  th
  th    
  greater restoration 
  11
  1111
  11th
  th
  th
  th    
  unleash instincts* 
  17
  17
  17
  17th
  th
  th
  th    
  Foresight 
  Magisterium of Psychovelocity 
  Either time or space would be a massive field of 
  study in itself for any scholar, but your psychic 
  abilities give you deep insights into both. Your 
  particular interest is the speed of objects in motion, 
  and you increase your own swiftness to superhuman 
  levels. Eventually, you learn to manipulate time 
  itself, decreasing or increasing the speed of others, 
  moving so quickly you generate vortexes of wind, 
  and eventually learning to move on a completely 
  different scale of time from those around you. Your 
  own perceptions of time can alienate you from 
  others, as the slow-moving and predictable 
  creatures around you become sources of boredom 
  and frustration. The feeling is something like that of 
  a practiced artisan, waiting impatiently for an 
  unschooled apprentice to slowly blunder through a 
  task they themselves could execute quickly and 
  easily, except you feel that way about practically 
  everyone. When you move at the upper limits of your 
  speed, there is a strange feeling of temptation to 
  push past even those boundaries, moving on 
  permanently to some as yet undiscovered plane of 
  existence, so that is a call you must resist as well. 
  
   
  43 
   
  In addition to the spells below, you learn the steal 
  speed cantrip, and you can use an hourglass as a 
  spellcasting focus for your metaphysician spells. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  expeditious retreat, speed of thought* 
  3333rd
  rd
  rd
  rd    
  blur, spider climb 
  5555th
  th
  th
  th    
  haste, slow 
  7777th
  th
  th
  th    
  freedom of movement 
  9999th
  th
  th
  th    
  swift quiver 
  11
  1111
  11th
  th
  th
  th    
  investiture of wind 
  17
  17
  17
  17th
  th
  th
  th    
  time stop 
  Magisterium of Pyrokinesis 
  You focus your psychic studies on controlling the 
  element of fire. At first, you can only manipulate 
  existing fire, but eventually you learn to cause 
  combustion in flammable items around you, and at 
  higher levels you can ignite fire out of thin air from 
  your own mental energies. You know have chosen 
  an area of psychic power where it is easy to lose 
  control, for many reasons. Often, creating flame with 
  your mind requires you to summon up intense 
  feelings of rage within yourself, and mentalists of 
  this magisterium are often seen as short tempered. 
  Fire also behaves in ways not unlike a living animal, 
  and sometimes it is hard not to think of it as a living 
  thing that must be calmed and placated or, at times, 
  fed. Its purity is seductive, and the instinct to 
  unleash it everywhere is a lure you must resist as 
  well. 
  In addition to the spells below, you learn the control 
  flames** cantrip, and you can use a container of 
  alchemist’s fire as a spellcasting focus for your 
  metaphysician spells. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  absorb elements**, fiery wrath* 
  3333rd
  rd
  rd
  rd    
  heat metal, pyrotechnics** 
  5555th
  th
  th
  th    
  fireball, flame arrows** 
  7777th
  th
  th
  th    
  wall of fire 
  9999th
  th
  th
  th    
  immolation**  
  11
  1111
  11th
  th
  th
  th    
  investiture of flame 
  17
  17
  17
  17th
  th
  th
  th    
  meteor swarm 
  Magisterium of Spectrology 
  Like other mentalists, you study the mind, but you 
  do so as a means for divining the secrets of the soul. 
  In your chosen field, you delve into deeper mysteries 
  than any other kind of metaphysician. How do souls 
  migrate from the mortal body they once inhabited? 
  Do spirits have any substance or weight? Is the soul 
  one whole, or does it have parts? You may never 
  truly answer even one such question, but it is your 
  life’s work to try. In that pursuit, you discover ways 
  to externalize expressions of your own soul as 
  disembodied entities or the animating force behind 
  constructs, to transubstantiate your own body into 
  something more like spirit, to communicate with the 
  departed. The heights of power may allow you to 
  leave your body, whether to walk in others’ dreams, 
  possess the body of another sentient creature, or 
  even take others with you to explore the astral 
  plane. Yet definitive answers always seem to linger 
  beyond reach, and your unsatisfied curiosity may 
  propel you to reckless risks and making trouble for 
  your comrades.  
  In addition to the spells below, you learn the spare 
  the dying* cantrip, and  
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  soul homunculus*, unseen servant 
  3333rd
  rd
  rd
  rd    
  invisibility, pass without trace 
  5555th
  th
  th
  th    
  gaseous form, speak with dead 
  7777th
  th
  th
  th    
  greater invisibility 
  9999th
  th
  th
  th    
  dream 
  11
  1111
  11th
  th
  th
  th    
  magic jar 
  17
  17
  17
  17th
  th
  th
  th    
  astral projection 
  Magisterium of Telecognition 
  You have mastered techniques for contacting the 
  minds of other intelligent creatures, sharing your 
  thoughts directly with them and thinking their 
  thoughts as your own. At higher levels of mastery, 
  you can use this ability to exert influence over 
  thoughts as well, sometimes even taking total 
  control. When you encounter another mind directly 
  with your own, keeping track of the boundaries of 
  your own identity requires deep self-knowledge and 
  strength of will. Your powers may threaten the very 
  concepts of free will or privacy, and you must be on 
  guard against the temptation to use them in 
  mundane situations and personal relationships. If 
  friends and loved ones feel as if they cannot trust 
  their own thoughts around you, you will quickly 
  become an isolated pariah. 
  In addition to the spells below, you learn the psychic 
  shock* cantrip, and you can use an unbroken mirror 
  as a spellcasting focus for your metaphysician 
  spells. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  command, telepathic link* 
  3333rd
  rd
  rd
  rd    
  hold person, suggestion 
  5555th
  th
  th
  th    
  control thoughts*, sending 
  7777th
  th
  th
  th    
  compulsion 
  
   
  44 
   
  9999th
  th
  th
  th    
  Rary’s telepathic bond  
  11th
  11th
  11th
  11th    
  mass suggestion 
  17
  17
  17
  17th
  th
  th
  th    
  power word kill 
  Magisterium of Telempathy 
  You focus not on reading others’ thoughts, but on 
  sensing their emotions. Beyond the ability to intuit 
  the feelings of those around you, you can project 
  your own emotions into other creatures, causing 
  them to feel as you wish them too. Eventually, you 
  can overwhelm the passions of others to the point 
  where they are inspired to heroic deeds—or past the 
  point at which they can move or function.  At the 
  same time, it becomes harder and harder to tell 
  where the emotions of others end, and where your 
  own begin. Those who would dare this path must 
  have the ability to overcome great fear, rage, desire, 
  and other powerful emotions. They require 
  increasing levels of willpower to remain in control.   
  In addition to the spells below, you learn the fist of 
  rage* cantrip, and you can use a lantern (hooded or 
  bullseye, whether or not it is lit) as a spellcasting 
  focus for your metaphysician spells. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  charm person, Tasha’s hideous laughter 
  3333rd
  rd
  rd
  rd    
  calm emotions, enthrall  
  5555th
  th
  th
  th    
  beacon of hope, hypnotic pattern 
  7777th
  th
  th
  th    
  pain 
  9999th
  th
  th
  th    
  hold monster  
  11
  1111
  11th
  th
  th
  th    
  Otto’s irresistible dance 
  17
  17
  17
  17th
  th
  th
  th    
  weird 
  Magisterium of Zoopathy 
  Your studies have unlocked the 
  more primal and animalistic 
  energies of your mind, and you 
  are in touch with the instincts of 
  beasts around you. At first you 
  can only calm or communicate 
  with them. Over time, however, 
  you learn to emulate bestial 
  traits to your advantage, 
  swimming like a fish or striking 
  with the claws of panther. Later, 
  you can summon groups of 
  animals and control them, and 
  empower yourself far beyond the 
  normal abilities of mortals. 
  Retaining control over your 
  instincts becomes challenging, 
  as the primal urges within you 
  grow stronger as your 
  connection to nature deepens.  
  In addition to the spells below, you learn the 
  warning roar* cantrip. You can use a vial of 
  antitoxin or the emblem type of divine focus as a 
  spellcasting focus for your spells, but if you use an 
  emblem, it must feature a totemic symbol 
  representing an animal with which you feel an 
  affinity. 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
      
  Spells Learned
  Spells Learned
  Spells Learned
  Spells Learned    
  2222nd
  nd
  nd
  nd    
  animal friendship, beast bond** 
  3333rd
  rd
  rd
  rd    
  alter self, beast sense 
  5555th
  th
  th
  th    
  conjure animals, fly 
  7777th
  th
  th
  th    
  dominate beast 
  9999th
  th
  th
  th    
  commune with nature  
  11
  1111
  11th
  th
  th
  th    
  unleash instincts* 
  17
  17
  17
  17th
  th
  th
  th    
  shapechange 
  Mentalist Multiclassing 
  If you are using the optional multiclassing rules, you may 
  eventually gain psi points from another class. If you do, 
  the maximum number of psi points you can have at once 
  is equal to the total of the maximum psi points permitted 
  by each of your classes that grants them, added together. 
  Savant 
  You know things, and that’s it—but that is more 
  than enough. Unlike other metaphysicians, you 
  don’t claim to have any magical powers, your 
  understanding is that you are simply well-educated 
  and extremely practiced in certain techniques. Even 
  the most miraculous seeming feats you can perform 
  have a more mundane explanation, which you can 
  discuss at depth. You’re convinced that the magical 
  powers of wizards and the like have less mystical 
  
   
  45 
   
  explanations as well. You seek to understand those 
  phenomena, but your worldview does not allow for 
  the kinds of irrational superstitions others rely on to 
  explain phenomena such as spirits or the walking 
  dead. Logic, applied with rigor, can explain 
  anything. The universe is not an inexplicable game 
  played with dice by unknowable gods. It is a place of 
  deep yet comprehensible wonder, where some 
  creatures and forces are so great and powerful that 
  they currently seem beyond mortal ken. In time, 
  however, if enough knowledge is collected, analyzed, 
  and understood, the scientific method will yield 
  understanding of everything. You do your part to 
  bring that future closer. 
  You love a challenge, and no challenge engages your 
  faculties more than unraveling what others don’t 
  want you to know. The combination of your 
  deductive reasoning, encyclopedic education, and 
  ability to improve the efficiency of your body with 
  your powerful mind make you more than a mere 
  investigator or detective. You have an uncanny 
  ability to read people and situations, allowing you to 
  predict your opponent’s moves before they happen, 
  uncover complex conspiracies with a bare handful of 
  clues, and act with preternatural quickness before 
  anyone else realizes what has happened. 
  Most who see you believe your extraordinary 
  capabilities to be magic. You know that even your 
  most miraculous leaps of intuition or uncanny feats 
  of prediction are merely byproducts of a level of 
  education, intuition, and self-discipline any person 
  of intelligence could achieve—you’re sure magic has 
  nothing to do with it! 
  Due to the loss of spell slots that is a consequence of 
  choosing this archetype, you gain an extra archetype 
  feature at 11th level, as well as the levels at which 
  other Metaphysician archetypes gain a feature. 
  Deep Proficiency 
  When you choose this archetype at 2nd level, you 
  gain a deep level of mastery in certain skilled 
  pursuits. You gain proficiency with two tool or 
  vehicle types of your choice (you could choose 
  thieves’ tools and water vehicles, disguise kits and 
  calligrapher’s supplies, etc.) In addition, you choose 
  one of the following Deep Proficiency options: 
  • 
  Cautious. You gain proficiency with medium and 
  heavy armor. When wearing medium or heavy armor, 
  you gain +1 to AC. 
  • 
  Cerebral. You gain proficiency in one Intelligence-
  based skill, and you can add half your proficiency 
  bonus, rounded down, to any Intelligence check you 
  make, whether it already includes your normal 
  proficiency bonus or not. 
  • 
  Influential. You gain proficiency in one Charisma-
  based skill, and you can add half your proficiency 
  bonus, rounded down, to any Charisma check you 
  make, whether it already includes your normal 
  proficiency bonus or not. 
  • 
  Intuitive. You gain proficiency in one Wisdom-based 
  skill, and you can add half your proficiency bonus, 
  rounded down, to any Wisdom check you make, 
  whether it already includes your normal proficiency 
  bonus or not. 
  • 
  Tactical. You gain proficiency with medium armor 
  and all martial weapons. Weapon attacks you make 
  outside of your own turn inflict +2 damage. 
  Genius Intellect 
  Beginning at 2nd level, your spell progression 
  changes from that shown on the metaphysician 
  table. When you choose this archetype, you do not 
  gain spell slots of 2nd level or higher from your 
  metaphysician class. Instead, you receive intellect 
  dice, special dice you use to perform prodigious acts 
  that mark your genius. As you grow in your 
  metaphysician class, you gain different numbers of 
  dice, which can be of various types (d6’s, d8, d10’s, 
  d12’s). The various dice you gain are shown in the 
  Intellect Dice per Day table, below. 
  Intellect Dice per Day 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Metaphysician 
  Level
  Level
  Level
  Level    
  ----Intellect
  Intellect
  Intellect
  Intellect    Dice
  Dice
  Dice
  Dice----    
  d6's
  d6's
  d6's
  d6's    
  d8's
  d8's
  d8's
  d8's    
  d10's
  d10's
  d10's
  d10's    
  d12
  d12
  d12
  d12's's's's    
  2222nd
  nd
  nd
  nd        
  1d6 
  - 
  - 
  - 
  3333rd
  rd
  rd
  rd        
  2d6 
  - 
  - 
  - 
  4444th
  th
  th
  th        
  3d6 
  - 
  - 
  - 
  5555th
  th
  th
  th    
  3d6 
  1d8 
  - 
  - 
  6666th
  th
  th
  th    
  3d6 
  2d8 
  - 
  - 
  7777th
  th
  th
  th    
  3d6 
  3d8 
  1d10 
  - 
  8888th
  th
  th
  th    
  3d6 
  3d8 
  2d10 
  - 
  9999th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  1d12 
  10
  10
  10
  10th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  11
  1111
  11th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  12
  12
  12
  12th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  13
  13
  13
  13th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  14
  14
  14
  14th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  15
  1515
  15th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  16
  16
  16
  16th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  17
  17
  17
  17th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  18
  18
  18
  18th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  2d12 
  19
  19
  19
  19th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  3d12 
  20
  20
  20
  20th
  th
  th
  th    
  3d6 
  3d8 
  3d10 
  3d12 
  You can use these intellect dice for a variety of 
  exploits, stunning demonstrations of your mental 
  discipline. Exploits are listed at the end of this 
  archetype. If an exploit requires a saving throw, it 
  uses your metaphysician spellcasting save DC. You 
  
   
  46 
   
  can never spend more than one intellect die during 
  the same turn. 
  You regain all expended intellect dice whenever you 
  finish a long rest. 
  In addition, you are able to use a magnifying glass 
  as a spellcasting focus for your metaphysician 
  spells. 
  Narrowly Focused Spells 
  At 2nd level, you focus on certain talents that are 
  effectively spells, but which you know are merely 
  demonstrations of mental discipline. You learn the 
  dread mercy*, predictive focus* and psychic shield* 
  spells, as well as the adept skill* and vicious mockery 
  cantrips.  
  From now on, whenever you learn a new spell per 
  the Spells Known column of the Metaphysician 
  table, it can never be a spell of 2nd level or higher.  
  Spells gained from other sources (such as class 
  features, racial traits, of the features of this 
  archetype) are not affected by this feature. 
  Starting at 4th level, whenever you inflict psychic 
  damage on a creature with a cantrip, that damage is 
  increased by your Intelligence modifier. 
  Martial Determination 
  At 6th level, focused meditation and an increased 
  level of martial training make you a more resilient 
  combatant, capable of acting and reacting with 
  preternatural speed. Your hit point maximum 
  increases by 6, and increases by 1 again whenever 
  you gain a level in this class. In addition, you can  
  take a bonus action on each of your turns in 
  combat. This bonus action can be used only to take 
  the Disengage action, to cast the vicious mockery 
  cantrip, or to make a Dexterity (Sleight of Hand), 
  Intelligence (Investigation), or Wisdom (Perception or 
  Insight) check. 
  Sleuth’s Insight 
  Starting at 6th level, if you spend at least 1 minute 
  observing or interacting with another creature 
  outside combat, you can learn certain information 
  about its capabilities compared to your own. The DM 
  tells you if the creature is your equal, superior, or 
  inferior in regard to two of the following 
  characteristics of your choice: 
  • 
  An ability score of your choice 
  • 
  Armor Class 
  • 
  Current hit points 
  • 
  Total class levels (if any) 
  • 
  Levels in a particular class (if any) 
  At the DM’s option, you might also realize you know 
  a piece of the creature’s history or one of its 
  personality traits, if it has any. 
  When you use this ability on a creature, you can 
  also cast predictive focus* on it without any 
  components and without using a spell slot. Once 
  you cast predictive focus* on a creature without 
  using a spell slot in this way, you cannot do so again 
  until you finish a short or long rest. 
  If you wish to use this ability more quickly, or in 
  combat, you may do so as an action without the 
  minute of interaction, but must succeed on a 
  Wisdom (Insight) check opposed by the target’s 
  Charisma (Deception) check as part of that action. 
  You gain advantage on the roll if the creature is 
  currently Friendly towards you. If you fail, this 
  creature is immune to your analyzing gaze feature 
  for 1 minute. 
  If a creature you have used this ability on within the 
  last hour is the target of your predictive focus* spell, 
  you roll 1d12 for your bonus damage from that spell 
  against the creature, instead of a d6. 
  Unequalled Insight 
  At 11th level, the uncanny unity of body, mind, and 
  senses granted by your unparalleled self-discupline 
  grant you extraordinary powers most would consider 
  magic, but which you know to be extraordinary feats 
  of mental clarity. Once per day, you can cast true 
  seeing (on yourself only) without spending a spell 
  slot. You must finish a long rest before you can do 
  so again. At higher levels, you gain more 
  metaphysician spells of your choice that can be cast 
  in this way, as follows: 
  • 
  At 13th level, once per day, you can cast regenerate 
  (on yourself only) without spending a spell slot. 
  • 
  At 15th level, once per day, you can cast glibness 
  without spending a spell slot. 
  • 
  At 17th level, once per day, you can cast foresight (on 
  yourself only) without spending a spell slot. 
  You regain all uses of your unequalled insight spells 
  whenever you finish a long rest. 
  First Blow 
  Beginning at 14th level, your preternaturally quick 
  mind gives you a crucial edge when a fight begins. If 
  you make an unarmed strike against a creature who 
  has not yet acted in the combat, you can roll a d6 in 
  place of your normal unarmed strike normal 
  damage, and you can use Intelligence instead of 
  Strength for the attack and damage rolls. If the 
  unarmed strike hits, the target must succeed on a 
  Dexterity saving throw against your metaphysician 
  spell DC or be knocked prone. 
  Unexpected Response 
  At 14th level, you are always one step ahead of 
  danger. When you roll initiative, before anyone else 
  can act, you can immediately take an extra turn. 
  
   
  47 
   
  During this turn, you can only take one action, and 
  you can only use it in certain ways.  You can take 
  the Dash or Hide action, make an unarmed strike, 
  or take any one of the bonus actions permitted by 
  your Insightful Action feature.  
  If more than one creature in an encounter has a 
  feature that allows them to take an extra turn before 
  anyone else can act, then all creatures with such 
  abilities act first, in order of initiative, then the 
  regular initiative order begins.  
  If you would normally be surprised at the start of an 
  encounter, you are not surprised, but you do not 
  gain this extra turn. 
  Foreseen Possibility 
  At 18th level, your ability to predict events and 
  actions around you is psychically infallible and 
  practically omniscient, allowing you to predict your 
  near future like moves on a chessboard and change 
  your own choices in response. Once per day, at the 
  end of your turn, before anyone else acts in the 
  combat, you can announce that what just happened 
  during your turn was not what actually occurred, 
  but was simply your character visualizing what 
  might happen and psychically sharing that 
  information with their comrades. At that point, 
  everything that has happened since the beginning of 
  your turn—including dice rolls, any damage inflicted 
  or healed, movement, conversation, spellcasting, 
  even death and the passage of time itself—is 
  undone, because in the world of the game, it never 
  actually happened. That turn never took place at all. 
  You then immediately take your turn again, making 
  new choices or similar ones as you wish, with 
  entirely new actions, responses, dice rolls, effects, 
  and outcomes. In game terms, you have effectively 
  taken a “mulligan” on that turn, ignoring what 
  occurred and playing it over again. You must use 
  the results of the re-played turn, even if at the end 
  of it you realize you prefer the previous version. 
  Every player character that had perceived your 
  original turn in-game still remembers what might 
  have been, because they are also magically aware of 
  what would have happened if that turn had actually 
  taken place. In order to make such an accurate 
  prediction, your character had to psychically reflect 
  his own observations to and from his allies’ minds 
  as well as his own. Non-player characters, however, 
  do not know what the turn that never happened was 
  like, unless they are Friendly towards you and you 
  choose for them to have seen it. 
  Once you use this feature, you cannot use it again 
  until you finish a long rest. 
   
  Exploits 
  The exploits available to this archetype are described 
  below, in alphabetical order. 
  Alchemical Salve. You can use this exploit to create 
  special alchemical salves that have healing power 
  comparable to some potions. You can spend 10 minutes 
  (which can be part of a short rest) making these salves by 
  gathering and mixing ingredients. At the end of those 10 
  minutes, you may expend a number of your intellect dice 
  equal to or less than your Intelligence modifier. Each 
  intellect die spent creates a separate alchemical salve, 
  which heals an amount of damage dependent on the 
  intellect die spent, as follows: 
  Alchemical Salve Healing 
  These alchemical salves cannot be applied effectively by 
  anyone but you. As an action, you can apply one of your 
  alchemical salves to yourself or a creature within 5 feet of 
  you. The creature to which you apply the salve instantly 
  regains hit points equal to the healing value shown on 
  table above. Your alchemical salves lose potency within a 
  day or so. The next time you finish a long rest, all 
  alchemical salves you have created lose all healing 
  properties, becoming a tingly unguent with no exceptional 
  healing properties (though it can ease muscle pain). 
  Reusing expired salve halves the time required the next 
  time you create a batch. 
  When you reach 5th level in your metaphysician class, 
  alchemical salves you create with this exploit confer 
  additional healing equal to twice your Intelligence 
  modifier. 
  Battlefield Geometry. You can expend a intellect die as a 
  bonus action during your turn to move up to half your 
  walking speed. When you expend a intellect die for this 
  exploit, until the end of your turn you add half the result 
  of your intellect die roll to your AC (rounded down to a 
  minimum of 1) and do not expend extra movement when 
  moving over difficult terrain. Once you use this exploit 
  twice, you must finish a short or long rest before you can 
  use it again. 
  When you reach 7th level in your metaphysician class, 
  you add the full roll of your intellect die to your AC until 
  the end of your turn, instead of half. When you reach 11th 
  level in your metaphysician class, you can use this exploit 
  to move up to your full walking speed, instead of half. 
  Brew Acid and Alchemist’s Fire. If you are proficient 
  with alchemist’s supplies, you can use them make special 
  temporary versions of alchemist fire or basic acid for your 
  own use. You can spend 10 minutes brewing these 
  alchemical concoctions (which can be part of a short rest). 
  At the end of those 10 minutes, you may expend a number 
  of your intellect dice equal to or less than your Intelligence 
  modifier. Each intellect die spent creates a separate 
  canister of improvised acid or alchemist’s fire like those 
  Intellect Die Spent
  Intellect Die Spent
  Intellect Die Spent
  Intellect Die Spent    
  Healing Value
  Healing Value
  Healing Value
  Healing Value    
  1d6 
  2d6 
  1d8 
  3d8 
  1d10 
  3d10 
  1d12 
  4d12 
  
   
  48 
   
  described under Adventuring Gear in the core rules. 
  Instead of inflicting the normal damage, however, each 
  canister inflicts damage based on the intellect die spent, 
  as follows: 
  Brewed Acid/Alchemist’s Fire Damage 
   Otherwise, the acid works as normal, but the alchemist’s 
  fire works slightly differently.  
  When a creature is struck by your improvised alchemist’s 
  fire, it immediately makes a Dexterity saving throw against 
  the effect. The DC for this first Dexterity save is your 
  metaphysician spellcasting DC rather than the normal 
  alchemist’s fire save DC. On a successful saving throw, 
  the creature takes half the fire damage both for this round 
  and any subsequent round in which it takes fire damage. 
  On a failure, it takes the full damage. Either way, it takes 
  this damage when struck as well as at the beginning of its 
  next turn. If  a creature succeeds on its initial saving 
  throw, it has advantage on its subsequent Dexterity saves 
  to extinguish the flames from this effect. 
  The improvised acid and alchemist’s fire you create lose 
  potency within a day or so. The next time you finish a long 
  rest, they become an inert and useless gelatinous liquid. 
  Reusing this expired alchemical concoction halves the 
  time required the next time you create a batch of acid or 
  alchemist’s fire. 
  When you reach 4th level in your metaphysician class, 
  you can throw acid or alchemist’s fire created with this 
  ability up to 50 feet instead of 20 feet. Once during your 
  turn, you may do so as if throwing a weapon with which 
  you are proficient, rather than an improvised weapon. 
  When you reach 5th level in your metaphysician class, 
  when you throw acid or alchemist’s fire prepared with this 
  exploit, once during your turn you can quickly add an 
  additional ingredient that gives the acid or alchemist’s fire 
  different properties, as follows: 
  • 
  Spraying Acid. This acid reacts when it consumes 
  flesh or other substances, spraying acidic droplets 
  and caustic vapor in directions you can precalculate. 
  When you make your ranged attack roll, choose up to 
  three other creatures within 10 feet of the target. You 
  may make this ranged attack roll using your 
  Intelligence modifier in place of your Strength of 
  Dexterity modifier if you choose. If the attack hits, any 
  of the other three creatures you chose whose Armor 
  Class would’ve been struck by that attack roll also 
  take the acid damage. When you reach 11th level in 
  your metaphysician class, you may choose up to four 
  extra creatures instead of three, so long as all are 
  within 10 feet of your target; when you reach 17th 
  level in this class, you choose as many as five. 
  • 
  Explosive Alchemist’s Fire. This alchemist’s fire 
  explodes almost immediately after you add the extra 
  ingredient. Instead of making an attack roll, you 
  choose a point within 75 feet of you. Each creature 
  • 
  in a 20-foot-radius sphere eentered on that point 
  must make a Dexterity saving throw against your 
  metaphysician spell save DC. A target that succeeds 
  on its saving throw takes the normal damage for 
  alchemist’s fire you create with this exploit; targets 
  that fail their saves take double damage. The fire 
  spreads around eorners. It ignites flammable objeets 
  in the area that aren't being worn or earried. 
  Clockworks. If you are proficient with tinker’s tools, you 
  can expend one intellect die to use them to make a single 
  use of the rock gnome’s Tinker racial ability, spending 1 
  hour and 10 gp of materials to create one Tiny clockwork 
  device. You may add the number rolled on your Intellect 
  die to the clockwork devices’s base Armor Class of 5. You 
  can only have three clockwork devices at once, which all 
  work as per the Tinker ability description. If you already 
  possess the Tinker ability (probably from being a rock 
  gnome), you gain an additional bonus when you use this 
  exploit: you may add the number rolled on your Intellect 
  die to the clockwork devices’s base 1 hp, as well as to its 
  base Armor Class.  
  Discern Vulnerability. When you make a weapon attack, 
  you can expend one intellect die to inflict extra damage if 
  the attack hits. You must choose to do this before you 
  make the attack roll. You choose whether the extra 
  damage is psychic damage or damage of the same type as 
  the weapon. The extra damage inflicted is determined by 
  the size of the intellect die you spend, as follows: d6 = 4d6 
  extra damage, d8 = 4d8 extra damage, d10 = 4d10 extra 
  damage, d12 = 4d12 extra damage. 
  Mnemonic Fortification. Whenever you use a spell slot to 
  cast a spell of 1st level, you can spend a intellect die to 
  recover that spell slot, as if it had never been used. In 
  addition, whenever a spell you cast with this exploit has 
  an enhanced effect when cast with a higher level spell slot 
  (as frightful strike* does), you cast it at a higher level if you 
  use an intellect die of a certain type, as follows: d6 = 2nd 
  level spell slot, d8 = 3rd level spell slot, d10 = 4th level 
  spell slot, d12 = 5th level spell slot. Wheneve you expend a 
  intellect die for this exploit, you also gain temporary hit 
  points equal to your intellect die roll. 
  As you gain higher levels, you can use intellect dice to cast 
  certain spells of higher level as well, but the types of 
  intellect dice you can use in this way are limited, as 
  follows:  
  • 
  At 3rd level, you can spend an intellect die as an 
  action to cast the calm emotions spell or the detect 
  thoughts spell as an exploit. 
  • 
  At 5th level, as an action, you can spend a d8, d10, or 
  d12 intellect die to cast the haste spell as an exploit, 
  or to cast the read object* spell (using its usual 
  casting time of 10 minutes). 
  • 
  At 7th level, you can spend a d10 or d12 intellect die 
  as an exploit to cast the premonitory vision* spell as a 
  reaction or the prescient sense* spell as an action. 
  • 
  At 9th level, you can spend a d12 intellect die as an 
  action to cast the dominate person as an exploit, or to 
  Intellect Die Spent
  Intellect Die Spent
  Intellect Die Spent
  Intellect Die Spent    
  Improvised 
  Improvised 
  Improvised 
  Improvised 
  Acid Damage
  Acid Damage
  Acid Damage
  Acid Damage    
  Improvised 
  Improvised 
  Improvised 
  Improvised 
  Alchemist’s
  Alchemist’s
  Alchemist’s
  Alchemist’s    
  Fire Damage
  Fire Damage
  Fire Damage
  Fire Damage    
  1d6 
  4d6 
  2d6 
  1d8 
  4d8 
  3d8 
  1d10 
  4d10 
  3d10 
  1d12 
  4d12 
  4d12 
  
   
  49 
   
  cast the legend lore spell (using its usual casting time 
  of 10 minutes). 
  If any of the above listed spells are rituals, you can cast 
  them as rituals normally, without having to spend an 
  intellect die, just as any other spellcaster would. 
  Read Evidence. While you are or a companion are 
  tracking or about to begin tracking one or more other 
  creatures, you can spend an Intellect die as an action to 
  touch an imprint or mark left on your environment by the 
  touch of one of the creatures and sense information about 
  them. When you do so, you get an image of that creature’s 
  appearance, its relative size, whether it was traveling 
  alone, and a sense of its emotional state, as if you had 
  used the read object* spell on an object it had touched. 
  For the next 10 minutes, you add your Intellect die roll to 
  all Wisdom checks you make to find that creature or gain 
  insight into its motivations. 
  Tactical Insight. By imparting advice or instruction to an 
  ally, you allow them to move and make an extra attack. 
  When you take the Attack action on your turn, you can 
  forgo one of your attacks and use a bonus action to direct 
  one of your companions to strike, When you do so, choose 
  a friendly creature 
  who can see or hear you and expend one intellect die, That 
  creature can immediately use its reaction to make one 
  weapon attack, adding the intellect die to the attack's 
  damage roll. You choose whether the extra damage is 
  psychic damage or damage 
  of the same 
  type as the 
  weapon. 
  The 
  creature 
  can also 
  move up 
  to half its 
  walking speed 
  as part of the 
  same reaction. 
  When you 
  reach 7th 
  level in 
  your 
  metaphysician class, when you use this exploit, the ally 
  may move up its full walking speed as part of its reaction, 
  instead of half. When you reach 11th level, you add your 
  Intelligence modifier to the extra damage. When you reach 
  17th level, all extra damage from this exploit is doubled. 
  The Challenge of the Savant 
  If you choose to play a metaphysician with the Savant 
  archetype, you get to play a kind of character often 
  depicted and fantasy and historical fiction: the intellectual 
  hero of reason, often skeptical of superstition (and magic) 
  but trusting absolutely in knowledge and education. This 
  type of protagonist or ally includes types as diverse as 
  George R.R. Martin’s Maesters of the Citadel, Vizzini and 
  Miracle Max in The Princess Bride, Leonard of Quirm in 
  Terry Pratchett’s Discworld series (paralleled by his 
  Roundword counterpart, Leonardo da Vinci), the 
  Craftmasons in the role-playing game Mage: The Sorcerer’s 
  Crusade, Cid in the Final Fantasy video game series, and 
  many assorted alchemists, steampunk inventors, and 
  others. The main examples in D&D come from the 
  Dragonlance setting, including gnome inventors like 
  Gnimsh and the Ascetics who serve Astinus the Historian,  
  From sleuths like Sherlock Holmes to mad scientists like 
  Victor Frankenstein (and his Ravenloft equivalent Victor 
  Mordenheim), this archetype is part of a rich tradition. 
  However, it is also comes with a challenge. Unlike other 
  metaphysicians, savants do not learn spells above 1st 
  level, but in terms of the rules, they do still cast “spells” of 
  1st level or lower. It’s up to you whether your character 
  believes they don’t use magic but actually does (and 
  thereby must have a nonmagical explanation for every 
  spell they do cast), or if your cantrips and 1st-level spells 
  only appear to be magic to the superstitious, and are in 
  fact merely astounding feats of physical training and 
  mental discipline. Whatever the case, you need a logical 
  rationale for any spels you do cast,  Some are more easily 
  explained than others: the adept skill cantrip is just you 
  displaying the concentration and personal genius that let 
  you achieve superior results, The jump spell represents 
  your amazing athletic ability, charm person is merely 
  leveraging your studies of human nature, psychic shield is 
  just your personal force of will, etc. Others are harder to 
  explain—perhaps you describe your character as hurling 
  some tiny alchemical object as part of casting the 
  thunderclap cantrip, or hypnotizing an opponent with a 
  swinging pocketwatch before they believe your silent 
  image. This added level of creativity is part of the fun, but 
  it’s also a bit of extra effort, so when choosing this 
  archetype—and choosing the limited number of spells you 
  learn from it—make sure flexing those extra imaginative 
  muscles is part of the experience you want in play. 
   
   
   
  
   
  50 
   
  Races 
  New Human Variant: 
  Human (Vistani Mystic) 
  It seems your people have always dwelt in the 
  Domains of Dread, though most tales say your 
  sojourn in this benighted realm began when your 
  ancestors’ pact with the Barovian nobleman called 
  von Zarovich became an agreement with the Dark 
  Powers. When traveling in large family groups, this 
  ancient pact even allows you to travel through the 
  mists, ranging between domains despite the will of 
  the Dark Lords. You are of the Vistani, perhaps the 
  first inhabitants of these troubled lands. 
  The traditions, humor, and language of the Vistani 
  (singular Vistana) are dark and mysterious to 
  outsiders. Your kin often speak in long flowing 
  riddles to those they do not trust, wrapping crucial 
  truths in useless information and telling tales of 
  your ancestors that are almost certainly untrue. 
  Among family and allies, however, it is clear that you 
  are a most serious people, who thrive in a haunted 
  land that demands deep wisdom and constant 
  vigilance. 
  Though quick to act when your lives or traditions 
  are threatened, your people seek to avoid violence of 
  any kind. They work strenuously to avoid dark 
  sorcery and other similar forces. 
  There are many stereotypes of the Vistani, and some 
  of them are ones they cultivate themselves, or at 
  least capitalize on to retain an intimidating 
  mystique. This is out of necessity, since their lack of 
  a homeland in the Domains of Dread makes them 
  vulnerable, but in other ways, in this realm ruled by 
  inhuman horrors, they are safer than those cower 
  behind stone walls. Still, the same myths also make 
  them a target for those who see the Vistani as 
  thieves, entertainers, and fortune-tellers with funny 
  accents.  
  In truth, many character classes are common 
  among their people. A spellcasting Vistana is as 
  likely to be druid or a wizard as a bard or a sorcerer. 
  Rangers and fighters are as common as rogues. Still, 
  the many powerful bloodlines intertwined with the 
  ancestries of Vistani families and tasques do make 
  the sorcerer’s arcane birthright more common 
  among their ethnicity than that of other humans. 
  However, their gender identity strongly affects this 
  path as well (see the Vistani Sorcerers sidebar). 
  Physically, Vistani are just like any other human, 
  but some have training in mystical traditions unique 
  to your culture. The variant below is for those raised 
  with such training.  
  To make a Vistana, apply either normal human 
  statistics or this variant, which uses the optional 
  Feat rule from chapter 6 of the Player’s Handbook, 
  Human (Vistani Mystic) Traits 
  All of these traits replace the Ability Score Increase 
  trait of the normal human. 
  Ability Score Increase. Choose two different 
  ability scores, and increase each of them by 1. 
  Bonus Feat. Select a feat of your choice, and gain 
  that feat at 1st level. 
  Bonus Language. You can speak, read, and write 
  Common, Patterna (the Vistani tongue) and one 
  additional language of your choice.  
  Lesser Evil Eye. You learn the blood curse* 
  cantrip. 
  Vigilant Mind. When you make a Wisdom save 
  against an effect that would charm or frighten you, 
  you can use your reaction to roll with advantage. 
  Vistani Sorcerers 
  Strong cultural factors cause Vistani sorcerers to share 
  certain traits. They tend to favor divination and 
  enchantment spells, and they never identify themselves as 
  men, no matter how they were raised. When the rare male 
  Vistana shows sorcerous abilities, even as a child, 
  superstitious customs indicate it must be killed, though 
  sorcerers born physically male who choose to live as 
  women are spared this fate. The Vistani believe any male 
  sorcerer of their people who grows to maturity is fated to 
  become a Dukkar, a hated being of evil who will bring 
  great suffering to his people. 
  New Dwarf Subrace: 
  Crag Dwarf 
  In the histories of dwarves, there are often tales of 
  devastating events—delving too deep into some 
  infernal force, an invasion by a humanoid horde, a 
  realm-shattering cataclysm—that drive an entire 
  dwarven nation from their underground homeland 
  and onto the surface. Such is the instinct of dwarves 
  that they nearly always seek new homes beneath the 
  earth, even in the shallow tunnels beneath small 
  hills or human cities. But on some worlds—
  especially in the Domains of Dread—circumstances 
  have prevented some dwarves from finding such 
  sanctuary, but kept them confined to some desolate 
  or vulnerable region on the surface. In these cases, 
  they have survived only by learning to resist the 
  depredations of raiding humanoids and other 
  threats with defiant vigor. They developed razor-
  sharp instincts and fearsome tactics, allowing them 
  
   
  51 
   
  to both react and attack with a speed not often seen 
  in others of their race, becoming a new breed known 
  as crag dwarves. While they still look solidly built 
  and stout compared to most other races, dwarves of 
  hill and mountain who meet them find them lean 
  and weathered, with the hungry eyes of pack wolves 
  in winter and strange ways in battle. 
  Crag Dwarf Traits 
  The crag dwarf subrace has the normal dwarf traits, 
  plus the subrace traits below. 
  Ability Score Increase. Your Wisdom and 
  Dexterity scores increase by 1. 
  Cagey Defender. When you are surprised, you 
  can still take a single action or bonus action (but not 
  both) during the surprise round. You cannot move 
  unless you take an action that specifically allows 
  you to move (such as the Dash action). 
  Shocking Strategy. When you are within 5 feet of 
  an enemy, but no enemy within 5 feet of you has 
  taken a turn in the combat yet, you can take the 
  Disengage or Help action as a bonus action. 
  Stalwart. Whenever you make a saving throw to 
  avoid becoming frightened, you are considered 
  proficient, and add double your proficiency bonus to 
  the check, instead of your normal proficiency bonus. 
  New Elf Subrace: 
  Dusk Elf 
  Dusk elves are a cultural offshoot of the more 
  common subraces of elves, said to be blessed by the 
  moon with great stealth. They are more somber and 
  reserved than their wild cousins, and they tend to 
  dress in fashions closer to the norm of the realm 
  they live in. 
  At the dawn of creation, no difference between the 
  different kinds of elves existed, and no wickedness 
  sundered the drow from their light-dwelling kin. 
  They were one people, bound through common love 
  and life, and united by the eagerness and curiosity 
  for the natural world’s many wonders. All this ended 
  with the dreaded war between the elves that altered 
  the course of what would become high elves, wood 
  elves, and dark elves for all time. 
  Even as the elves rallied against their dark kin, 
  some chose no side. Instead, they sought escape 
  from the escalating violence and retreated to hidden 
  parts of the mortal world. The nobles who led the 
  sylvan armies against the dark host deemed those 
  who fled traitors, and the most powerful of elven 
  gods vowed vengeance against them for their 
  cowardice. One goddess, however, saw this flight as 
  obedience to her own tenets. This goddess is named 
  as Mother Night among the dusk elves of Barovia 
  and other Domains of Dread. In most worlds, she is 
  identified as the elven goddess Sehanine. This 
  goddess sheltered those who abstained from the war 
  as her chosen people, raising a veil to hide them 
  from anyone seeking retribution, while the drow 
  were driven into the Underdark. 
  The Magic of the Dusk Elves 
  During the war between the ancestors of the various 
  subraces of elves, it is said that some elves who remained 
  neutral sought increase magical powers to enforce peace 
  among the warring factions. Various reports give these 
  proto-dusk elves credit for inventing various forms of 
  magic, as well as for being the progenitors of various 
  magical species descended from elves. 
  The most popular of these rumors says that certain dusk 
  elves were the first warlocks, at first pacting with great 
  powers of the Feywild, but later experimenting with 
  demonic influences as well. It is unclear how these rumors 
  might relate to tales of ancient tieflings forging the first 
  warlock pacts with their fiendish kin.  
  What can be confirmed is that dusk elf spellcasters can 
  reach heights of power just as dizzying as those attained 
  by high elf wizards, and that there are many warlocks 
  among them as well. It is also known that they were the 
  first to practice the Pact of the Gloom (detailed in the 
  Warlock section of the Classes chapter), and that dusk elf 
  illusionists and necromancers collaborated to establish 
  the study of shadow magic (sometimes called 
  “nethermancy”) as its own occult tradition. 
  Dusk Elf Feats  
  While the base dusk elf is, mechanically, identical to your 
  choice of another of the elf subraces (usually wood elf, or 
  sometimes high elf), adventuring dusk elves learn to focus 
  the unique blessings of their patron goddess in more 
  potent ways. They combine the magic that helps hide 
  them from the world with the training in stealth all dusk 
  elves receive to frustrate and confuse their enemies. For 
  player characters, the Dusk Elf Stealth feat is a good way 
  to express the traits that differentiate them from their kin. 
  In addition, the Shadow Sentinel feat (available to all races 
  with an appropriate background, but especially suited to 
  the dusk elf) is perfect for members of the gloaming 
  guardians. Finally, the Dusksinger feat (described below) 
  allows dusk elf warlocks to use a variant of the elven 
  martial and magical art known as Bladesong (as described 
  in the Sword Coast Adventurer’s Guide). These feats are all 
  described in the Optional Feats chapter. 
  Over the intervening generations, these elves lived in 
  secret, forbidden from returning to their homelands 
  and afraid to range too far from their hidden 
  redoubts. Only after the ancient wars and their part 
  in them began to fade did such elves venture farther 
  afield. Elven memory is long indeed, and some bear 
  the lost tribe, now called dusk elves, ill will, but 
  
   
  52 
   
  many find ways to look beyond the ancient offense 
  and take these people for who they now are. 
  Physically, dusk elves are a slight folk, nearly 
  identical to their elf counterparts. They tend to be 
  thinner and taller than most other elf subraces. 
  Most are very dark-skinned, with complexions 
  ranging from a dark brown to a golden tan, 
  complimented by lustrous black, auburn, or 
  silverish hair. Their variety of eye colors includes 
  any color that might be seen in a drow, wood elf, or 
  high elf, but most have brown or dark purple eyes. 
  Where they differ is mostly in their choice of apparel, 
  as they favor subdued colors and practical, 
  unadorned garb. These types tend to share the basic 
  traits of their high elf and wood elf kin, but where 
  those elves are free-spirited and mercurial, dusk 
  elves are furtive, haunted, and suspicious.  
  In a few communities, generally descended from 
  elves who hid in refuges partially underground or 
  near cave-riddled mountains, some dusk elves have 
  abilities closer to those of the drow. Members of this 
  small minority often differ in appearance from dusk 
  elves elsewhere, with skin pale as moonlight. 
  Dusk Elf Beliefs 
  The goddess who granted them succor remains the most 
  powerful religious presence among the dusk elves, and 
  many exclude other gods on holy days. In the Shadowfell 
  and the Domains of Dread, that goddess is named as 
  Mother Night. In worlds beyond, such as the Forgotten 
  Realms, this goddess is most often known as Sehanine 
  Moonbow. In lands where Sehanine is not worshipped, she 
  is identified with goddesses of the moon and/or hunt, 
  such as Artemis. A central tenet of this faith is the notion 
  of the night as a source of refuge and recovery, rather 
  than a feared unknown. This ethos directly opposes gods 
  of thievery and murder (such as Mask, Bhaal, or Set), 
  whose worshippers tend to see the night as a cover for 
  victimizing others.  
  Other faiths abide among the dusk elves as well. They 
  have no disdain for gods of light, for example, and dusk 
  elves in Barovia often pay homage to the Morninglord. In 
  the Realms, they also venerate the good-aligned drow 
  goddess Ellistraee, who represents the redemption of dark 
  elves that their ancestors always believed was possible. 
  However, the worship of those elven gods who swore 
  vengeance on the dusk elves—such as Corellon Larethian 
  in the Realms—is forbidden in most of their communities, 
  and those who maintain these faiths must do so in secret, 
  lest they face exile and ostracism. In some dusk elf 
  settlements, rumors persist about cults worshipping Lolth. 
  Dusk elves restrict their emotions to a narrow range, 
  showing little joy and less grief. For all their 
  disinclination for emotional displays, dusk elves are 
  a people of deep feeling. When alone or among a 
  trusted few, they give in to their happiness and 
  sorrow with surprising intensity. 
  Dusk elves value their privacy and guard their lands 
  from trespassers. The dusk elves who protect their 
  communities from trespass are a select group of 
  deadly sentries, known as the gloaming guardians. 
  They protect the routes into their communities, and 
  if they encounter intruders, they use their stealthy 
  talents to trick or frighten interlopers away. Failing 
  that, the guardians use their considerable martial 
  prowess to pick such trespassers off one at a time, 
  until they realize their error and return from whence 
  they came. Gloaming guardians are sometimes the 
  only dusk elves who meet other peoples.  
  During private moments, dusk elves reflect on their 
  nature, their people’s history, and the plans their 
  patron goddess has for them. They see the natural 
  world as a prison, albeit a beautiful one, and pine f  
  or the fabulous cities of the high elves and verdant 
  fey lands of the wood elves.  
  Those who shrug off the accustomed melancholy of 
  their people sometimes leave their hidden 
  communities to see what the world has to offer. 
  Adventuring is a common pastime for these bold 
  souls, and they prove constant, though detached, 
  comrades. They show little of the joy shared by other 
  elves. However, dusk elves are sensitive about their 
  reputations and might go over-board to prove their 
  loyalty. Those who return from sojourns abroad 
  have founded factions pushing for reconciliation 
  with high elves and wood elves. They face strong 
  opposition, but a few communities have been 
  successful in establishing talks with their estranged 
  kin. 
  Dusk Elf Traits 
  A dusk elf has the traits of another elven subrace, 
  sharing close kinship with the other breeds of elves. 
  The overwhelming majority have the traits of a wood 
  elf, sometimes of a high elf; those rare dusk elves 
  who share the qualities of a drow (including their 
  sensitivity to sunlight) are seldom seen outside their 
  communities, and playing one requires special DM 
  permission.  
  
   
  53 
   
  Dusk Elves of Ravenloft 
  At some point after the Strahd von Zarovich became a 
  vampire, groups of dusk elves migrated to Barovia, and 
  later other Domains of Dread. Elves of other kinds are 
  much rarer in these benighted lands than in other worlds, 
  which has slightly altered dusk elf culture here. They are 
  still appropriately suspicious and fearful for dwelling in 
  such haunted places, but the fact of their existence is not 
  a total secret, though their racial enclaves are still 
  guarded with deadly secrecy.  
  Dusk elves trapped in the Land of Mists feel a sense of 
  kinship with local humans, whose frightened paranoia 
  mirrors their own.  
  In fact, such dusk elf colonies will even engage in trade 
  with humans living in the same Domain of Dread. 
  Residents of such dusk elf communities are much more 
  likely to venture out to see other lands. Human 
  settlements in some domains, however, practice evil 
  traditions openly, and in such places, dusk elves are just 
  as secretive as usual.  
  Barovian Dusk Elves 
  The dusk elves of Barovia suffered a cruel fate, even before 
  that realm was drawn into the Domains of Dread by the 
  Mists. Once, the dusk elves had a sizable and well-
  populated refuge in the Svalich Woods near Lake Zarovich. 
  One of their own nobles, a black-hearted dusk elf named 
  Rahadin, refused to recognize the authority of a higher 
  ranking noble. His disobedience toards that prince was so 
  ruthless and disrespectful that Rahadin was banished. 
  Later, during the rule of the King Barov—Strahd’s father—
  the dusk elves declined to pay fealty to that human 
  monarch.  
  The traitorous Rahadin helped Barov conquer and nearly 
  exterminate the dusk elves of the Svalich kingdom. The 
  royal family who had exiled Rahadin were murdered down 
  to the last distant cousin, leaving no heirs, and the others 
  were hunted down like animals. On the verge of being 
  annihilated, the few survivors surrendered. Barov left 
  those who weren’t subjugated to the mercy of the Vistani, 
  who took in many. Yet worse was yet to come. 
  Years later, Barov’s son, Strahd von Zarovich, fought a 
  great war to purge his enemies from Barovia. Rahadin had 
  been adopted by the king for his service, and now he 
  served Strahd loyally as his brother and lord. After Strahd 
  succeeded his father as ruler of Barovia, the dusk elf 
  traitor helped build Castle Ravenloft, and Strahd made 
  Rahadin his chamberlain. 
  A dusk elven archmage named Patrina, who had studied 
  spellcasting alongside her brother Kasimir before 
  advancing far beyond him and mastering the blackest of 
  arcane arts, felt a great bond with Strahd. Even the 
  knowledge that his father had slaughtered nearly all of her 
  kin did not dissuade here. She taught the human noble 
  much of necromancy and other occult secrets before 
  Strahd fell in love with another, allowing the jealous and 
  hateful Rahadin to drive Patrina from his lord’s presence. 
  When the Mists claimed Barovia, Patrina was living in 
  Vallaki with her brother among the Vistani once more. As 
  she soon as she discovered Strahd was cursed with 
  vampirism, and that the woman he had loved was no 
  more, she went to him at once in the hopes of winning his 
  love and sharing his power. She asked to be bound to him 
  forever in marriage. Drawn once more to her knowledge 
  and arcane might, Strahd consented, but before he could 
  make her his bride, her brother and their other kin heard 
  of this foul betrothal. 
  Whether it was an act of mercy to keep her from the curse 
  of undeath, or a monstrous atrocity to keep her from 
  becoming the concubine of their hated oppressor, 
  Patrina’s brother led his fellow dusk elves in stoning her to 
  death. Strahd immediately demanded Patrina’s body, and 
  got it, burying her in the catacombs of Castle Ravenloft. 
  Then he sent Rahadin to punish the dusk elves. 
  Rahadin didn’t have them all killed. His wicked loathing of 
  his own people and loyalty to his master drove him to a 
  horrific form of poetic justice. Since males of his race had 
  deprived Rahadin’s lord of a bride, he ensured they could 
  never marry among their own people. Rahadin slew every 
  female dusk elf in Barovia.  
  Playing a Barovian Dusk Elf 
  Dusk elves native to Barovia all share the traits of wood 
  elves. They cannot be female without the special 
  permission of the DM. Aside from Rahadin, who is dusky-
  skinned but still pale for a dusk elf, all those survivors 
  who remain in the domain of Barovia have the dark skin 
  and hair common to most of their people. 
   
   
  
   
  54 
   
  Optional Feats 
  These feats supplement those found in the normal 
  D&D rules, but like all feats, they are an optional 
  rule, and the DM will specify whether feats are being 
  used in their campaign. 
  Blood Bound 
  Prerequisites: Proficient with the Deception and 
  Stealth skills 
  You have partaken of a mysterious secret that 
  grants you long life, and which may one day grant 
  you immortality. You do not know the true nature of 
  the ritual that gave you your gifts, only that it 
  involved drinking blood. In exchange for this 
  unmatched generosity, you serve the master who 
  granted it to you with unswerving loyalty. You know 
  that they still have much to teach, including the 
  secret of immortality, but you cannot perform this 
  ritual on your own. Because you do not know the 
  final stages, you would perform it incorrectly and 
  curse yourself, becoming a vampire or worse rather 
  than attaining true immortality. 
  This feat confers the following traits. Traits marked 
  with an asterisk “*” are lost whenever the character 
  goes longer than one year without renewing the 
  ritual with their immortal master, but are regained 
  instantly when the ritual is performed again: 
  • 
  Increase your Strength, Dexterity, or Constitution 
  score by 1, to a maximum of 20. 
  • 
  You add your Constitution modifier (minimum of 1) to 
  all Strength checks and Strength saving throws, and 
  your carrying capacity (including maximum load and 
  maximum lift) is increased by half.* 
  • 
  You have advantage on all saving throws against 
  effects that would age you.* 
  • 
  Your aging is slowed, and you only age only three 
  months for every year that passes.* 
  • 
  You gain the following Bond: “I know vampires exist, 
  but my master could not be one. My master is a true 
  immortal, not undead, and will share their secret with 
  me if I earn it, so only they deserve my undying trust 
  and loyalty.” 
  • 
  If you drink any amount of vampire blood within 6 
  months of either performing your ritual of longevity 
  with your master or having previously drunk any 
  vampire blood, you must roll a DC 21 Charisma 
  saving throw. If you fail, you are afflicted with short-
  term madness. If you fail by 10 or more, you are still 
  afflicted with short-term madness, and are also 
  afflicted by indefinite madness as soon as the short-
  term madness ends.    
   
  Dusk Elf Stealth 
  Prerequisites: Elf (dusk elf), Stealth skill proficiency 
  You are a dusk elf, and the boon of the goddess who 
  protected your people at the beginning of time helps 
  hide you from enemies. Shadows gather around you 
  so that when you move, you blend into them, 
  making it hard for your enemies to track your 
  movements. When you strike, you do so with speed 
  and accuracy, darting in, then melding into the 
  gloom.  This feat confers the following benefits: 
  • 
  When you take damage that reduces you to half your 
  maximum hit points or fewer, you can use your 
  reaction to become invisible until the end of your next 
  turn. Once you use this ability, you cannot use it 
  again until you finish a short or long rest. 
  • 
  When you begin your turn invisible or in a space that 
  is lightly or heavily obscured, you can take the Dash 
  or Hide action as a bonus action during that turn. 
  • 
  As a bonus action, you can grant an ally within 30 
  feet advantage on a Dexterity (Stealth) check on their 
  next turn, as if you had taken the Help action. 
  • 
  When you take the Dash action on your turn, you gain 
  resistance to damage from opportunity attacks until 
  the end of your turn.  
  Dusksinger 
  Prerequisites: Elf (dusk elf variant); Intelligence 13 
  or higher; must know at least two eldritch invocations 
  You are a dusk elf trained in a particular variant of 
  the arcane swordfighting art known as bladesong, a 
  unique school of this technique practiced by the 
  warlocks of your people. This feat confers the 
  following benefits: 
  • 
  Increase your Dexterity or Charisma score by 1, to a 
  maximum of 20. 
  • 
  You gain proficiency in either the Performance or 
  Stealth skill. 
  • 
  When you choose a new eldritch invocation (or 
  exchange one you already have for a new one), you 
  can choose to learn the Bladesong feature of the 
  Bladesinger Arcane Tradition (described in the Sword 
  Coast Adventurer’s Guide) as an eldritch invocation. 
  The effects of this eldritch invocation are identical to 
  the Bladesong, including all bonuses gained based on 
  your Intelligence modifier. 
  • 
  If you are 15th level or higher in your warlock class, 
  you do not need to have the Pact of the Blade class 
  feature to learn the Lifedrinker eldritch invocation, 
  and you can apply its effects to any one-handed melee 
  weapon, as long as you aren’t wearing medium or 
  heavy armor or using a shield. 
  • 
  When you make a successful Constitution saving 
  throw to maintain your concentration on a spell, you 
  can use your reaction to expend a spell slot to turn 
  invisible until the end of your next turn or until you 
  attack or cast a spell. Once you use this ability, you 
  can't use it again until you finish a short or long rest. 
  
   
  55 
   
  Eldritch Acrobat 
  You possess preternatural powers of movement, 
  granting you the following benefits: 
  • 
  Increase your Dexterity score by 1, to a maximum of 
  20. 
  • 
  You learn the following cantrips: catfeet*, quickling 
  step*, uncanny balance*, and wall run*. 
  • 
  Your walking speed increases by 5 feet. 
  Living Poltergeist 
  You have an instinctive ability to affect objects 
  around you with your thoughts and emotions, 
  granting you the following benefits: 
  • 
  You learn the mage hand and thunderclap** cantrips. 
  When you cast mage hand, the spectral hand is made 
  of invisible psychic force and cannot be seen. 
  • 
  You learn certain spells and gain the ability to 
  innately cast them. You can cast each spell at its 
  lowest level without using a spell slot. Once you cast a 
  spell in this way, you must finish a long rest before 
  you can cast it again. The first spell you learn and 
  cast in this way is catapult**. At 5th level, you also 
  learn and cast the knock and levitate spells with this 
  feat. At 13th level, you also learn and cast the 
  magnetism* and telekinesis spells with this feat. 
  • 
  If you are 9th level or higher, you may choose to 
  calculate your carrying capacity (including maximum 
  load and maximum lift) as if your Strength score were 
  equal to your Intelligence score plus 2. 
  • 
  Your spellcasting ability for all spells and cantrips 
  gained from this feat is Intelligence. You cast these 
  spells and cantrips innately without verbal or somatic 
  components, though you must still expend any 
  material components.  
  Mind Reader 
  You have a natural ability to touch others’ minds, 
  granting you the following benefits: 
  • 
  You learn the mindspeak* and thought blast* cantrips. 
  • 
  You learn certain spells and gain the ability to 
  innately cast them. You can ast each spell at its 
  lowest level without using a spell slot.Once you cast a 
  spell in this way, you must finish a long rest before 
  you can cast it again. The first spell you learn and 
  cast in this way is telepathic link*. At 5th level, you 
  also learn and cast the detect thoughts spell with this 
  feat. At 9th level, you also learn and cast the sending 
  spell. 
  • 
  If you are 3rd level or higher, you can telepathically 
  speak to any creature you can see within 30 feet of 
  you. You must share a language with the creature for 
  it to understand your telepathic utterances. You can 
  speak telepathically in this way to one creature at a 
  time. 
  • 
  You add your Intelligence modifier (minimum of 1) to 
  all Wisdom (Insight) checks. 
  • 
  Your spellcasting ability for all spells and cantrips 
  gained from this feat is Intelligence. You cast these 
  spells and cantrips innately without verbal or somatic 
  components, though you must still expend any 
  material components. 
  Shadow Sentinel 
  Prerequisites: Proficient with Stealth skill, proficient 
  with at least one martial weapon, Dexterity 17 or 
  higher, must have either the Uncanny Dodge class 
  feature or the ability to attack more than once when 
  you take the Attack action on your turn without using 
  a bonus action 
  You defend a persecuted culture in which stealth is 
  not merely part of your arsenal, but the backbone of 
  your martial traditions. Whether you are a gloaming 
  guardian of the dusk elves, a Vistani whose 
  defensive precision protects your kin from outsiders 
  prejudiced by false stereotypes, a crag dwarf or deep 
  gnome in a besieged settlement, or a ruthless 
  halfling nomad of the desert wastes, you train at 
  moving unseen not for cowardly purposes, but as an 
  honored champion of your people. This feat confers 
  the following benefits: 
  • 
  You learn the minor illusion and prestidigitation 
  cantrips if you don’t already know them. 
  • 
  You gain darkvision within 60 feet. If you already have 
  darkvision, its range increases by 60 feet. 
  • 
  When you take the Dodge action on your turn, an 
  indistinct shadow obscures you. Within the space in 
  which you end that turn, bright light becomes dim 
  light, and dim light becomes darkness until the end of 
  your next turn. Anything within darkness created by 
  this effect is heavily obscured. 
  • 
  If you hit more than once with a weapon attack 
  against the same target during your turn, on the 
  second hit, you can choose for the area around the 
  target struck to darken, as if with twilight. Within a 5 
  feet sphere centered on the target, bright light 
  becomes dim light, and dim light becomes darkness 
  until the end of your next turn. The target must make 
  a Wisdom save (DC = 8 + your proficiency bonus + 
  your Dexterity modifier) or have its speed reduced by 
  half until the end of its next turn. Anything within 
  darkness created by this effect is heavily obscured. 
  Vistani Magic 
  Prerequisite: Human (Vistani) 
  You have inherited the supernatural bond with the 
  dark nature of the Domains of Dread that allows 
  some of your Vistani kin to curse their enemies and 
  use a more powerful version of the Evil Eye. You 
  gain the Curse and Evil Eye abilities described for 
  Vistani on page 28 of Curse of Strahd, with the 
  following limitation: Until you reach 3rd level, 
  casting hold person with the Evil Eye ability causes 
  you to take 1d6 psychic damage. When you reach 
  3rd level, this effect no longer applies. 
  
   
  56 
   
  New Spells 
  Spell Lists 
  The new spells introduced in this document can 
  be cast by many of the existing classes, as shown 
  in the following spell lists. After each spell, its 
  school of magic is listed in parentheses, as is 
  whether it can be cast as a ritual. 
  Bard Spells 
  Cantrips (0 Level) 
  mindspeak (divination)* 
  reaver's touch (necromancy)* 
  warning roar (evocation)* 
  1st Level 
  alienated mind (enchantment)* 
  create poison (transmutation, ritual)* 
  dread mercy (enchantment)* 
  frightful strike (enchantment)* 
  psychic shield (abjuration)* 
  3rd Level 
  control thoughts (enchantment)* 
  4th Level 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  Cleric Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger's mark (enchantment)* 
  reaver's touch (necromancy)* 
  1st Level 
  dead man’s tell (divination, ritual)* 
  frightful strike (enchantment)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  Druid Spells 
  Cantrips (0 Level) 
  catfeet (abjuration)* 
  far hearing (divination)* 
  mindspeak (divination)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver's touch (necromancy)* 
  uncanny balance (transmutation)* 
  warning roar (evocation)* 
  1st Level 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  4th Level 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  6th Level 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  unleash instincts (transmutation)* 
  Paladin Spells 
  1st Level 
  dread mercy (enchantment)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  Ranger Spells 
  1st Level 
  create poison (transmutation, ritual)* 
  dread mercy (enchantment)* 
  4th Level 
  premonitory vision (divination, ritual)* 
  
   
  57 
   
  prescient sense (divination)* 
  Sorcerer Spells 
  Cantrips (0 Level) 
  far hearing (divination)* 
  fist of rage (enchantment)* 
  mindspeak (divination)* 
  punishing strike (necromancy)* 
  reaver's touch (necromancy)* 
  steal speed (necromancy)* 
  1st Level 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  psychic shield (abjuration)* 
  2nd Level 
  bastion of clarity (abjuration)* 
  3rd Level 
  invasive id (enchantment)* 
  4th Level 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  Warlock Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger's mark (enchantment)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver's touch (necromancy)* 
  warning roar (evocation)* 
  1st Level 
  alienated mind (enchantment)* 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  frightful strike (enchantment)* 
  4th Level 
  pain (enchantment)* 
  Wizard Spells 
  Cantrips (0 Level) 
  blood curse (necromancy)* 
  challenger's mark (enchantment)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver's touch (necromancy)* 
  shifting shadow (conjuration)* 
  uncanny balance (transmutation)* 
  1st Level 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  3rd Level 
  control thoughts (enchantment)* 
  magnetism (transmutation)* 
  4th Level 
  pain (enchantment)* 
  prescient sense (divination)* 
  Metaphysician Spells 
  Cantrips (0 Level) 
  adept skill (abjuration)* 
  booming blade (evocation)*** 
  blade ward (abjuration) 
  catfeet (abjuration)* 
  challenger’s mark (enchantment)* 
  control flames (transmutation)** 
  create item (conjuration)* 
  far hearing (divination)* 
  fist of rage (enchantment)* 
  friends (enchantment) 
  gust (transmutation)** 
  internal compass (divination)* 
  mage hand (conjuration) 
  mindspeak (divination)* 
  minor illusion (illusion) 
  minor telekinetic weapon (conjuration)* 
  mold earth (transmutation)** 
  quickling step (transmutation)* 
  project object (conjuration)* 
  psychic shock (illusion)* 
  resistance (abjuration) 
  remote viewing (divination)* 
  shape water (transmutation)** 
  shifting shadow (conjuration)* 
  steal speed (necromancy)* 
  thaumaturgy (transmutation) 
  thought blast (enchantment)* 
  thought projection (enchantment)* 
  thunderclap (evocation)** 
  true strike (divination) 
  uncanny balance (transmutation)* 
  wall run (transmutation)* 
  warning roar (evocation)* 
  1st Level 
  absorb elements (abjuration)** 
  alienated mind (enchantment)* 
  animal friendship (enchantment) 
  beast bond (divination)** 
  catapult (transmutation)** 
  charm person (enchantment) 
  command (enchantment) 
  comprehend languages (divination, ritual) 
  dread mercy (enchantment)* 
  detect poison and disease (divination, ritual) 
  earth tremor (evocation)** 
  ego lash (enchantment)* 
  expeditious retreat (transmutation) 
  false life (necromancy) 
  feather fall (transmutation) 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  jump (transmutation) 
  longstrider (transmutation) 
  predictive focus (divination)* 
  psychic shield (abjuration)* 
  silent image (illusion) 
  soul homunculus (conjuration, ritual)* 
  speed of thought (transmutation)* 
  telekinetic slam (evocation)* 
  telepathic link (divination, ritual)* 
  2nd Level 
  
   
  58 
   
  aid (abjuration) 
  alter self (transmutation) 
  animal messenger (enchantment, ritual) 
  augury (divination, ritual) 
  bastion of clarity (abjuration)* 
  beast sense (divination, ritual) 
  blindness/deafness (necromancy) 
  blur (illusion) 
  calm emotions (enchantment) 
  crown of madness (enchantment) 
  darkvision (transmutation) 
  detect thoughts (divination) 
  enhance ability (transmutation) 
  enthrall (enchantment) 
  heat metal (transmutation) 
  heroism (enchantment) 
  hold person (enchantment) 
  invisibility (illusion) 
  lesser restoration (abjuration) 
  levitate (transmutation) 
  locate animals or plants (divination, ritual) 
  major telekinetic weapon (conjuration)* 
  mirror image (illusion) 
  phantasmal force (illusion) 
  protection from poison (abjuration) 
  pyrotechnics (transmutation)** 
  rope trick (transmutation) 
  shatter (evocation) 
  silence (illusion, ritual) 
  spider climb (transmutation) 
  suggestion (enchantment) 
  3rd Level 
  clairvoyance (divination) 
  control thoughts (enchantment)* 
  erupting earth (transmutation)** 
  fear (illusion) 
  feign death (necromancy, ritual) 
  fly (transmutation) 
  haste (transmutation) 
  intellect redoubt (abjuration)* 
  invasive id (enchantment)* 
  magnetism (transmutation)* 
  major image (illusion) 
  protection from energy (abjuration) 
  read object (divination, ritual)* 
  sending (evocation) 
  slow (transmutation) 
  sustaining meditation (transmutation)* 
  tongues (divination) 
  water breathing (transmutation, ritual) 
  water walk (transmutation, ritual) 
  4th Level 
  arcane eye (divination) 
  compulsion (enchantment) 
  confusion (enchantment) 
  control water (transmutation) 
  dominate beast (enchantment) 
  freedom of movement (abjuration) 
  greater invisibility (illusion) 
  hallucinatory terrain (illusion) 
  locate creature (divination) 
  pain (enchantment)* 
  phantasmal killer (illusion) 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  staggering smite (evocation) 
  5th level 
  antilife shell (abjuration) 
  dominate person (enchantment) 
  dream (illusion) 
  geas (enchantment) 
  hold monster (enchantment) 
  legend lore (divination) 
  mislead (illusion) 
  modify memory (enchantment) 
  Rary’s telepathic bond (divination, ritual) 
  scrying (divination) 
  seeming (illusion) 
  telekinesis (transmutation) 
  wall of force (evocation) 
  6th Level 
  eyebite (necromancy) 
  find the path (divination) 
  globe of invulnerability (abjuration) 
  investiture of fire (transmutation)** 
  investiture of stone (transmutation)** 
  magic jar (necromancy) 
  mass suggestion (enchantment) 
  move earth (transmutation) 
  primordial ward (abjuration)** 
  true seeing (divination) 
  unleash instincts (transmutation)* 
  wind walk (transmutation) 
  7th Level 
  etherealness (transmutation) 
  forcecage (evocation) 
  mirage arcane (illusion) 
  Mordenkainen’s sword (evocation) 
  plane shift (conjuration) 
  project image (illusion) 
  regenerate (transmutation) 
  reverse gravity (transmutation) 
  sequester (transmutation) 
  8th Level 
  antipathy/sympathy (enchantment) 
  control weather (transmutation) 
  earthquake (evocation) 
  feeblemind (enchantment) 
  glibness (transmutation) 
  mind blank (abjuration) 
  power word stun (enchantment) 
  telepathy (evocation) 
  9th Level 
  astral projection (necromancy) 
  foresight (divination) 
  power word kill (enchantment) 
  storm of vengeance (conjuration) 
  time stop (transmutation) 
  weird (illusion) 
  
   
  59 
   
  Spell Descriptions 
  All new spells referenced in this document are 
  listed alphabetically in this section. 
  Adept Skill 
  Divination cantrip 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Once before this spell ends, you can roll a die and 
  add it to one ability check of your choice. You 
  must roll this die before making the ability check.  
  If you do not already add your proficiency bonus 
  to this ability check, the die rolled is a d4. If you 
  are adding your proficiency bonus to the ability 
  check, or if you are rolling an initiative check, you 
  roll a different die depending on your level, as 
  follows: 
  Level 
  Adept Skill Die Rolled 
  1st-4th 
  d4 
  5th-8th 
  d6 
  9th-12th 
  d8 
  13th-16th 
  d10 
  17th-20th 
  d12 
  The spell ends when the die is used. 
  Alienated Mind 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: Self (15-foot radius)  
  Components: V, S 
  Duration: 1 round 
  You garble your own thought processes into 
  maddening chaos, then force those thoughts onto 
  everyone around you. Each living creature (not a 
  construct or undead) within a 15-foot sphere 
  originating from you must make an Intelligence 
  saving throw. On a failed save, a creature takes 
  2d10 psychic damage, and until the end of your 
  next turn it forgets any languages that it knows 
  and is incapable of meaningful communication. 
  On a successful save, the creature takes half as 
  much damage but suffers no other effects. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the damage 
  increases by 1d10 for each slot level above 1st. 
  Bastion of Clarity 
  2nd-level abjuration 
  Casting Time: 1 reaction, which you take when 
  you roll an Intelligence or Charisma save 
  Range: 10 feet 
  Components: V, S  
  Duration: 1 round  
  You erect a psychic shield to protect your mind 
  from assault, and you ward your allies as well. 
  Choose a number of creatures within range of this 
  spell. For the duration of the spell, you and the 
  creatures you choose have advantage on 
  Intelligence and Charisma saves (including 
  against the triggering effect). 
  Blood Curse 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You gamble some of your own life force on a curse 
  that bedevils your enemy but may empower you. 
  You may not cast this spell if you currently have 
  less than 5 hit points. Choose a target within 
  range that can see or hear you. The target makes 
  a Wisdom save. If it fails, the target takes 1d4 
  psychic damage. You also take the same amount 
  of psychic damage, which cannot be reduced or 
  redirected in any way. Before the beginning of 
  your next turn, if the target is hit with an attack, 
  it takes an additional 1d4 necrotic damage, and 
  the spell ends. When this happens, you also gain 
  temporary hit points equal to your spellcasting 
  ability modifier plus the amount of necrotic 
  damage the creature took. The necrotic damage 
  increases by an extra 1d4 when you reach 5th 
  level (2d4), 11th level (3d4), and 17th level (4d4). 
  Catfeet 
  Abjuration cantrip 
  Casting Time: 1 reaction, which you take when 
  you would take damage from falling 
  Range: Self  
  Components: V 
  Duration: Instantaneous 
  You gain resistance to damage from falling. If you 
  fall less than 30 feet, you land on your feet 
  instead of falling prone unless you take damage 
  from the fall equal to more than half your 
  maximum Hit Points. 
  Challenger’s Mark 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  
   
  60 
   
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make a melee weapon attack against one 
  creature within the spell's range, otherwise the 
  spell fails. On a hit, the target suffers the attack's 
  normal effects, and you exchange a moment of 
  silent, instinctive communication that expresses 
  your personal challenge. Before the beginning of 
  your next turn, if the target willingly moves more 
  than 30 feet away from you or attacks a creature 
  besides you, it immediately takes 1d8 psychic 
  damage, and the spell ends. This spell's damage 
  increases when you reach higher levels. At 5th 
  level, the melee attack deals an extra 1d8 psychic 
  damage to the target, and the damage the target 
  suffers for moving more than 30 feet away from 
  you increases to 2d8. Both damage rolls increase 
  by 1d8 at 11th level and 17th level. 
  Control Thoughts 
  3rd-level enchantment 
  Casting Time: 1 action  
  Range: 90 feet  
  Components: V, S, M (a metal ring) 
  Duration: 1 round 
  You project your thoughts into another creature’s 
  mind so completely that it takes on your 
  intentions instead of its own for a few seconds. As 
  an action, you target a creature within range that 
  you can see or which has communicated with you 
  since the beginning of your last turn. The target 
  must make an Intelligence saving throw. On a 
  failed save, the target is charmed until the end of 
  its next turn, during which you choose its 
  movement and action. On a successful save, the 
  target is unaffected, and you can’t use this ability 
  on that creature again until you finish a long rest. 
  Create Item 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: 50 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  From thought, you create matter, equipping 
  yourself with the simple implement you need. You 
  summon one piece of adventuring gear worth 2 gp 
  or less which you can hold in one hand, and 
  which must weigh less than 10 lbs. It cannot be a 
  weapon or a piece of armor, and you cannot use it 
  as an improvised weapon, or to attack or hinder 
  another creature in any way. If the item is more 
  than 10 feet away from you during your turn, the 
  spell ends if you are not touching it again by the 
  end of the following turn. This object may 
  simulate the effects of a tool or tool set which 
  requires proficiency, but it can only be used to 
  make one ability check, for a task that takes 1 
  round or less, after which time the spell ends. 
  Anyone who holds the item or examines it closely 
  can tell it is not real. When the spell ends, the 
  item disappears. 
  Create Poison 
  1st level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Self (one vessel on your person) 
  Components: V, S, M (a small bottle or other 
  container that can hold a draught of water) 
  Duration: Instantaneous 
  You use some combination of scavenged 
  substances, focused meditation, and magic to 
  transform the water in a container you have on 
  your person into a one dose of improvised poison. 
  This dose can be applied to one weapon, up to 
  three pieces of ammunition, or up to three 
  separate portions of food or drink. Once applied, 
  the poison retains potency until someone must 
  roll a saving throw against it, or for 1 minute, 
  after which point it dries or dissolves. If a creature 
  is struck with the poisoned weapon or 
  ammunition, or if it ingests the poisoned food or 
  drink, it must make a Constitution save or be 
  poisoned for 1 minute and take 1d8 poison 
  damage, or 2d8 if the poison is ingested). 
  Creatures that succeed on their save take half 
  damage, but suffer no other effects. 
  A poison you create can only be used by you, and 
  has no value if you try to sell it. If you cast this 
  spell again, any doses of poison you have 
  previously created with this spell instantly become 
  water again. Otherwise, poison doses created with 
  this spell retain their potency until the next time 
  you finish a long rest, at which point they return 
  to being water. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you create one 
  additional dose of poison for every two levels 
  above 1st. When you cast this spell using a spell 
  slot of 4th level or higher, the poison gains an 
  extra effect: if a creature fails the saving throw by 
  5 or more, its Constitution score is reduced by 
  1d4.  
  Dead Man’s Tell 
  1st-level divination (ritual) 
  Casting Time: 1 action 
  
   
  61 
   
  Range: Touch (one dead body part) 
  Components: V, M (one part of a criminal’s 
  corpse, which must be flexible in some way) 
  Duration: Until dispelled 
  You imbue a body part taken from a criminal’s 
  corpse—such as a hand, finger or head—with 
  divinatory powers that cause it to react. Choose 
  one of the categories of things it can detect and 
  react to below. When something that falls within 
  the chosen category or selected subcategories 
  comes within 30 feet of the body part that has 
  become the dead man’s tell item, it activates. You 
  can choose one of the following categories of 
  things to activate the dead man’s tell item: 
  Alignment. Choose one of the following 
  alignments: good, evil, lawful, or chaotic. The 
  dead man’s tell item activates when it is within 30 
  feet of a creature that has such an alignment.  
  Consecration/Desecration. The dead man’s tell 
  item activates when it is within 30 feet of a place 
  or object that has been magically consecrated or 
  desecrated. 
  Creature. Select one or more types of creatures 
  from the following list: aberrations, beasts, 
  constructs, dragons, elementals, fey, fiends, 
  giants, monstrosities, oozes, plants, or undead. 
  You can also choose one or more races of 
  humanoids (such as humans or goblins). You can 
  choose as many or as few of these types as you 
  like. The dead man’s tell item activates when it is 
  within 30 feet of one of the chosen creature types. 
  Disease. The dead man’s tell item activates when 
  it is within 30 feet of an object or creature that 
  carries a disease with which it can infect other 
  creatures. 
  Magic. Choose magic items, spellcasting, scrying 
  attempts, or general magical effects. The dead 
  man’s tell item activates when it is within 30 feet 
  of one of the chosen effects. 
  Poison. The dead man’s tell item activates when it 
  is within 30 feet of poison or poisonous creatures, 
  Secret Door. The dead man’s tell item activates 
  when it is within 30 feet of a secret door. 
  Trap. The dead man’s tell item activates when it is 
  within 30 feet of a hidden trap or disguised pit or 
  snare. 
  The first time the dead man’s tell item detects one 
  or more of the chosen category or subcategories of 
  subjects within 30 feet, it activates. When 
  activated, the ite violently spasms for one round; a 
  hand clenches, a finger jerks, jaws chatter and 
  the like. The dead man’s tell item does not 
  indicate the power or location of the subject it has 
  detected, merely its presence within 30 feet at the 
  time of its activation. After being activated, the 
  spell ends, and the body part rapidly decays and 
  dessicates (meaning the same body part cannot be 
  used for this spell again once it has been 
  activated). 
  Subjects are not detected by the dead man’s tell 
  item if they are separated from it by 1 foot of 
  stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood of dirt, or if they are 
  protected by an effect that prevents divination 
  (such as a nondetection spell). 
  The same spellcaster cannot have multiple dead 
  man’s tell items affected with this spell at once. 
  When you cast the dead man’s tell spell again, 
  any previous castings of this spell end 
  immediately. 
  Dread Mercy 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when 
  you reduce a creature within 60 feet to 0 hit 
  points with a weapon attack 
  Range: 60 feet 
  Components: V 
  Duration: 10 minutes 
  You offer an opponent mercy in exchange for their 
  cooperation. Choose one creature within range 
  that you have just reduced to 0 hit points. You 
  instead reduce that creature to 1 hit point and 
  immediately command their surrender. It must 
  immediately make a Wisdom saving throw. On a 
  success, the creature is frightened of you for the 
  spell’s duration, and suffers only the normal 
  effects of being frightened. On a failure, the 
  creature is still frightened, but rather than fleeing, 
  the frightened creature stays where it is and does 
  not move unless you tell it to. For the duration of 
  the spell, the creature that failed its save will not 
  attack you, and it fearfully obeys any instructions 
  it can hear and understand that will not directly 
  harm it (for example, it will not knowingly drink 
  poison or walk off a cliff). It will not deliberately 
  say anything to you that it believes to be a lie, 
  though it can simply remain silent if you do not 
  ask any direct questions. If you ask it a direct 
  question that can be answered in one or two 
  sentences, it will not give you an answer that it 
  considers false, though it may leave things out, 
  especially if you ask a question that takes more 
  than one or two sentences to answer. It may avoid 
  answering questions to which it would normally 
  
   
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  respond with a lie by giving short or evasive 
  answers, as long as what it does say remains 
  within the boundaries of what it believes to be the 
  truth. Whenever you or one of your allies attempt 
  to harm the creature, or if you give it instructions 
  that would harm it, or whenever you force it to 
  make a saving throw against another effect, it 
  repeats its Wisdom saving throw against this 
  spell, ending the effects of the initial failed save on 
  a success. You always know if a creature has 
  succeeded or failed on a saving throw against this 
  spell. When the spell’s effect ends, the creature is 
  unaware it was ever affected by this spell, 
  knowing you could have killed it and believing its 
  fear of you was merely natural. 
   At Higher Levels. When you cast this spell using 
  a 3rd level or higher spell slot, the duration is 
  increased to 1 hour. If you use a 5th level or 
  higher spell slot, the duration is increased to 8 
  hours. 
  Ego Lash 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S 
  Duration: Instantaneous 
  You lash out with the power of your mind against 
  a creature within range. Make a melee spell attack 
  against the target. If the attack hits, the creature 
  takes 3d8 psychic damage, and it must make an 
  Intelligence saving throw. If it fails, it cannot take 
  reactions until the end of your next turn. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the damage 
  increases by 1d8 for each slot level above 1st. 
  Far Hearing 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 50 feet 
  Components: S 
  Duration: Concentration, up to 1 round 
  For a moment, you hear even distant whispers. 
  Choose one point within range that you can see. 
  Until the effect ends, you hear as if you were at 
  that point instead of where you actually are. 
  Fiery Wrath 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a candlewick) 
  Duration: Instantaneous 
  You create fire with only the concentrated power 
  of your inner rage. Choose any flammable object 
  within range. If it is not on someone’s person, it 
  suddenly bursts into flames. Each creature within 
  5 feet of the point where the fire exploded must 
  make a Dexterity saving throw. A creature takes 
  2d6 fire damage on a failed save, or 1 point of fire 
  damage on a successful one. You then choose one 
  creature within the affected area and make a 
  ranged spell attack against the creature. On a hit, 
  that creature takes 1d6 psychic damage and must 
  choose to either immediately fall prone or take an 
  additional 1d6 fire damage at the beginning of 
  their next turn. 
  If a creature has the flammable object on their 
  person, you must make the ranged spell attack 
  first, and must choose to make the attack against 
  that creature. If you hit, it suffers the same effects 
  from your ranged spell attack described above, 
  and the object bursts into flames. Each creature 
  within 5 feet of the ignited object must then make 
  the Dexterity saving throw as normal. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the fire damage 
  increases by 1d6 for each slot level above 1st.  
  Fist of Rage 
  Enchantment cantrip 
  
   
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  Casting Time: 1 action  
  Range: 90 feet  
  Components: V, S 
  Duration: Instantaneous 
  You focus your thoughts into a burst of aggressive 
  emotion that you unleash as a blow of telekinetic 
  force. Make a ranged spell attack against a target 
  you can see within range. If the attack hits, the 
  creature takes 1d6 psychic damage, and if the 
  creature is Large or smaller, you push the 
  creature up to 5 feet away from you. 
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Fortifying Cry 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You assume an empowering stance and give a 
  loud shout, rousing your own fighting spirit and 
  defying fear. (In Rokushima Taiyoo, such a battle 
  cry is called a kiai.) Roll1d6 when you cast this 
  spell. You gain temporary points equal to the 
  number rolled, and you add that same number as 
  a bonus on the next saving throw against 
  exhaustion or becoming frightened you make 
  before the end of your next turn.  
  If you wish, when you cast this cantrip, you may 
  also choose a creature within 5 feet of you and 
  force it to roll a Wisdom saving throw. If it fails, it 
  takes 1d4 psychic damage. The amount of psychic 
  damage you inflict with this spell increases by 1d4 
  when you reach 5th level (2d4), 11th level (3d4), 
  and 17th level (4d4). 
  Frightful Strike 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon with at least one 
  drop of blood on it) 
  Duration: 1 round 
  You bark or whisper a terrifying threat to the 
  creature your weapon strikes. As part of the 
  action of casting this spell, you must make a 
  melee attack against one creature within the 
  spell's range, otherwise the spell fails. On a hit, in 
  addition to the attack’s normal effect, the creature 
  struck takes an additional amount of psychic 
  damage equal to 1d4 plus your Charisma modifier 
  (minimum of 1) and must make a Wisdom saving 
  throw. On a failed save, it is frightened of you 
  until the end of your next turn. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the damage is 
  increased by 1d4 for each slot level above 1st. 
  Greater Acupuncture 
  2nd-level necromancy 
  Casting Time: 1 minute  
  Range: Touch 
  Components: S, M (acupuncturist’s needles) 
  Duration: Instantaneous 
  By carefully placing needles into precise centers of 
  ki in a creature’s body, you purge of it of negative 
  energies. You can cure the target of one disease or 
  neutralize one poison affecting it, and it regains a 
  number of hit points equal to 2d10 + your 
  spellcasting ability modifier. This spell has no 
  effect on undead or constructs. 
  At Higher Levels. When you cast this spell using 
  a 3rd level or higher spell slot, for every slot level 
  above 2nd you can choose to do one of the 
  following:  
  Increase the healing by an additional 1d10; 
  Cure the target of one additional disease; 
  Neutralize one additional poison affecting the 
  target. 
  Greater Water to Poison 
  5th level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a serpent’s tooth) 
  Duration: Concentration, up to 1 minute 
  You transform any large quantity of water within 
  a 10 foot cube centered on a point you choose into 
  a deadly poison. This spell only affects bodies of 
  water of at least 10 gallons or more within the 
  affected area, not separate smaller quantities of 
  water. It can also be liquid that is mostly water 
  (such as blood, sewage, or wine), but a living 
  creature’s vital fluids cannot be affected. Any 
  creature with its head one of its breathing 
  passages (such as a humanoid’s nose or mouth) 
  currently submerged into water you have 
  transformed with this spell must make a make a 
  Constitution saving throw at the beginning of any 
  turn in which they are so submerged. On a 
  failure, the creature is poisoned for the duration, 
  and they take 4d8 poison damage. If the creature 
  fails the saving throw by 5 or more, its 
  Constitution score is reduced by 1d4. On a 
  
   
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  success, the creature can choose to spit the water 
  out and take no damage, or continue to swallow it 
  and take half damage. If the creature failed its 
  save, at the start of each of the creature's turns 
  before the spell ends, it must succeed on a 
  Constitution saving throw or take 3d10 poison 
  damage. On a successful save, the spell ends. 
  Creatures who do not need to save against the 
  spell but who are within 5 feet of the transformed 
  water can use an action to apply poison to one 
  weapon, piece of ammunition, or portions of food 
  or drink. Once applied, the poison retains potency 
  for the duration of the spell or until someone 
  must save against it. If a creature is struck with 
  the poisoned weapon or ammunition, or if it 
  ingests the poisoned food or drink, it must make a 
  Constitution save or be poisoned for the duration 
  and take 1d8 poison damage, or 2d8 if the poison 
  is ingested. If the creature fails the saving throw 
  by 5 or more, its Constitution score is reduced by 
  1d4.   Creatures that succeed on their save take 
  half damage, but suffer no other effects. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can affect 
  one additional creature who is drinking at the 
  same time, and the damage increases by 1d8 for 
  each slot level above 5th. 
  Intellect Redoubt 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: Concentration, up to 10 minutes 
  You use the energies of your own disciplined mind 
  to protect against psychic attack. Choose a 
  number of creatures within range of this spell, 
  You and the creatures you choose gain the 
  following benefits for the duration of the spell: 
  • 
  You have advantage on Intelligence, Wisdom, and 
  Charisma saves 
  • 
  You gain resistance to psychic damage 
  Internal Compass 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 90 feet  
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  With a moment’s concentration, you sense which 
  way is true north. Until this cantrip ends, you 
  always know which way is north and cannot 
  become lost except by magical means. If you make 
  a Wisdom or Intelligence check to navigate 
  natural terrain, you may choose to roll a d6 and 
  add the number rolled to your result. If you do so, 
  the spell ends immediately. 
  Invasive Id 
  3rd-level enchantment 
  Casting Time: 1 action  
  Range: Self (30 foot cone) 
  Components: V, S 
  Duration: Instantaneous 
  You project the power of your own darkest 
  thoughts against enemies in your path. Each 
  creature of your choice within a 30 foot cone must 
  make an Intelligence saving throw. A creature 
  takes 4d8 psychic damage on a failed save, or half 
  as much damage on a successful one. Creatures 
  who fail the saving throw cannot take reactions 
  until the end of your next turn. 
  Lesser Acupuncture 
  Necromancy cantrip  
  Casting Time: 1 minute  
  Range: Touch 
  Components: S, M (acupuncturist’s needles) 
  Duration: Instantaneous 
  Inserting needles into precise centers of ki in the 
  body, you energize a creature’s natural healing 
  abilities. The creature may spend 1 Hit Die, and it 
  it can roll 1d4 and add the result to any 
  Constitution saving throws it makes before the 
  end of its next turn. Once a creature benefits from 
  this cantrip, it cannot be cast on them again until 
  they finish a short or long rest. As you gain levels, 
  the number of Hit Dice the affected creature can 
  spend increases. When you reach 5th level, the 
  creature can spend up to 2 Hit Dice, when you are 
  11th level they may spend up to 3, and when you 
  are 17th level they may spend up to 4. This spell 
  has no effect on undead or constructs. 
  Lesser Water to Poison 
  4th level transmutation 
  Casting Time: 1 reaction, which you take when a 
  creature within 30 feet drinks water 
  Range: 30 feet 
  Components: S, M (a vessel of water or a 
  beverage which is partially water, with which you 
  make a toasting gesture to the target as you both 
  drink) 
  Duration: Concentration, up to 1 minute 
  Waiting for just the right moment, you transform 
  the water someone is drinking into deadly poison. 
  The quantity of water does not matter, just that 
  
   
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  the target drinks more than a sip. It can also be a 
  beverage that is partially water (such as wine, 
  beer, or juice). The creature who drinks makes a 
  Constitution saving throw. On a failure, the 
  creature is poisoned for the duration, and they 
  take 4d8 poison damage. If the creature fails the 
  saving throw by 5 or more, its Constitution score 
  is reduced by 1d4. On a success, the creature can 
  choose to spit the water out and take no damage, 
  or continue to swallow it and take half damage. If 
  the creature failed its save, at the start of each of 
  the creature's turns before the spell ends, it must 
  succeed on a Constitution saving throw or take 
  4d8 poison damage. On a successful save, the 
  spell ends. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, you can affect 
  one additional creature who is drinking at the 
  same time, and the damage increases by 1d8 for 
  each slot level above 4th. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the damage 
  increases by 1d8 for each slot level above 3rd. 
  Magnetism 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: S, M (a lodestone) 
  Duration: Concentration, up to 1 minute 
  This spell allows you to draw iron or steel objects 
  to yourself by projecting a magnetic ray at any 
  object within range. Choose one object within 
  range that is nonmagical and made of ferrous 
  metal. This object must weigh less than 40 lbs. 
  Each round the spell lasts, you can target one 
  object you can see within range of the spell with 
  this effect as an action,  
  If the object isn’t being worn or carried, it 
  immediately flies into your space, where you 
  either catch it with your hand (requiring no 
  action) or let it fall at your feet. 
  If the object is being held or carried by a creature, 
  that creature must roll a Strength saving throw. If 
  it fails, the creature drops the object, and the 
  object flies to your space, where you either catch 
  it with your hand or let it fall at your feet, as 
  above. If the object is being worn by the creature 
  (like a helm or a chain shirt), the creature makes 
  the same Strength saving throw, but has 
  advantage on the roll. 
  If the item is secured in some way (such as being 
  chained to a wall or tied down with rope), you 
  make an ability check to break the restraint, as if 
  you were making a Strength check to break or 
  burst whatever is securing it with your own 
  hands. Instead of making a Strength check, you 
  make a check with your spellcasting ability score 
  (adding your proficiency bonus). If the check 
  succeeds, you free the item and it flies to your 
  square as described above. 
  You can also attempt to move a metal creature 
  that weighs less than your limit for this spell 
  (such as some kind of tiny construct). The 
  creature makes a Strength saving throw with 
  advantage against this effect. If it fails, you can 
  move it to you just as you would move an object 
  with this spell. 
  Until this spell ends, your ability to carry, lift, 
  push, or drag any objects you have moved to your 
  space with this spell is calculated as if you had a 
  Strength score of 20 (giving you a carrying 
  capacity of 300 lbs. and allowing you to push, lift, 
  or drag up to 600 lbs. if you are Small or Medium 
  sized).  
  If you move during the spell’s duration, you can 
  choose for any object that you moved to your 
  space with this spell which you are not carrying, 
  lifting, pushing, dragging, or wearing to either 
  move with you as you go (levitating just above the 
  level of your feet) or remain in the square you 
  moved it to. 
  Once you have moved an object to your space 
  with this spell, you have advantage on saving 
  throws and opposed rolls against effects that 
  would cause you to drop it, and creatures seeking 
  to move the item from your space have 
  disadvantage on rolls to do so. When the spell 
  ends, if you are holding, wearing, or carrying an 
  object that is too heavy for you, it falls softly to 
  the ground, landing harmlessly at your feet. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the weight limit 
  of objects you can move with this spell increases 
  by 10 lbs. for every spell level above 3rd. When 
  you cast this spell using a spell slot of 5th or 6th 
  level, you can choose up to two objects within 
  range each time you use your action for this spell, 
  instead of just one. If the spell slot is 7th level or 
  higher, you can choose up to three objects 
  instead. 
  Major Telekinetic Weapon 
  2nd-level conjuration 
  Casting Time: 1 bonus action  
  Range: Self 
  
   
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  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You summon a simple or martial weapon weighing 
  no more than 20 lbs that normally costs no more 
  than 75 gp. It appears in your free hand, ready to 
  be wielded, and lasts for the duration. It is a 
  magical weapon made of your psychic energies. If 
  you let go of the weapon, it disappears, but you 
  can evoke the weapon again as a bonus action. 
  You can use your spellcasting ability instead of 
  Strength or Dexterity for the attack and damage 
  rolls of melee attacks using this weapon, and any 
  damage the weapon inflicts is psychic damage 
  instead of the normal damage type for that 
  weapon. When the weapon hits a living creature 
  (not an undead or construct), it inflicts an 
  additional 1d6 psychic damage. 
  If the weapon normally has the ammunition 
  property, this version does not have it, but you 
  must go through the physical motions of loading it 
  normally as part of the spell. Doing so creates 
  temporary magical ammunition that you use 
  normally as part of the attack, but that 
  ammunition ceases to exist after the attack hits or 
  misses and any damage is inflicted. 
  Though it is no more delicate than a common 
  version of that weapon, it manifests as a semi-
  transparent solid the same color as your eyes. 
  This weapon has the simplest possible geometric 
  shape it can have while still functioning as the 
  chosen type of weapon. At the end of the spell's 
  duration, it dissipates harmlessly.  
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, it gains a 
  magical +1 bonus to attack rolls and damage 
  rolls. When you use a spell slot of 6th level or 
  higher, the bonus increases to +2. 
  Mindspeak 
  Divination cantrip 
  Casting Time: 1 action  
  Range: 120 feet 
  Components: V, S 
  Duration: 1 round 
  You send a telepathic message to one creature 
  within range. The target (and only the target) 
  receives the message as your voice whispering in 
  their mind. They can send a telepathic message 
  back in reply. This ability to communicate lasts 
  until the start of your next turn. You can’t 
  communicate with an unwilling creature. 
  Creatures with Intelligence scores of 2 or less 
  aren’t affected by this spell. You don’t need to 
  share a language with a creature for it to 
  understand your telepathic utterances, but the 
  creature must understand at least one language 
  in order to communicate this way. If you cannot 
  see or hear the target, you must be familiar with 
  the target and know its approximate location with 
  range. If the creature is not within range, the spell 
  fails. 
  Minor Telekinetic Weapon 
  Conjuration cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You summon a simple or martial melee weapon 
  weighing no more than 10 lbs that normally costs 
  no more than 25 gp. It appears in your free hand, 
  ready to be wielded, and lasts for the duration. It 
  is not a magic weapon, but merely a concentrated 
  extension of your own personal energies. If you let 
  go of the weapon, it disappears and this spell 
  ends.  
  You can use your spellcasting ability instead of 
  Strength for the attack rolls of melee attacks 
  using this weapon, but unlike a normal weapon, 
  you don’t add your ability modifier to the damage 
  of attacks with this weapon. However, when you 
  inflict damage with an attack using this weapon, 
  if that damage is inflicted on a living creature (not 
  an undead or construct), it inflicts additional 
  psychic damage equal to your spellcasting ability 
  modifier. 
  Though it is no more delicate than a common 
  version of that weapon, it manifests as a semi-
  transparent solid the same color as your eyes. 
  This weapon has the simplest possible geometric 
  shape it can have while still functioning as the 
  chosen type of weapon. At the end of the spell's 
  duration, it dissipates harmlessly. 
  Pain 
  4th level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a live leech) 
  Duration: Concentration, up to 1 minute 
  This spell strikes creatures with wracking pains 
  and agony. Roll 12d8; the total is how many hit 
  points of creatures this spell can affect. Creatures 
  within 20 feet of a point you choose within range 
  are affected in ascending order of their current hit 
  points (ignoring unconscious creatures and 
  
   
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  constructs, who are not affected by this spell). 
  Subtract each creature's hit points from the total 
  before moving on to the creature with the next 
  lowest hit points. A creature's hit points must be 
  equal to or less than the remaining total for that 
  creature to be affected. 
  Starting with the creature that has the lowest 
  current hit points, each creature affected by this 
  spell has disadvantage on attack rolls and ability 
  checks until the spell ends. They can attempt to 
  resist, but only at the risk of making their agony 
  even worse. Each creature affected can choose 
  whether or not to make a Constitution saving 
  throw to try resisting this effect at the end of each 
  of its turns, ending the effect on itself with a 
  success. However, if the creature fails, it takes 
  3d6 psychic damage. A creature that fails this 
  saving throw four rounds in a row is incapacitated 
  with pain, in addition to the spell's other effects. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, roll an additional 
  2d8 for each slot level above 4th. 
  Predictive Focus 
  1st-level divination 
  Casting Time: 1 bonus action 
  Range: 90 feet 
  Components: V 
  Duration: Concentration, up to 1 hour 
  You devote all your focus to understanding one 
  particular opponent, tracking their surface 
  thoughts and body language to predict what they 
  will do next. Until the spell ends, you deal an 
  extra 1d6 psychic damage to the target whenever 
  you hit it with an attack, and the target has 
  disadvantage on opposed Charisma and Dexterity 
  checks against you. If the target drops to 0 hit 
  points before this spell ends, you can use a bonus 
  action on a subsequent turn of yours to move 
  your focus a new creature. If you roll a 
  Constitution saving throw to maintain your 
  concentration on this spell due to taking damage 
  that included psychic damage, you have 
  disadvantage on that saving throw. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd or 4th level, you can maintain 
  your concentration on the spell for up to 8 hours. 
  When you use a spell slot of 5th level or higher, 
  you can maintain your concentration on the spell 
  for up to 24 hours. 
  Premonitory Vision 
  4th-level divination (ritual) 
  Casting Time: 1 reaction, which you take when 
  you finish a short rest or a long rest 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You perceive a series of images which show you 
  future events. You ask a single question 
  concerning a specific goal, event, or activity to 
  occur within 7 days. The DM offers a truthful 
  reply. The reply might be short phrase, an 
  explanation of your own emotional reaction, or a 
  description of a single image you saw. 
  The spell doesn’t take into account any possible 
  circumstances that might change the outcome, 
  such as the casting of additional spells or the loss 
  or gain of a companion. 
  After you cast this spell, unless you treat yourself 
  with a special calming tincture that uses 25 gp 
  worth of ingredients, for 10 minutes you have 
  disadvantage on Wisdom, Dexterity, and 
  Intelligence checks, and on Constitution saves to 
  maintain concentration. 
  
   
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  If you cast the spell two or more times before 
  finishing your next long rest, you receive 
  increasingly confusing visions that muddle your 
  mind. For each casting after the first, the duration 
  of the negative effects for not imbibing a calming 
  tincture increases by an additional (cumulative) 
  10 minutes, and there is a cumulative 25 percent 
  chance that the information you perceive is 
  random and possibly unrelated to the question 
  asked. The DM makes this roll in secret. 
  Punishing Strike 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make an unarmed strike or melee weapon 
  attack against one creature within the spell's 
  range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects, and also 
  a black web of necrotic energy radiates across its 
  skin from where it was struck until the start of 
  your next turn. If the target willingly takes a 
  reaction before then, it immediately takes 1d8 
  necrotic damage, and the spell ends. This spell's 
  damage increases when you reach higher levels. 
  At 5th level, the melee attack deals an extra 1d8 
  necrotic damage to the target, and the damage the 
  target suffers for taking a reaction or opportunity 
  attack increases to 2d8. Both damage rolls 
  increase by 1d8 at 11th level and 17th level. 
  Quickling Step 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S 
  Duration: 1 round 
  You gain the speed of a magical creature. For the 
  rest of the turn, your walking speed is increased 
  by 10 feet, and you have advantage on Dexterity 
  (Acrobatics) checks. 
  Read Object 
  3rd-level divination (ritual) 
  Casting Time: 10 minutes  
  Range: Touch (1 object) 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You can concentrate on an object you are 
  touching, reading psychic impressions left on it by 
  recent events. At the end of the time you spend 
  casting this spell, you learn of any events within 
  the past 24 hours that occurred within 30 feet of 
  the object. You see the events from the object’s 
  point of view, seeing and hearing and smelling 
  those events as if you had been where it was at 
  that time. 
  You also see a mental image of the last creature 
  that handled the object, also from the object’s 
  perspective, no matter how long ago the object 
  was last held. The only information you receive 
  about the creature is their appearance at that 
  time (including a sense of its size), whether it was 
  alone (although you can’t see any other creatures 
  that might have been with it), and a one or two-
  word description from the DM describing that 
  creature’s emotional state the last time it touched 
  the object (such as “Enraged”, “Extremely 
  Agitated”, “Relaxed”, “Satisfied”, “Utterly 
  Emotionless”, etc.). If the creature was not 
  capable of emotion, or if it’s mental state was too 
  alien for you to understand, the DM will tell you 
  that instead. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, if the object has 
  been handled by multiple creatures within the last 
  week, you get the same information about each 
  creature who handled it during that time that you 
  would normally receive about the last creature 
  who handled it. 
  Prescient Sense 
  4th-level divination 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You extend your senses to perceive the near 
  future. For the duration of the spell, you gain the 
  following benefits: 
  • 
  You have advantage on all Wisdom checks and 
  initiative checks. 
  • 
  Once per round, when you hit a creature that 
  has not yet acted in this combat with an 
  attack roll, that attack deals an extra 1d8 
  damage. 
  • 
  If you are surprised, you can end this spell 
  immediately to no longer be surprised. 
  • 
  If you are attacked, you can use your reaction 
  to end this spell immediately and give yourself 
  a +5 to AC, including against the triggering 
  attack, until the beginning of your next turn.  
  
   
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  • 
  If you roll a Dexterity save, you can use your 
  reaction to end this spell immediately and give 
  yourself advantage on that Dexterity save and 
  all other Dexterity saves until the beginning of 
  your next turn. 
  Project Object 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  Your force of will teleports an object a short 
  distance away. You teleport an object you are 
  holding to an unoccupied space within range. 
  Alternatively, you can teleport the object to a 
  willing creature within range. You can either 
  cause the object to land at that creature’s feet 
  when it appears, or you can give the creature the 
  option of grasping it with a free hand, requiring 
  them to make a Dexterity (Acrobatics) check (DC 
  11). If they succeed, they are instantly holding the 
  object; if they fail, it falls at their feet. This cantrip 
  can only teleport objects that weigh 25 lbs. or 
  less, and cannot affect objects you are not already 
  holding. 
  Psychic Shield 
  1st-level abjuration 
  Casting Time: 1 reaction, which you take when 
  you roll an Intelligence or Charisma save or when 
  you would take psychic damage 
  Range: Self  
  Components: V, S  
  Duration: 1 round  
  You quickly fortify your mind against a sudden 
  psychic attack. You gain 4 temporary hit points, 
  and until the start of your next turn, you gain the 
  following benefits, including against the triggering 
  effect:  
  • 
  You have advantage on Intelligence and Charisma 
  saves 
  • 
  You gain resistance to psychic damage. 
  Psychic Shock 
  Illusion cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S 
  Duration: Instantaneous 
  You invade another creature’s mind, and for one 
  split second you cause them to perceive some 
  image, noise, or memory that would cause them 
  stress. Choose a target you can see or hear within 
  range. The creature makes an Intelligence saving 
  throw. If it fails, the creature takes 1d6 psychic 
  damage, and it has disadvantage on the next 
  Wisdom check it makes before the end of your 
  next turn. If the creature has not yet acted this 
  combat, it suffers an additional effect: it makes its 
  next attack roll at disadvantage. If the creature 
  fails the saving throw by 5 or more, it does not 
  realize a cantrip caused this effect, and believes 
  the flash of emotional pain it experienced came 
  from its own mind. 
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Reaver’s Touch 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The touch of your hand drains a target’s life 
  energy, allowing you to sacrifice animals and 
  other creatures to make their vitality your own. 
  Make a melee spell attack against the target. You 
  have advantage on the attack if your target is a 
  beast. On a hit, the target takes 1d6 necrotic 
  damage, and you gain temporary hit points equal 
  to half the damage inflicted (rounded up). The 
  spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level 
  (4d6). 
  Remote Viewing 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 round 
  An image forms in your mind, revealing what you 
  would see if you were standing some distance 
  away. Choose one point within range that you can 
  see. Until the effect ends, you perceive visually 
  from that point instead of where you actually are. 
  You determine line of sight from that point as 
  well. 
  Shadow Missile 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: S 
  Duration: Instantaneous 
  
   
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  When you cast this spell, a wickedly bladed dart 
  or throwing star made of black metal appears in 
  your hand, and you hurl it instantly. Make a 
  ranged spell attack against the target. You have 
  advantage on this attack if you are in area that is 
  lightly or heavily obscured. The creature is 
  considered to have half cover against this attack if 
  it is standing in direct sunlight (half cover grants 
  +2 AC). On a hit, the target takes 1d10 piercing 
  damage. Hit or miss, the projectile breaks and 
  explodes in a shower of shrapnel, The target and 
  each creature within 5 feet of it must succeed on 
  a Constitution saving throw or take one level of 
  exhaustion and 1d8 necrotic damage. When a 
  creature that already has one or more levels of 
  exhaustion gains a new level of exhaustion from 
  this spell, it becomes immune to gaining further 
  levels of exhaustion from this spell for 24 hours.  
  At Higher Levels. When you cast this spell using 
  a 2nd level or higher spell slot, the necrotic 
  damage increases by ld8 for each slot level above 
  2nd. 
  Shifting Shadow 
  Conjuration cantrip 
  Casting Time: 1 action  
  Range: Self 
  Components: S 
  Duration: Instantaneous 
  Too quickly for mortal eyes to perceive, you move 
  no further than the reach of your shadow. Your 
  movement doesn't provoke opportunity attacks for 
  the rest of the turn, and you instantly move to an 
  empty space within 5 feet. 
  Soul Homunculus 
  1st-level conjuration (ritual) 
  Casting Time: 1 hour  
  Range: 10 feet  
  Components: V, S, M (10 gp 
  worth of mandragora root and 
  other herbal supplies, which 
  become the homunculus and are 
  consumed, and a glass bottle with 
  a tiny laboratory inside that costs 
  25 gp) 
  Duration: Instantaneous  
  You remove a portion of your soul 
  to create an alchemical 
  homunculus (see Appendix A) that 
  resembles you. This is a 
  complicated process, as it first 
  requires the creation of special 
  clear glass bottle, wide-mouthed 
  and slightly larger than a wine 
  bottle, that contains a miniature 
  alchemical laboratory. It costs 25 
  gp to obtain this, whether you 
  create the bottle laboratory 
  yourself or have it made. When 
  you cast this spell, you mix an 
  alchemical paste and use it to 
  treat a fresh mandragora root, 
  which then magically shrinks 
  down to be inserted into the bottle. 
  Over the course of the hour 
  casting time, the treated root and 
  inserted, and then transforms into 
  a small version of an infant of your 
  race. It then matures at an 
  unnerving rate over, reaching the 
  same age as you before the end of 
  
   
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  the ritual, its development ending when it 
  becomes a smaller yet otherwise identical copy of 
  you. During that same hour, the magic of this 
  spell adjusts the laboratory in the bottle to suit 
  the needs of its inhabitant, including scribing 
  basic references into the blank books within it 
  and manifesting appropriate attire for the 
  homunculus—generally the garb of a sage, 
  student, or research scholar, but with extra 
  protective layers for experimentation. The magic 
  also strengthens the bottle, transforming it from 
  glass into unbreakable crystal. Once this spell is 
  cast, the bottle cannot be broken or destroyed 
  while you are alive. 
  Upon creation, the homunculus is ready to work. 
  While your soul homunculus is within 120 feet of 
  you, you can communicate with it telepathically. 
  It can always use the Help action for Intelligence 
  (Arcana) or Wisdom (Medicine) checks you make, 
  whether it is in its bottle or not, as long as it is 
  within 120 feet of you. 
  The soul homunculus can leave the bottle, 
  growing to its normal size (approximately one-
  tenth of your own height) and appearing in an 
  unoccupied space adjacent to the bottle, or in a 
  space occupied by you (if you are within 120 feet). 
  The statistics of a soul homunculus appear in 
  Appendix A of this document. As a bonus action, 
  you can summon your soul homunculus from out 
  of its bottle, or you can send it back. It can also 
  use a bonus action on its own to enter or leave the 
  bottle, but will not do so against your will. 
  Your soul homunculus acts independently of you, 
  but it always obeys your commands. In combat, it 
  rolls its own initiative and acts on its own turn. A 
  soul homunculus can’t attack unless you use 
  your action telling it to do so, but it can take other 
  actions as normal. When the soul homunculus 
  drops to 0 hit points, it falls unconscious, but 
  regains hit points at the beginning of its turn as 
  long as you are alive. While you are alive, it is not 
  destroyed unless it takes damage equal to twice 
  its maximum hit points in a single turn. If it is 
  destroyed, the bottle laboratory remains intact, 
  and you can create a new soul homunculus by 
  casting this spell again. If you do so, you can re-
  use the same bottle laboratory if you still possess 
  it, but must purchase any other components 
  again. You can’t have more than one soul 
  homunculus at a time. If you cast this spell while 
  you already have a soul homunculus, you simply 
  recreate a new version of the same one. 
  Finally, when you cast a spell with a range of 
  touch, your soul homunculus can deliver the spell 
  as if it had cast the spell. Your soul homunculus 
  must be within 120 feet of you, and it must use 
  its reaction to deliver the spell when you cast it. If 
  the spell requires an attack roll, you use your 
  attack modifier for the roll. 
  Speed of Thought 
  1st-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You marshal psychic energies to move with speed 
  and acrobatic grace. When you cast this spell, you 
  gain two speed points. As a bonus action on your 
  turn, you can expend a speed point, granting you 
  the following benefits until the end of that turn: 
  • 
  Your speed increases by 10 feet. 
  • 
  You have resistance to falling damage. 
  • 
  Difficult terrain does not reduce your speed. 
  • 
  You have a climb speed equal to your walking 
  speed.  
  • 
  Opportunity attacks against you are made at 
  disadvantage. 
  • 
  You add 10 feet to your long jump distance and 3 
  feet to your high jump distance. 
  • 
  You have advantage on Dexterity (Acrobatics) and 
  Strength (Athletics) checks. 
  • 
  You can move up, down, and across vertical 
  surfaces and upside down along ceilings, while 
  leaving your hands free. 
  • 
  You do not sink when moving over soft or brittle 
  terrain, such as dust, silt, mud, snow, or thin ice. 
  This effect does not allow you to move over actual 
  liquid. 
  • 
  If you move at least 20 feet straight toward a 
  creature and then hit it with a melee weapon attack 
  on the same turn, that attack inflicts an additional 
  1d4 damage.  
  At the end of your turn, the benefits fade entirely 
  until you spend another speed point. If these 
  benefits end while you are still on a vertical 
  surface, or anywhere else where you would 
  normally be falling or sinking, you immediately 
  fall or begin to sink unless you have some other 
  means of remaining there. 
  This spell ends when its duration expires, when 
  you cast this spell again, or when you have spent 
  all your speed points. When the spell ends, any 
  unspent speed points are lost. 
  At Higher Levels. If you cast this spell with a 
  spell slot of 2nd level or higher, the extra damage 
  you inflict with melee weapon attacks against 
  
   
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  opponents you moved 20 feet straight towards on 
  that same turn increases by 1d4 for each slot level 
  above 1st. In addition, if you cast this spell with a 
  spell slot of 3rd level or higher, you gain one 
  additional speed point for each two slot levels 
  above 1st (giving you a total of three speed points 
  with a 3rd level spell slot, four speed points with a 
  5th level slot, five with a 7th level slot, and six 
  with a 9th level slot). 
  Steal Speed 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  You slow an opponent while making yourself 
  faster. Make a melee spell attack against the 
  target. On a hit, it takes 1d4 psychic damage, and 
  its speed is reduced by 10 feet until the start of 
  your next turn. Until the start of your next turn, 
  you add a number of feet to your own speed equal 
  to the number of feet by which you reduced the 
  target’s speed. 
  This spell’s damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). In addition, the speed you steal 
  increases by 5 feet as well when you reach 5th 
  level (15 feet), 11th level (20 feet), and 17th level 
  (25 feet). 
  Sustaining Meditation 
  3rd-level abjuration (ritual) 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 24 hours 
  You enter a heightened state of consciousness in 
  which you have complete awareness and control 
  of your body’s natural processes. Until this spell 
  ends, you are able to heal yourself for a limited 
  number of hit points. You gain a pool of 20 hit 
  points worth of self-healing. As a bonus action on 
  your turn, you can draw self-healing from the pool 
  to restore a number of hit points to yourself, up to 
  the maximum amount remaining in your pool. 
  Once all the self-healing of the pool is expended, it 
  does not replenish unless you cast the spell again. 
  When this spell ends, any unused healing in the 
  pool is lost. 
  Alternatively, if you have at least 5 hit points 
  remaining in your self-healing pool, you can use a 
  bonus action to neutralize one poison affecting 
  you, or to cure yourself of one disease or one of 
  the following conditions: the condition can be 
  blinded, deafened, paralyzed, or poisoned. When 
  you do this, the spell ends immediately.  
  In addition, for the duration of this spell, you 
  don’t need to eat or sleep (though you still need to 
  finish a long rest to prepare spells or regain any 
  abilities that require a long rest) and whenever 
  you hold your breath, you can do so for five times 
  as long as normal. If you have at least 1 hit point 
  remaining in your self-healing pool, you have 
  advantage on saving throws against poison and 
  resistance to poison damage. 
  This spell ends when you finish a long rest, or 
  when you cast it again. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the pool of self-
  healing it confers is increased by 5 hit points for 
  each slot level above 3rd. 
  Telekinetic Slam 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 120 Feet 
  Components: V,S 
  Duration: Instantaneous 
  You surprise an enemy with an unstoppable 
  telekinetic impact. Choose one creature within 
  range. It takes psychic damage equal to 1d4 + 
  your spellcasting ability modifier and is moved up 
  to 10 feet in a direction you choose (including up 
  in the air, which may cause it to fall). You can 
  only move it in a straight line through space 
  unimpeded by creatures, objects, or obstacles. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the psychic 
  damage increases by 1d4 for each slot level above 
  1st. If the spell slot is of 5th level or higher, you 
  may target one additional creature within range 
  for each slot level above 4th. 
  Telepathic Link 
  1st-level divination (ritual) 
  Casting Time: 1 action  
  Range: Touch  
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You establish a telepathic link with one willing 
  humanoid you touch. Until the spell ends, the 
  link is active while you and the humanoid are 
  within line of sight of each other. Creatures with 
  Intelligence scores of 2 or less aren’t affected by 
  this spell. You don’t need to share a language with 
  
   
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  a creature for it to understand your telepathic 
  utterances, and the creature understands you 
  even if it lacks a language. The creature can 
  respond to you telepathically as well, but it must 
  understand at least one language in order to 
  communicate this way. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the duration is 
  10 minutes for each slot level above 2nd. When 
  you cast this spell using a spell slot of 4th level or 
  higher, while you are linked, if either you or the 
  creature you are linked to is surprised, and the 
  other creature including in that same link is not, 
  neither one of you is surprised. 
  Thought Blast 
  Enchantment cantrip 
  Casting Time: 1 action  
  Range: Self (5-foot radius)  
  Components: V, S 
  Duration: 1 round 
  You unleash the psychic power of your mind in a 
  wave that shocks nearby creatures’ minds. Each 
  living creature (not a construct or undead) other 
  than you within 5 feet of you must make an 
  Intelligence saving throw. On a failed save, a 
  creature takes 1d6 psychic damage and has 
  disadvantage on the next Intelligence or Charisma 
  check it makes before the until the end of its next 
  turn. 
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Thought Projection 
  Enchantment cantrip 
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You broadcast a mental image or telepathic 
  message to nearby allies. Choose any number of 
  non-hostile creatures within range. These targets 
  (and only the targets) mentally receive the image 
  or message you chose to convey. If it is a message, 
  it must be 10 words or fewer. Creatures with 
  Intelligence scores of 2 or creatures unwilling to 
  have you communicate with them aren’t affected 
  by this spell. You don’t need to share a language 
  with a creature for it to understand what you 
  convey, but if you send a message rather than an 
  image, a creature must understand at least one 
  language in order to comprehend the message. 
  Uncanny Balance 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V 
  Duration: 1 round 
  You sense how to shift your weight from step to 
  step, staying atop a tricky surface. For the rest of 
  the turn, you have advantage on Dexterity 
  (Acrobatics) and Strength (Athletics) checks, and 
  you do not sink when moving over soft or brittle 
  terrain, such as dust, silt, mud, snow, or thin ice 
  (though you cannot walk on actual liquid with 
  this effect). While this spell is active, difficult 
  terrain of those types does not require extra 
  movement.  
  If you are already sinking into soft terrain when 
  you cast this spell, the spell instantly moves you 
  up to 5 feet to the surface. When this spell ends, if 
  you are standing in a place where you would 
  normally fall or sink, you do so unless you have 
  some other means of remaining there.  
  Unleash Instincts 
  6th-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S, M (a piece of animal skin 
  large enough to be worn over both shoulders) 
  Duration: Concentration, up to 8 hours 
  Until this spell ends, you unlock the primal 
  nature of your body and mind, and you gain the 
  following benefits:  
  • 
  You can substitute your spellcasting ability score 
  for your Strength score for purposes of unarmed 
  strikes (including both attack and damage rolls), 
  ability checks, and determining your jump distance 
  or carrying capacity (including maximum load and 
  maximum lift). 
  • 
  You add your spellcasting ability modifier to 
  Dexterity checks and Wisdom checks. 
  • 
  When you make an unarmed strike, the damage 
  you inflict is psychic damage, and you can roll a d8 
  in place of the normal damage. 
  • 
  Your speed increases by 10 feet. 
  • 
  You can use your bonus action to make an 
  unarmed strike or take the Dash action. 
  • 
  You gain darkvision up to a distance of 30 feet. 
  • 
  You can track other creatures while traveling at a 
  fast pace, and you can move stealthily while 
  traveling at a normal pace. 
  If you end your turn wearing heavy armor, you 
  must roll a Constitution saving throw against a 
  
   
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  DC equal to your own spellcasting DC. If you fail, 
  you lose concentration and the spell ends. 
  If you roll initiative before this spell ends, if the 
  remaining amount of time you can maintain your 
  concentration on this spell is greater than 1 
  minute, that duration is reduced, and you can 
  only maintain your concentration on the spell for 
  up to 1 minute after making the initiative roll. 
  In addition, when you make a Strength, Dexterity, 
  or Constitution saving throw, if the number rolled 
  on the die is 16 or lower, you can use your 
  reaction to treat the number rolled on the 
  d20 as a 17. If you do so, you gain 
  advantage on all Strength, Dexterity, or 
  Constitution saving throws until the 
  beginning of your next turn, at which time 
  the spell ends. 
  Wall Run 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  For a brief moment, you treat the law of 
  gravity as a suggestion rather than a rule. 
  For the rest of the turn, you have a climb 
  speed equal to your walking speed and 
  advantage on Dexterity (Acrobatics) and 
  Strength (Athletics) checks, and you can 
  move up, down, and across vertical 
  surfaces while leaving your hands free. 
  This does not allow you to move upside 
  down along ceilings. If you are on a vertical 
  surface when you no longer have a 
  climbing speed, you immediately fall 
  unless you have some other means of 
  remaining there. 
  Warning Roar 
  Evocation cantrip 
  Casting Time: 1 action  
  Range: 30 feet 
  Components: V 
  Duration: 1 round 
  Menacing psychic energies transform your 
  voice into a louder version of the natural 
  threat of a predatory beast (such as the 
  growl of a hunting dog, the rattle of a 
  rattlesnake, or the roar of a lion) that is 
  audible out to 60 feet. Choose one creature 
  within this spell’s range, which must make 
  an Intelligence saving throw. If the target 
  fails, it takes 1d6 thunder damage, and 
  until the start of your next turn it has 
  disadvantage on the next saving throw it makes 
  against being frightened. If that target willingly 
  moves closer to you or attacks you before the start 
  of your next turn, it immediately takes 1d8 
  psychic damage, and the spell ends. 
  This thunder damage from this spell increases by 
  1d6 when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6). 
  
   
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  Monsters & NPCs 
  Barovian Scarecrow 
  Unlike other animated scarecrows, which are 
  merely objects brought to life by a spell, these 
  constructs possess an evil personality infused into 
  them during their creation. The first was crafted 
  by the witch Baba Lysaga, infused with energies 
  of the land conjured from the goddess Mother 
  Night. For its head, she carved a jack o’lantern, 
  made from blood red pumpkin of a particular dark 
  strain native to Barovia. She lit a baleful crimson 
  fire in the jack o’lantern, granting the construct a 
  wicked cunning immunity to the flame that is the 
  weakness of most scarecrows. When a dormant 
  Barovian scarecrow animates, the dark ember 
  within ignites into life, the fire shedding a ruddy 
  scarlet from the carved eyes and mouth. If the 
  flame is extinguished, the construct de-animates, 
  which makes it vulnerable to high winds or the 
  shockwave from magical thunder. When not 
  employed in some errand for a witch, hag, or Dark 
  Lord, these scarecrows seek to reproduce their 
  kind. They make a jack o’lantern from a blood red 
  Barovian pumpkin, and then find some mundane 
  scarecrow and stealthily replace its head with the 
  pumpkin, using their own crimson flame to kindle 
  a new one in their creation. 
   
  Barovian Scarecrow 
  Medium construct, chaotic evil 
  Armor Class 13 
  Hit Points 102 (12d10+36) 
  Speed 30 ft. 
  STR   DEX  CON  INT  
  WIS  
  CHA 
  11(+0) 13(+1) 16(+3) 12(+1) 10(+0)13 (+1) 
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire, poison, necrotic 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can’t speak 
  Challenge 5 (1,800 XP) 
  False Appearance. While the Barovian scarecrow 
  remains motionless, it is indistinguishable from 
  an ordinary, inanimate scarecrow. 
  Flickering Flame. If the Barovian scarecrow is 
  exposed to a strong wind, the flame in its head 
  flickers, and it has disadvantage on its next attack 
  roll. 
  Headless Horror. A Barovian scarecrow is 
  beheaded by a critical hit or if it takes more than 
  12 points of damage from one attack. However, 
  beheading does not kill it. Instead, it instantly 
  falls prone and pretends to be destroyed. 
  Creatures within 5 feet can make an Insight check 
  (DC 17) to determine that the scarecrow is not yet 
  fully destroyed. On its turn, however, a beheaded 
  scarecrow gains the use of its Head Throw attack 
  (below), and returns to standing if possible. 
  Actions 
  Multiattack. The Barovian scarecrow makes two 
  claw attacks or one claw attack and one head 
  throw attack. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. If 
  the target is a creature, it must succeed on a DC 
  15 Wisdom saving throw or be frightened until the 
  end of the scarecrow’s next turn. 
  Terrifying Glare. The Barovian scarecrow targets 
  one creature it can see within 30 feet of it or its 
  head (if beheaded). If the target can see the 
  scarecrow, the target must succeed on a DC 15 
  Wisdom saving throw or be magically frightened 
  until the end of the scarecrow’s next turn. The 
  frightened target is paralyzed. 
  Head Throw. Ranged Weapon Attack: +6 to hit, 
  range 30 ft., one target. Hit: 6 (2d6 + 3) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Wisdom saving throw or 
  be frightened until the end of the Barovian 
  scarecrow’s next turn. Only a beheaded Barovian 
  scarecrow can use this attack. After being thrown, 
  the head rolls back along the ground and into the 
  scarecrow’s hand immediately before the next 
  time it wishes to use this attack. 
   
   
  
   
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  Deep Cultist 
  A deep cultist is the offspring of a warlock who 
  traded their unborn child’s humanity for power, 
  mixing the child’s nature with that of an 
  otherworldly being. They are naturally attracted to 
  aquatic aberrations, such as aboleths or krakens, 
  and they seek to assist their abominable schemes 
  in any way they can. 
  Parents who make these pacts raise their tainted 
  offspring to worship the Far Realm entity the pact 
  was made with. When these children reach 
  adulthood, they attempt to raise up cults of their 
  own sharing this worship. The being that spawned 
  them is connected to the element of water (or 
  perhaps to the elemental evil corruption of it), and 
  so while deep cultists can pass for human, their 
  amphibious nature is indicated by subtly fish-like 
  or frog-like appearances, including flattish noses 
  that are barely more than a pair of nostrils and 
  great bulging eyes that tend to stare without 
  blinking. They have muscular or wiry builds, pale 
  almost bluish or greenish skin, and black greasy 
  hair that either grows wild or is thin and sparse. 
  Despite these hints to their true origins, some 
  deep cultists are still attractive by human 
  standards. They’ve been known to recruit 
  members for their cults by seduction as well as 
  more mundane means of coercion, and some truly 
  come to love their human paramours. Many are 
  the legends of “mermaids” rescuing sailors from 
  drowning and falling in love with them that are 
  actually tales of deep cultists. When on land, they 
  commonly go about in heavy robes to hide their 
  appearance.  
   
  Deep Cultist 
  Medium humanoid, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 105 (14d8+42) 
  Speed 30ft., swim 40 ft. 
   STR   DEX  CON   INT 
    WIS   CHA 
   13 (+1) 14 (+2)  16 (+3)  11 (+0)  16 (+3)  14 (+2) 
  Skills Arcana +3, Deception +4, Religion +3, 
  Stealth +5 
  Damage Resistances cold, lightning 
  Damage Immunities acid, poison 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Aquan 
  Challenge 6 (2,300 XP) 
  Spellcasting The deep cultist is a 7th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 14, +6 to hit with spell attacks). It 
  knows the following spells: 
  Cantrips (at will): druidcraft, reaver’s touch*, 
  shape water*, vicious mockery 
  1st level (4 slots): create/destroy water, dissonant 
  whispers, disguise self, fog cloud 
  2nd level (3 slots): blur, hold person 
  3rd level (3 slots): fear, tidal wave** 
  4th level (1 slot): storm sphere** 
  (“**” = appears in the Elemental Evil Player’s 
  Guide).  
  Amphibious. The deep cultist can breathe air and 
  water. 
  Fanaticism. The deep cultist has advantage on 
  saving throws against being charmed or 
  frightened. 
  Venomous Skin. The deep cultist can cause their 
  flesh to exude a corrosive poison. Any creature 
  grappling to deep cultist or grappled by it takes 3 
  (1d6) poison damage and 3 (1d6) acid damage at 
  the end of that creature’s turn. 
   Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 3(1d6) piercing damage plus 3 
  (1d6) poison damage and 3 (1d6) acid damage. 
   
   
  
   
  77 
   
  Pseudonatural Creature 
  Pseudonatural creatures originate in the Far 
  Realm or in other places beyond the planes as we 
  know them. Eldritch abominations such as these 
  are often the spawn or servitors of Great Old 
  Ones, elder gods, or powerful aberrations. They 
  can take on at least one less alien form when 
  needed, but a glimpse of their true nature can 
  shake a mortal’s grip on reality.  
  Pseudonatural Template 
  Any corporeal creature can become a 
  pseudonatural creature. When it becomes a 
  pseudonatural creature, it keeps its statistics, 
  except as noted below.  
  Type. The creature’s type changes to Aberration. 
  Alignment. Chaotic evil and neutral evil creatures 
  do not change their alignment. Other alignments 
  are changed as follows:  
  Pseudonatural Creature Alignment 
  Base 
  Creature’s 
  Alignment 
  New Alignment 
  Lawful Good 
  Unaligned 
  Neutral Good 
  Neutral 
  Chaotic Good 
  Chaotic Neutral 
  Lawful Evil 
  Neutral Evil 
  Lawful Neutral 
  Lawful Evil 
  Chaotic Neutral 
  Chaotic Evil 
  Neutral 
  Chaotic Neutral 
  Unaligned 
  Chaotic Neutral 
  Hit Points. If the creature has less than 3 Hit 
  Dice, raise its number of Hit Dice to 3 and adjust 
  its hit points accordingly. 
  Ability Scores. If the creature’s Intelligence is 
  below 3, increase it to 3. In addition, if the 
  creature’s Wisdom is less than 20, increase the 
  creature’s Wisdom by 10, to a maximum of 20 or 
  the base creature’s challenge rating, whichever is 
  higher.  
  Challenge. Increase the creature’s challenge 
  rating by 1 after applying this template. If the 
  base creature’s challenge rating is lower  
  than1/2, increase the challenge rating to 1/2; if it 
  is 1/2, increase it to 1. 
  Senses. The pseudonatural creature gains 
  blindsight with a radius of 10 feet.  
  Damage Resistances. The pseudonatural 
  creature gains resistance to acid and lightning.  
  Languages. The pseudonatural creature gains 
  telepathy 30 ft.  
  New Trait: Telepathic Insight. If a creature 
  within 30 ft. communicates telepathically with the 
  pseudonatural creature, it must make a Charisma 
  saving throw against a DC equal to the 
  pseudonatural creature’s Wisdom score. If the 
  creature fails the save, the pseudonatural 
  creature magically learns one fact or secret about 
  that creature.  
  New Spells: The pseudonatural creature knows 
  the true strike and vicious mockery cantrips. If it 
  can cast spells of 1st level or higher, it also gains 
  the spells bane and dissonant whispers.  
  New Action: Pseudonatural Form. As a bonus 
  action, the creature assumes its true form, that of 
  a grotesque, tentacled mass (or another 
  appropriately gruesome form), but all its abilities 
  remain unchanged despite the alien appearance. 
  While it is in this form, all attack rolls against the 
  pseudonatural creature made by creatures who 
  can see it are at disadvantage. In addition, while it 
  is in its true form, the pseudonatural creature has 
  advantage on Charisma (Intimidation) checks and 
  disadvantage on all other Charisma checks. It can 
  use another bonus action to change back. 
  New Reaction: True Form. When the 
  pseudonatural creature takes damage, it can 
  assume its pseudonatural form as a reaction. 
  
   
  78 
   
  Example: The Rat-Thing 
  (Pseudonatural Rat) 
  The rat-thing appears to be a regular rat to most 
  who see it, but it is always the familiar of some 
  loathsome, half-mad spellcaster, and its true form 
  is far more disturbing. Those who glimpse it in 
  unguarded moments are horrified, for the rat-
  thing has a face much like that of a human, and 
  its tiny hands are human-like as well. Its face is 
  bearded, sharp-toothed, and bears an evil 
  expression. Its voice sounds like hateful tittering, 
  but it can only communicate via telepathy, which 
  those contacted experience as the same loathsome 
  titter forming words in their own language. It is 
  said evil wizards and warlocks create rat-things 
  from the remains of sacrificed cultists. Such a 
  creature almost never fights alone, engaging in 
  hostile action only at the side of the corrupted 
  spellcaster they serve. 
  Pseudonatural Rat (Rat-Thing) 
  Tiny aberration, chaotic neutral 
  Armor Class 10 
  Hit Points 4 (3d4-3) 
  Speed 20ft. 
   STR   DEX  CON   INT 
    WIS  CHA 
    2 (-4) 
  11 (+0)  9 (-1) 
   3 (-4) 
   20 (+5)  4 (-3) 
  Damage Resistances acid, lightning 
  Senses blindsight 10 ft., darkvision 30 ft., passive 
  Perception 15 
  Languages telepathy 30 ft. 
  Challenge 1/2 (100 XP) 
  Innate Spellcasting. The pseudonatural rat’s 
  innate spellcasting ability is Wisdom (spell save 
  DC 15). It can innately cast the following spells, 
  requiring no material components: 
  At will: true strike, vicious mockery 
  Telepathic Insight. If a creature within 30 ft. 
  communicates telepathically with the 
  pseudonatural rat, it must make a Charisma 
  saving throw (DC 20). If the creature fails the save, 
  the pseudonatural rat magically learns one fact or 
  secret about that creature.  
  Actions 
  Bite. Melee Weapon Attack: +0 to hit, reach 
  5 ft., one target. Hit: 1 piercing damage. 
  Pseudonatural Form. As a bonus 
  action, the pseudonatural rat 
  creature assumes its true form, 
  that of a rat with a human-like 
  face and tiny, humanoid hands. 
  While it is in this form, all attack 
  rolls against the pseudonatural 
  rat made by creatures who can 
  see it are at disadvantage. In 
  addition, while it is in its true 
  form, the pseudonatural rat has 
  advantage on Charisma 
  (Intimidation) checks and 
  disadvantage on all other 
  Charisma checks. It can 
  use another bonus action 
  to change back.  
  Reactions 
  True Form. When the 
  pseudonatural rat takes 
  damage, it can assume its 
  pseudonatural form as a reaction. 
  
   
  79 
   
  Example: The Black Dog 
  (Pseudonatural Hell Hound) 
  The black dog is massive dog the size of a calf 
  with thick, shaggy, jet black fur and glowing red 
  eyes. It has sharp, knife-like canines, and its 
  mouth always seems to be grinning, as if the fell 
  creature bears some hidden secret. Its saliva 
  stinks of sulfur. It appears only at night, but even 
  in the moonlight its fur does not shine or gleam, 
  but remains dark as a shadow. It leaves no 
  footprints. It can only be tracked by the scorch 
  marks it leaves on the ground every few paces, 
  and by its tendency to stop and claw or gnaw 
  upon large objects of wood or metal. It is always 
  associated with fire, with the smell of smoke and 
  flickering shadows in its presence, but does not 
  appear in dog form with a visible aura of fire. It is 
  as if, wherever it goes, there is always an unseen 
  fire nearby. Thankfully, these creatures are rare, 
  and seldom attack the living, but rather are 
  omens of worse horrors to follow. They appear 
  before great fires, deadly plagues, battles with 
  high casualties, and the deaths of important 
  personages. They also accompany the 
  appearances of comets in the night sky. They 
  remain calm and aloof unless a creature threatens 
  them or approaches an object they have been 
  charged by the Dark Powers with protecting, 
  which sends them into an aggressive frenzy.  
  In their true form, black dogs are far more 
  frightening. Their bodies seem to explode, as they 
  become unsteady orbs of crimson flame, 
  surrounded by ember-like points of fiery light and 
  bursts of red lightning. They shimmer with heat, 
  making them hard to focus on, but anyone 
  looking directly at the fiery orb sees visions in the 
  flames, visions of various horrific ways they might 
  die, combined with scenes of cataclysm and 
  carnage consuming nearby settlements.  
   
  Pseudonatural Hell Hound (Black Dog) 
  Medium aberration, neutral evil 
  Armor Class 15 
  Hit Points 45 (7d8-14) 
  Speed 50ft. 
   STR   DEX  CON   INT   WIS  CHA 
   17 (+3) 12 (+1)  14 (+2)  6 (-2) 
   20 (+5)  6 (-2) 
  Skills Perception +9 
  Damage Resistances Acid, lightning 
  Damage Immunities Fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 19 
  Languages telepathy 30 ft., understands Infernal 
  but can’t speak it 
  Challenge 4 (1,100 XP) 
  Innate Spellcasting. The pseudonatural hell 
  hound’s innate spellcasting ability is Wisdom 
  (spell save DC 15). It can innately cast the 
  following spells, requiring no material 
  components: 
  At will: true strike, vicious mockery 
  Keen Hearing and Smell. The pseudonatural 
  hell hound has advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.  
  Pack Tactics. The pseudonatural hell hound has 
  advantage on an attack roll against a creature if 
  at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Telepathic Insight. If a creature within 30 ft. 
  communicates telepathically with the 
  pseudonatural hell hound, it must make a 
  Charisma saving throw (DC 20). If the creature 
  fails the save, the pseudonatural hell hound 
  magically learns one fact or secret about that 
  creature.  
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) piercing damage plus 7 
  (2d6) fire damage. 
  Fire Breath (Recharge 5–6). The pseudonatural 
  hell exhales fire in a 15‐foot cone. Each creature 
  in that area must make a DC 12 Dexterity saving 
  throw, taking 21 (6d6) fire damage on a failed save, 
  or half as much damage on a successful one. 
  Pseudonatural Form. As a bonus action, the 
  pseudonatural hell hound creature assumes its 
  true form, that of a flaming sphere shimmering 
  with red lightning and filled with horrific visions, 
  While it is in this form, all attack rolls against the 
  pseudonatural hell hound made by creatures who 
  can see it are at disadvantage. In addition, while it 
  is in its true form, the pseudonatural hell hound 
  has advantage on Charisma (Intimidation) checks 
  and disadvantage on all other Charisma checks. It 
  can use another bonus action to change back.  
  Reactions 
  True Form. When the pseudonatural hell hound 
  takes damage, it can assume its true form as a 
  reaction. 
  
   
  80 
   
  Rom 
  The rom are a race of subterranean, undead giants 
  that withdrew from the surface world in the distant 
  past. They are sullen, malicious, and angry 
  creatures, attacking any who disturb their final 
  dwelling places or cairns. Rom are all male, with 
  tall, muscular physiques—similar to humans in 
  proportion—and dark, ashen-grey skin. They have 
  sunken, glassy eyes, long, curling fingernails, and 
  are either bald or have thinning, bone-white hair. 
  They stand about 17 ft.’ tall, retaining the 
  supernatural strength they possessed in life. They 
  speak with sad, resonant voices. All are talented 
  singers, poets, and musicians. 
  Cursed by Tragedy. Rom are thought to be all that 
  remains of an ancient race of giant herdsmen. They 
  lived in the hills and on the plains where their giant 
  cows could graze, some practicing a limited form of 
  agriculture. They were a quiet, peace-loving people 
  whose end came when their wives produced only 
  male children; there were no further generations. 
  Shaking their fists at the sad destiny Fate had 
  passed upon them, they built enormous stone 
  cairns for themselves, fashioned out of monolithic 
  granite slabs. Entire clans of rom descended into 
  their self-made tombs, burying themselves alive. 
  However, so great was their collective self-pity and 
  anger at Fate that their existence persisted beyond 
  death. 
  Inspiring Hosts. The giants are known to receive 
  brave visitors during the night, who politely knock 
  on the entrance to the tombs and humbly request 
  hospitality for the evening. The rom are a musical 
  and poetic race. Brave bards who have visited with 
  them for only a short while are said to have been 
  inspired to compose a masterful, if tragic, song or 
  epic poem. 
  Death to Trespassers. Those who brashly intrude 
  on the giants during the night, or who break into a 
  cairn during the day, will be immediately attacked 
  by the rom present in the tomb (usually 8 or fewer). 
  They will throw any corpses outside as a warning to 
  others against further unwarranted intrusions.  
  Regional Effects 
  The granite cairns of the rom can still be found 
  today, towering over the plains or nestled among 
  the hills. They are shunned by all forms of animal 
  and insect life. Nearby vegetation appears stunted 
  and lacks its usual color. All is quiet near these 
  tombs during the day, but at night, one can hear a 
  loud lamentation rising from within the cold, stone 
  cairns, a plaintive cry against Fate. 
  • 
   At night, within a mile of a rom cairn, their 
  haunting dirges can be heard. Any creature in 
  this area at night that can hear must make a 
  DC 11 Wisdom saving throw unless their 
  Intelligence is 2 or lower. On a failure, the 
  character feels a heartbreaking sadness, a 
  despair that makes their efforts seem 
  meaningless. Until they leave the area, they 
  have disadvantage on death saving throws and 
  Dexterity checks for initiative, and they gain 
  the following flaw: “If all this beauty ends in 
  tragedy, what’s the point of living at all?” A 
  creature can repeat its saving throw every time 
  it finishes a long rest, ending the effect on 
  itself on a success. A creature that makes a 
  successful saving throw against this effect is 
  immune to it for 24 hours. The dirge has no 
  effect on constructs and undead. 
  • 
  Any beast or humanoid with an Intelligence of 
  2 or lower that comes within a mile of a rom 
  cairn becomes frightened, and will not 
  willingly move closer to the cairn. 
  • 
  No plant life grows naturally within 500 ft. of a 
  rom cairn. 
  
   
  81 
   
  Rom 
  Huge undead, lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 172 (15d12+75) 
  Speed 40 ft. 
   STR   DEX  CON   INT 
    WIS   CHA 
   26 (+8) 10 (+0)  21 (+5)  11 (+0)  14 (+2)  18 (+4) 
  Skills Animal Handling +6, Intimidation +8, 
  Persuasion +8, Perception +6 
  Damage Resistances necrotic 
  Damage Immunities cold, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Pack Tactics. The rom has advantage on an attack 
  roll against a creature if at least one of the rom’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  Sleepless. Magic cannot cause the rom to sleep. 
  Actions 
  Multiattack. The rom makes two claw attacks. 
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 17 (2d8+8) slashing damage plus 4 
  (1d8) necrotic damage, and the target’s Strength 
  score is reduced by 1d4. The target dies if this 
  reduces his Strength to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long rest.  
  Rock. Ranged Weapon Attack: +12 to hit, range 
  60/240 ft. one target. Hit: 30 (4d10+8) damage. 
  Frightful Presence. Each creature of the rom’s 
  choice that is within 120 feet of the rom and aware 
  of it must succeed on a DC 16 Wisdom saving 
  throw or become frightened for 1 minute. A creature 
  can repeat its saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Dolorous Dirge. (Recharge 6). As a bonus action, 
  the rom sings a song of loss in its haunting voice, a 
  mourning ballad that pierces the hearts of even 
  hardened veterans. This dirge has no effect on 
  constructs and undead. Any other creature within 
  30 feet who can hear the rom must make a 
  Charisma saving throw (DC 16) or have its speed 
  reduced by half for as long as the rom keeps singing. 
  The rom must use a bonus action to continue this 
  effect each round. A creature can repeat its saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Soul Homunculus 
  Soul homunculi are small constructs the size of a 
  squirrel, that function something like a wizard’s 
  familiar, but which resemble their creator rather 
  than looking like an animal. They appear as 
  diminutive humanoids dressed like scholars, but 
  wearing thick clothing to protect them from 
  accidents, and they share their creator’s basic 
  physical appearance They do not have an 
  independent existence, but live as extensions of the 
  soul of their creator. They are created by casting the 
  soul homunculus spell. 
  Your Flesh and Blood Duplicate. The soul 
  homunculus not only resembles its creator 
  physically, but knows everything its creator knows, 
  including all the langauges the creator can speak 
  and read. It thinks of itself as a sage, and is driven 
  to solve mysteries with alchemy or scholarship, 
  preferably within the safe confines of its laboratory 
  (see below). It has no larger goals beyond obeying 
  its master’s will and discerning arcane secrets. 
  Though it has no physical needs while its master is 
  alive, it also likes to indulge in good food, 
  beverages, and the like, though it enjoys them as 
  luxuries rather than pursuing them actively. 
  Generally, it likes the same cuisine and drinks as 
  its creator, and it sleeps, breathes, and speaks 
  much as its creator does, but it doesn’t actually 
  require food, water, air, or sleep. In many ways, it is 
  a very sophisticated flesh golem, but made of 
  alchemical ingredients rather than corpses and 
  enlivened by a spark of its master’s essence. 
  Researching Constructs. Soul homunculi live in 
  special bottles that contain tiny alchemical 
  laboratories and libraries. The bottle is customarily 
  carried or kept by the construct’s creator. The tiny 
  demiplane within the bottle has its own gravity, 
  remains a comfortable temperature, and maintains 
  a pocket of breathable air. The interior of the bottle 
  is generally unaffected by the world outside of it, 
  and can only be entered by a soul homunculus, 
  which changes size to fit inside of it. The wax 
  stopper at the mouth of the bottle opens and closes 
  like a door when the homunculus passes through 
  it, but a magical field around the bottle allows 
  nothing else to enter or leave. 
  
   
  82 
   
  Soul Homunculus 
  Tiny construct, lawful neutral 
  Armor Class 13 (natural armor, padded) 
  Hit Points 7 (2d4+2) 
  Speed 20ft. 
   STR   DEX  CON   INT 
    WIS  CHA 
    4 (-3) 
  13 (+1)  12 (+1)  14 (+2)  12 (+1)  9 (-1) 
  Damage Vulnerabilities fire 
  Damage Resistances necrotic, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities lightning, poison 
  Condition Immunities charmed, exhaustion, 
  poisoned, unconscious 
  Skills Arcana+4, Medicine +4, Perception+3, 
  Stealth+3 
  Senses passive Perception 13 
  Languages Primordial, all languages known by its 
  creator, telepathy 120 ft. (creator only) 
  Challenge 1/2 (100 XP)  
  Bottle Laboratory. The bottle which the 
  soul homunculus calls home cannot be 
  broken or destroyed while the creator of the 
  construct is alive.  
  Grow/Shrink. When entering or leaving the 
  bottle laboratory it calls home, the soul 
  homunculus changes size. When entering 
  the bottle, it shrinks down to one half of its 
  normal height. When leaving the bottle, it 
  resumes its normal size and appears in an 
  unoccupied space adjacent to the bottle, or 
  in a space occupied by its master (if the 
  master is within 120 feet). 
  Sustaining Bond. As long as its creator is 
  alive, the soul homunculus does not need to 
  eat, sleep, breathe, or drink (though it likes 
  to do all of those things as often as its 
  creator does) and it regains 1 hit point at the 
  start of its turn. If it takes fire damage, it 
  doesn’t regain the hit point at the start of its 
  next turn. 
  Innate Spellcasting. The soul 
  homunculus’s innate spellcasting ability is 
  Intelligence (spell save DC 12). It can 
  innately cast the following spells, requiring 
  no material components: 
  At will: vicious mockery, detect magic, 
  invisibility (self only) 
   
  Actions 
  Syringe. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage and 1 poison 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or be poisoned until the 
  end of its next turn. If the saving throw fails by 5 or 
  more, the target is instead poisoned for 2 (1d4) 
  minutes and unconscious while poisoned in this 
  way. 
  Acid Vial. Ranged Weapon Attack: +3 to hit, range 
  15/30 ft., one target. Hit: 1 acid damage. 
  Enter/Exit Bottle Laboratory. As a bonus action, 
  the soul homunculus enters or leaves the bottle 
  laboratory. 
  Assist Research.  As long as it is within 120 feet of 
  its creator, the soul homunculus can take the Help 
  action to assist its creator with Intelligence (Arcana) 
  or Wisdom (Medicine) checks, even if it is not 
  adjacent to its creator. 
   
  
   
  83 
   
  Vampires of Ravenloft 
  Of all the dark and evil things that move about in 
  the mists of the Domains of Dread, none is more 
  feared than the vampire. These creatures can often 
  move freely about in the world of men and, as such, 
  are all the more dreadful. Their unexpected attacks 
  often target the innocent and helpless, leaving little 
  hope that a victim will survive to lead would-be 
  vampire hunters to the monster. Overall, they are 
  certainly the darkest of the dark.  
  Ravenloft is home to many vampires, some of whom 
  are even lords of their own domains. Strahd Von 
  Zarovich, the master of Barovia, is one such 
  creature. His darkness is so great that many believe 
  the land itself to be tied directly to him. This may or 
  may not be true, but the Vistani and Lord Azalin of 
  Darkon certainly seem to believe it. Other vampire 
  lords are certainly powerful—but none can compare 
  to the might, or the evil, of Strahd. 
   
   
  Vampires of Different Races 
  Most vampires of any race have the same 
  attributes, as the curse does not discriminate. In 
  most cases, for example, sun-loving wood elf and 
  benighted drow elf alike suffer the same destructive 
  effects in sunlight. However, in the Domains of 
  Dread, certain vampires of non-human races have 
  been infected by the spells of a hateful enemy 
  rather than in the traditional fashion, and their 
  version of the curse is altered to torment them even 
  more deeply. When vampires with such curses 
  convert others of their original race, those victims 
  are sometimes tortured in the same cruel way, 
  taking on the traits of their sires.  
  Writings of the legendary vampire hunter Rudolph 
  Van Richten have been distributed among those 
  who would emulate his example, and in the most 
  widely read texts, he identifies three of these 
  specialized strains of the curse, afflicting dwarves, 
  elves, and halflings. In the time since recording 
  those three types, however, it is believed Van 
  Richten has uncovered even more. 
  
   
  84 
   
  Vampire, Dwarf 
  Dwarves are a long-lived race with an intense 
  cultural hatred of the undead and their evil work. 
  They regard death as the just rewards of a warrior 
  and undeath as cheating a hero of his glorious 
  end. For this reason, a dwarf vampire is perhaps 
  the most awful of things, for its natural hatred of 
  what it has become leads it to do great acts of evil. 
  Dwarf vampires, like all vampires, look much as 
  they did in life. They are short and stocky, with 
  long, white or silver beards, and heavy, rounded 
  features. In most cases, they retain the trappings 
  of the profession they held in life; a dwarf vampire 
  who was a warrior is often found in full armor 
  with a heavy battleaxe or warhammer in hand.  
  Dwarf vampires seek out the deepest and darkest 
  of subterranean lairs. They shun all contact with 
  their kind, perhaps out of disgust or 
  embarrassment over what has become of them. 
  The only time they will seek out other dwarves is 
  when they wish to create a vampire companion or 
  are in need of slaves for some evil deed. 
  Dwarf vampires are the most introverted of all the 
  racial vampire types. They tend to keep to 
  themselves and do not seek to amass power as do 
  human vampires. This does not mean that they 
  will become utterly isolated, however, for they are 
  drawn to feed on the essences of the living. The 
  dwarf vampire is a thing of darkness and evil that 
  has no place in the natural world. It moves about, 
  spreading death and suffering in an attempt to 
  ease the misery it feels over having been doomed 
  to an eternal life that it detests. 
  Because they realize the torment that 
  transformation into a vampire causes to dwarves, 
  the vampire dwarf is reluctant to create others of 
  its kind. It does so only when it feels that it 
  absolutely needs minions to help it carry out its 
  acts of evil. 
  In many cases, the vampire will kill its minions 
  after they have served it for a few months, freeing 
  them from the suffering that it must endure. Such 
  kindness and compassion seems out of place for 
  these creatures, but many scholars believe that 
  they still retain the last vestiges of their love for 
  other dwarves and cannot bear to spread their 
  suffering to others of their proud race. In most 
  cases, the free-willed dwarf vampires of the 
  Domains of Dread were created by masters who 
  were slain before they could destroy their 
  minions, leaving their creations to suffer in their 
  place.  
  Vampire, Dwarf 
  Medium undead (shapechanger), lawful evil  
  Armor Class 15 (natural armor)  
  Hit Points 161 (17d8 + 85)  
  Speed 30 ft., climb 20 ft. 
   STR   DEX  CON   INT 
    WIS   CHA 
   18 (+4)  16 (+3)  20 (+5)  17 (+3)  15 (+2)  18 (+4) 
  Saving Throws Con +10, Dex +8, Cha +9 
  Skills History +8, Perception +7, Stealth +8  
  Damage Resistances necrotic; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison  
  Senses darkvision 120 ft., tremorsense 120 ft., 
  passive Perception 17  
  Languages Common  
  Challenge 13 (10,000 XP)  
  Magic Resistance. The dwarf vampire has 
  advantage on saving throws against spells and 
  other magical effects. 
  Legendary Resistance (1/Day). If the dwarf 
  vampire fails a saving throw, it can choose to 
  succeed instead.  
  Stonecunning. The dwarf vampire adds an 
  additional +5 to all Intelligence (History) checks 
  related to the origin of stonework. 
  Earthly Escape. When it drops to 0 hit points 
  outside its resting place, the dwarf vampire 
  immediately uses its stonewalk trait and travels 
  10 feet instead of falling unconscious, provided 
  that it is underground or within 5 feet of stone, 
  stonework, or earth. If it is not, it is destroyed. If it 
  is able to use its stonewalk trait while at 0 hit 
  points, it travels towards its resting place as best 
  it can, but cannot leave the earth through which 
  it travels until it reaches its resting place. It must 
  reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it can emerge 
  from the earth and rest there. It is then paralyzed 
  until it regains at least 1 hit point. After spending 
  1 hour in its resting place with 0 hit points, it 
  regains 1 hit point.  
  Chthonic Regeneration. The dwarf vampire 
  regains 25 hit points at the start of its turn if it 
  has at least 1 hit point and is underground. If it is 
  not underground, but it has at least 1 hit point 
  and isn’t in sunlight or running water, it regains 5 
  hit points at the start of its turn. If the dwarf 
  vampire takes radiant damage or damage from 
  holy water, this trait doesn’t function at the start 
  of the dwarf vampire’s next turn.  
  
   
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  Stonewalk. The dwarf vampire can burrow 
  through earth and stone. While doing so, the 
  dwarf vampire doesn’t disturb the material it 
  moves through. The dwarf vampire can extend the 
  magical aura of this power to allow it to bring any 
  object or creature it is carrying or grappling with 
  it when it stonewalks. The dwarf vampire enjoys 
  no special protections when stonewalking except 
  for the cover of the stone or earth around it. 
  Holy Water. The dwarf vampire has resistance 
  against damage from holy water. 
  Dwarf Vampire Weaknesses. The dwarf vampire 
  has the following flaws: 
  • 
  Metal Barrier. The dwarf vampire cannot 
  cross a line of powdered metal (even if using 
  stonewalk). They can take indirect action to 
  break the line, summoning rats to scamper 
  through it, for example, but the dwarf vampire 
  may never directly affect it. If there is even the 
  slightest break in the line, however, the dwarf 
  vampire can move past it with ease. 
  • 
  Earth Forbiddance. The dwarf vampire 
  cannot enter a structure that is not made in 
  some part of stone or earth (such as a log 
  cabin). 
  • 
  Harmed by Natural Springs. The dwarf 
  vampire takes 20 acid damage if it ends its 
  turn in natural spring water. If it is splashed 
  by natural spring water from a container, it 
  takes 2d6 radiant damage (treat such an 
  attack as an attack with holy water, but 
  inflicting full damage). 
  • 
  Earthpiercing. If a natural stalactite or 
  stalagmite is driven into the dwarf vampire’s 
  heart while the dwarf vampire is incapacitated 
  in its resting place, the dwarf vampire is 
  paralyzed until it is removed.  
  Actions 
  Multiattack (Dwarf vampire Form Only). The 
  dwarf vampire makes two attacks, only one of 
  which can be a bite attack.  
  Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 13 (2d8 + 4) slashing damage. 
  Unarmed Strike. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one creature. Hit: 8 (1d8 + 4) 
  bludgeoning damage. Instead of dealing damage, 
  the dwarf vampire can grapple the target (escape 
  DC 18).  
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one willing creature, or a creature that is grappled 
  by the dwarf vampire, incapacitated, or 
  restrained. Hit: 7 (1d6 + 4) piercing damage plus 
  10 (3d6) necrotic damage. The dwarf vampire 
  regains hit points equal to the amount of necrotic 
  damage inflicted. The creature also reduces its 
  Constitution by 1 for every 5 necrotic damage it 
  suffers. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect 
  reduces its Constitution to 0. A humanoid slain in 
  this way and then buried in the ground rises the 
  following night as a dwarf vampire spawn under 
  the dwarf vampire’s control. If the vampire spawn 
  was a dwarf in life, and the dwarf vampire who 
  created it is destroyed, the DM may choose for it 
  to become a dwarf vampire. 
  Terrify. The dwarf vampire targets one humanoid 
  it can see within 30 feet of it. If the target can see 
  the dwarf vampire, it makes a DC 17 Charisma 
  saving throw. If it fails, it is frightened by the 
  dwarf vampire. Rather than fleeing, however, the 
  target is also restrained, held in place by terror. 
  until end of the dwarf vampire’s next turn. Each 
  time the creature or its companions inflict damage 
  on the dwarf vampire, it can repeat the saving 
  throw, ending the effect on itself on a success. 
  Otherwise, the creature is restrained and 
  frightened until 24 hours pass, or until the dwarf 
  vampire is out of the creature’s sight, destroyed, 
  or takes a bonus action to end the effect.  
  Dark Children of the Earth (1/Day). The dwarf 
  vampire magically calls 2d4 swarms of rats or 
  poisonous snakes, provided that the sun isn’t up. 
  While underground, the dwarf vampire can call 
  3d6 giant badgers, giant poisonous snakes, giant 
  rats, or giant weasels instead. The called 
  creatures arrive in 1d4 rounds, acting as allies of 
  the dwarf vampire and obeying its spoken 
  commands. The beasts remain for 1 hour, until 
  the dwarf vampire dies, or until the dwarf vampire 
  dismisses them as a bonus action.  
  Legendary Actions 
  The dwarf vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The 
  dwarf vampire regains spent legendary actions at 
  the start of its turn.  
  Move. The dwarf vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The dwarf vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The dwarf vampire makes 
  one bite attack. 
  
   
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  Vampire, Elf 
  The elf vampire is a tragic creature indeed, for 
  when someone from a race that so loves life and 
  goodness turns to evil and death, the world 
  shares the loss. The evil that lurks within the elf 
  vampire is so overwhelming that it forces the 
  creature to transform the vital, living forests 
  around him into places of death and decay. 
  Drow do not become elf vampires of this type (it is 
  rumored they have a horrific vampire strain all 
  their own). Unlike other breeds of vampire, the elf 
  variety cannot move among others of its kind 
  freely. The evil that has twisted the creature’s 
  spirit has also wrought havoc on its fair features. 
  Thus, elf vampires appear as twisted and scarred 
  mockeries of their beautiful and graceful race. 
  Because of this, they often dress in dark robes 
  and wear garments designed to hide their 
  appearance from the world. 
  Sunlight does not harm the elf vampire. In fact, 
  they live their unlives by day and shun the night. 
  As soon as the sun falls behind the horizon, the 
  elf vampire must be in his coffin. These undead 
  are also master archers and will employ all 
  manner of bows in combat, using magical arrows 
  carved from the bones of living, intelligent 
  creatures. 
  Perhaps the cruelest card that fate has dealt the 
  elf vampire is its black thumb. Any plant that the 
  creature touches withers and dies. In small 
  
   
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  plants, like flowers, this effect is instantaneous. In 
  larger plants, like shrubs or hedges, it takes 
  about a day for the plant’s death to become 
  obvious. The largest of plants, trees and such, will 
  take over a week to die, during which time the elf 
  feels the agony they are experiencing. This curse 
  does not travel through clothing, so elf vampires 
  wearing boots do not leave a trail of dead 
  footprints in the grass they walk through. They 
  can also handle flowers if they wear gloves. 
  However, the intimate relationship that the elf had 
  with living things before their undeath has been 
  shattered. This is a psychological blow that drives 
  many elf vampires over the brink of madness 
  when they are first created.  
  Vampire, Elf 
  Medium undead (shapechanger), chaotic evil  
  Armor Class 17 (natural armor)  
  Hit Points 144 (17d8 + 68)  
  Speed 40 ft. 
   STR   DEX  CON   INT   WIS   CHA 
   16 (+3)  20 (+5)  18 (+4)  19 (+4)  15 (+2)    8 (-1) 
  Saving Throws Dex +10, Wis +7, Cha +4  
  Skills Nature +8, Perception +7, Stealth +9  
  Damage Resistances necrotic; bludgeoning, 
  piercing, and slashing from nonmagical weapons  
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 17  
  Languages Common  
  Challenge 13 (10,000 XP)  
  Innate Spellcasting. The elf vampire’s innate 
  spellcasting ability is Intelligence (spell save DC 
  17, +9 to hit with spell attacks). It knows the 
  following spells: 
  At will: animal friendship, animal messenger, 
  druidcraft, entangle, pass without trace, speak 
  with animals, spider climb, tree stride, thorn whip 
  1/day: antilife shell, blight, conjure animals, 
  dominate beast, grasping vine, insect plague, spike 
  growth, transport via plants, wall of thorns 
  Shapechanger. If the elf vampire isn’t outdoors 
  after sunset, it can use its action to polymorph 
  into a blood hawk or back into its true form.  
  While in blood hawk form, the elf vampire can’t 
  speak, its walking speed is 5 feet, and it has a 
  flying speed of 40 feet. Its statistics, other than its 
  size and speed, are unchanged. Anything it is 
  wearing transforms with it, but nothing it is 
  carrying does. It reverts to its true form if it dies.  
  Legendary Resistance (3/Day). If the elf vampire 
  fails a saving throw, it can choose to succeed 
  instead.  
  Arboreal Escape. When it drops to 0 hit points 
  outside its resting place, the elf vampire 
  transforms into its blood hawk form and teleports 
  up to 40 feet to the nearest tree instead of falling 
  unconscious, provided that it isn’t outdoors after 
  sunset. If there is not a tree within 40 feet, or if it 
  is outdoors after sunset, it is destroyed. 
  While it has 0 hit points in blood hawk form, the 
  elf vampire has a teleport speed of 40 feet per 
  round, but it can only end its movement within 5 
  feet of s tree. It can’t take any actions, speak, or 
  manipulate objects. It is weightless, and can enter 
  a hostile creature’s space and stop there as long 
  as it is within 5 feet of a tree. It has advantage on 
  Strength, Dexterity, and Constitution saving 
  throws, and it is immune to all nonmagical 
  damage, except the damage it takes from being 
  outdoors after sunset. It must reach its resting 
  place within 2 hours or be destroyed. Once in its 
  resting place, it reverts to its elf vampire form. It 
  is then paralyzed until it regains at least 1 hit 
  point. After spending 1 hour in its resting place 
  with 0 hit points, it regains 1 hit point.  
  Daytime Regeneration. The elf vampire regains 
  20 hit points at the start of its turn if it has at 
  least 1 hit point and isn’t outdoors after sunset. If 
  the elf vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the 
  start of the elf vampire’s next turn.  
  Black Thumb. When the elf vampire touches a 
  nonmagical plant that isn’t a creature, the plant 
  withers and dies. Whenever the elf vampire inflicts 
  damage with a melee attack on a plant creature or 
  a magical plant, the target takes an extra 4d8 
  necrotic damage. 
  Holy Water. The elf vampire has resistance 
  against damage from holy water. 
  Sleepless. Magic cannot cause the elf vampire to 
  sleep. 
  Elf Vampire Weaknesses. The elf vampire has 
  the following flaws: 
  • 
  Floral Forbiddance. The elf vampire cannot 
  cross a line of flower petals (even if using tree 
  stride). The petals must be fresh, plucked from 
  their plants within the last 48 hours. The elf 
  vampire can take indirect action to break the 
  line (summoning birds or wolves to scamper 
  through it, for example), but can never directly 
  affect it. If there is even the slightest break in 
  
   
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  the line, however, the elf vampire can move 
  past it with ease. 
  • 
  Harmed by Sap. The elf vampire takes 20 acid 
  damage if it begins its turn in contact with 
  fresh tree sap (drawn within the last 48 
  hours). If it is smeared by fresh sap from a 
  container, it takes 2d6 radiant damage (treat 
  such an attack as an attack with holy water, 
  but inflicting full damage, and it must be 
  made as a melee attack). 
  • 
  Harmed by the Night. The elf vampire takes 
  20 force damage when it starts its turn 
  outdoors after sunset. 
  • 
  Stake to the Heart. If a piercing weapon 
  made of charred wood or charcoal is driven 
  into the elf vampire’s heart while the elf 
  vampire is incapacitated in its resting place, 
  the elf vampire is paralyzed until the stake is 
  removed. If the stake is made of charcoal, a 
  mallet or hammer will likely be required to 
  pound it in. 
  • 
  Turning Vulnerability. The elf vampire has 
  disadvantage on saving throws against effects 
  that turn undead. 
  Actions 
  Multiattack (Elf Vampire Form Only). The elf 
  vampire makes two attacks, only one of which can 
  be a bite attack.  
  Bone Arrows (Elf Vampire Form Only). Ranged 
  Weapon Attack: +10 to hit, range 150/600 ft., one 
  creature. Hit: 9 (1d8 + 5) necrotic damage. 
  Unarmed Strike (Elf Vampire Form Only). Melee 
  Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d6 + 5) bludgeoning damage. 
  Instead of dealing damage, the elf vampire can 
  grapple the target (escape DC 18).  
  Bite (Blood Hawk or Elf Vampire Form Only). 
  Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by 
  the elf vampire, incapacitated, or restrained. Hit: 6 
  (1d6 + 3) piercing damage plus 10 (3d6) necrotic 
  damage. The elf vampire regains hit points equal 
  to the amount of necrotic damage inflicted. The 
  creature also reduces its Charisma by 1 for every 
  5 necrotic damage it suffers. When the creature 
  finishes a long rest, it regains all Charisma lost in 
  this fashion except 1. The target dies if this effect 
  reduces its Charisma to 0. A humanoid slain in 
  this way and then buried in the ground rises the 
  following night as a vampire spawn under the elf 
  vampire’s control. If the vampire spawn was a 
  high elf or wood elf in life, and the elf vampire who 
  created it is destroyed, the DM may choose for it 
  to become an elf vampire. 
  Enthrall. The elf vampire targets one frightened 
  humanoid it can see within 30 feet of it. If the 
  target can see the elf vampire, the target must 
  succeed on a DC 17 Charisma saving throw 
  against this magic or be restrained. Each time the 
  elf vampire or the elf vampire’s companions do 
  anything harmful to the target, it can repeat the 
  saving throw, ending the effect on itself on a 
  success. Otherwise, the effect lasts 24 hours, or 
  until the elf vampire is out of the creature’s sight, 
  destroyed, or takes a bonus action to end the 
  effect. 
   Reactions 
  Horrifying Visage. When it is damaged by an 
  attack or spell, the elf vampire can horrify its 
  attackers by revealing its scarred and twisted face. 
  Each creature of the elf vampire’s choice that is 
  within 30 feet of the elf vampire and can see it 
  must succeed on a DC 17 Wisdom saving throw or 
  become frightened for 1 minute. A creature can 
  repeat its saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Otherwise, the creature is frightened until 24 
  hours pass, or until the elf vampire is out of the 
  creature’s sight, destroyed, or takes a bonus 
  action to end the effect. 
  Legendary Actions 
  The elf vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The elf 
  vampire regains spent legendary actions at the 
  start of its turn.  
  Move. The elf vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The elf vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The elf vampire makes 
  one bite attack. 
  
   
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  Vampire, Halfling 
  Few races enjoy life and the basic comforts of a 
  quiet, peaceful existence more than the halflings. 
  Thus, when one of these fine creatures is driven 
  into a life of evil by the preying of some sinister 
  vampire, the world suffers a great loss.  
  Halfling vampires have the same physical 
  characteristics of living halflings: slightly plump, 
  only about four feet high, and florid of 
  complexion, with tufts of hair on the backs of 
  their hands and tops of their feet. They tend to 
  dress in dark clothes, however, shunning the 
  happy and colorful garb of their living kin.  
  Among their other powers, the halfling vampire 
  can transform itself into a cloud of s smoke such 
  as might be made by a small campfire or burning 
  pipe. It radiates a familiar and pleasing odor, one 
  that will remind those nearby of pipeweed and a 
  comfortable inn. It often uses its spells to lure 
  victims with the promise of fine food. 
  Halfling vampires shun the comforts of physical 
  life that were so dear to them before their 
  transformations. They live in dark and dreary 
  places that do not serve to remind them of the 
  happiness they have left behind. Their loss of 
  happiness and contentment has led them to 
  despise all those who are able to curl up before a 
  crackling fire with a good story and a mug of ale, 
  driving them to do what they can to shatter the 
  complacent lives of other halflings whenever they 
  are able.  
  
   
  90 
   
   Vampire, Halfling 
  Small undead (shapechanger), lawful evil  
  Armor Class 17 (natural armor)  
  Hit Points 127 (17d8 + 51)  
  Speed 30 ft., climb 30 ft. 
  STR   DEX  CON   INT   WIS   CHA 
   16 (+3)  20 (+5)  16 (+3)  17 (+3)  15 (+2)  19 (+4) 
  Saving Throws Dex +10, Wis +7, Cha +9  
  Skills Perception +7, Stealth +10, Sleight of Hand 
  +10  
  Damage Vulnerabilities cold 
  Damage Resistances fire, lightning, poison, 
  necrotic; bludgeoning, piercing, and slashing from 
  nonmagical weapons  
  Senses darkvision 120 ft., passive Perception 17  
  Languages Common, Halfling, Thieves’ Cant 
  Challenge 13 (10,000 XP)  
  Innate Spellcasting. The halfling vampire’s 
  innate spellcasting ability is Charisma (spell save 
  DC 17, +9 to hit with spell attacks). It knows the 
  following spells: 
  At will: create food and water, friends, 
  prestidigitation, purify food and drink, pass 
  without trace, speak with animals 
  2/day: charm person, conjure animals 
  Shapechanger. If the halfling vampire isn’t in 
  sunlight or falling rain, it can use its action to 
  polymorph into a tiny woodland beast, such as a 
  badger, rat, or weasel, or a Medium cloud of 
  smoke, or back into its true form.  
  While in beast form, the halfling vampire can’t 
  speak, but its statistics, other than its size and 
  speed, are unchanged. Anything it is wearing 
  transforms with it, but nothing it is carrying does. 
  It reverts to its true form if it dies.  
  While in smoke form, the halfling vampire can’t 
  take any actions, speak, or manipulate objects. It 
  is weightless, has a flying speed of 20 feet, can 
  hover, and can enter a hostile creature’s space 
  and stop there. In addition, if air can pass 
  through a space, the mist can do so without 
  squeezing, and it can’t pass through water. It has 
  advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to 
  all nonmagical damage, except the damage it 
  takes from sunlight.  
  Legendary Resistance (3/Day). If the halfling 
  vampire fails a saving throw, it can choose to 
  succeed instead.  
  Smoky Escape. When it drops to 0 hit points 
  outside its resting place, the halfling vampire 
  transforms into a cloud of wood-smoke (as in the 
  Shapechanger trait) instead of falling 
  unconscious, provided that it isn’t in sunlight or 
  falling rain. If it can’t transform, it is destroyed.  
  While it has 0 hit points in smoke form, it can’t 
  revert to its halfling vampire form, and it must 
  reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it reverts to 
  its halfling vampire form. It is then paralyzed until 
  it regains at least 1 hit point. After spending 1 
  hour in its resting place with 0 hit points, it 
  regains 1 hit point.  
  Regeneration. The halfling vampire regains 15 
  hit points at the start of its turn if it has at least 1 
  hit point and isn’t in sunlight or falling rain. If the 
  halfling vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the 
  start of the halfling vampire’s next turn. If the 
  halfling vampire is in moonlight, it regains 25 hit 
  points instead of 15. 
  Stealthy Nimbleness. The halfling vampire can 
  move through the space of any creature that is at 
  least one size larger than its current form, and 
  can attempt to hide even when obscured only by a 
  such a creature. 
  Cunning Action/Fast Hands. The halfling 
  vampire can take a bonus action on each of its 
  turns in combat. This action can be used to take 
  the Dash, Disengage, Hide, or Use an Object 
  actions. It can also use this action to make a 
  Dexterity (Sleight of Hand) check, or to use its 
  thieves’ tools to disarm a trap or open a lock. 
  Assassinate. During its first turn, the halfling 
  vampire has advantage on attack rolls against any 
  creature that hasn’t taken a turn. Any hit the 
  halfling vampire scores against a surprised 
  creature is a critical hit.  
  Sneak Attack. Once per turn, the halfling 
  vampire deals an extra 10 (3d6) damage when it 
  hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the halfling vampire that 
  isn’t incapacitated and the halfling vampire 
  doesn’t have disadvantage on the attack roll. 
  Halfling Vampire Weaknesses. The halfling 
  vampire has the following flaws: 
  • 
  Forbidding Aroma. The halfling vampire can’t 
  come within 60 feet of a lit pipe being smoked. 
  The halfling vampire can take action to 
  indirectly put out the pipe (summoning a 
  servant to extinguish it, for example), but can 
  
   
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  never directly affect it. Even after the pipe is 
  extinguished, unless there is a strong wind, it 
  takes 1 round for the smell to dissipate 
  enough for the halfling vampire to enter the 
  area. 
  • 
  Hearth Forbiddance. The halfling vampire 
  can’t enter any room where a fire is burning in 
  the hearth or fireplace. The halfling vampire 
  can take indirect action to put out the fire 
  (summoning a servant to smother it, for 
  example), but can never directly affect it.  
  • 
  Harmed by Falling Rain. The halfling 
  vampire takes 20 acid damage if it ends its 
  turn in falling rain. Other forms of 
  precipitation, such as snow, do not have this 
  effect.  
  • 
  Stake to the Heart. If a piercing weapon 
  made of wood that is burning with hearth fire 
  (lit directly from a hearth, fireplace, or 
  campfire) is driven into the halfling vampire’s 
  heart while the halfling vampire is 
  incapacitated in its resting place, the halfling 
  vampire is paralyzed until the stake is 
  removed.  
  • 
  Sunlight Hypersensitivity. The halfling 
  vampire takes 20 radiant damage when it 
  starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack (Halfling Vampire Form Only). The 
  halfling vampire makes two attacks, only one of 
  which can be a bite attack.  
  Dagger Throw (Halfling Vampire Form Only). 
  Ranged Weapon Attack: +10 to hit, range 30/120 
  ft., one creature. Hit: 7 (1d4 + 5) piercing damage. 
  Unarmed Strike (Halfling Vampire Form Only). 
  Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d6 + 5) bludgeoning damage. 
  Instead of dealing damage, the halfling vampire 
  can grapple the target (escape DC 18).  
  Bite (Rat or Halfling Vampire Form Only). 
  Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by 
  the halfling vampire, incapacitated, or restrained. 
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) 
  necrotic damage. The target’s hit point maximum 
  is reduced by an amount equal to the necrotic 
  damage taken, and the halfling vampire regains 
  hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point 
  maximum 
  to 0. A 
  humanoid 
  slain in 
  this way 
  and then 
  buried in 
  the ground 
  rises the 
  following 
  night as a 
  halfling 
  vampire 
  spawn 
  under the 
  halfling 
  vampire’s 
  control. If 
  the 
  vampire 
  spawn was a halfling in life, and the halfling 
  vampire who created it is destroyed, the DM may 
  choose for it to become a halfling vampire. 
  Reactions 
  Lethargy Aura (Recharge 5-6). When it is 
  damaged by an attack or spell, the halfling 
  vampire can extend an aura of lassitude and 
  torpor. Each creature of the halfling vampire’s 
  choice that is within 30 feet of the halfling 
  vampire must make a DC 17 Strength saving 
  throw. Those who succeed have their speed halved 
  until the end of their next turn. Those who fail 
  gain 1 level of exhaustion, and are restrained for 1 
  minute. A restrained creature can repeat its 
  saving throw at the end of each of its turns; on a 
  success, it is no longer restrained, but the 
  exhaustion level remains.  
  Legendary Actions 
  The halfling vampire can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature’s turn. The 
  halfling vampire regains spent legendary actions 
  at the start of its turn.  
  Move. The halfling vampire moves up to its speed 
  without provoking opportunity attacks.  
  Unarmed Strike. The halfling vampire makes one 
  unarmed strike.  
  Bite (Costs 2 Actions). The halfling vampire 
  makes one bite attack. 
  
   
  92 
   
  Vistani Scoundrel 
  This evil Vistana, likely in the service of a Dark 
  Lord like Count Strahd von Zarovich, uses their 
  supernatural insights and abilities not for the 
  well-being of their kin, but for personal gain or to 
  enact the villainous scheme of their employer. 
  Vistani Scoundrel 
  Medium humanoid (human), neutral evil  
  Armor Class 15 (leather armor or thick clothing)  
  Hit Points 45 (7d8 + 14)  
  Speed 30 ft. 
   STR   DEX  CON   INT 
    WIS  CHA 
  10 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3)  16 (+3) 
  Saving Throws Dex+5, Wisdom+5, Charisma+5 
  Skills Arcana +3, Deception +5, Perception +5, 
  Sleight of Hand+7, Stealth +7 
  Senses passive Perception 15  
  Languages Common, Patterna (Vistani tongue) 
  Challenge 3 (700 XP) 
  Cunning Action. On each of their turns, the 
  Vistani scoundrel can use a bonus action to take 
  the Dash, Disengage, Hide, or Use an Object 
  action or make a Dexterity(Sleight of Hand) check. 
  Pack Tactics. The Vistani scoundrel has 
  advantage on an attack roll against a creature if 
  at least one of their allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Sneak Attack (1/Turn). The Vistani scoundrel 
  deals an extra 7 (2d6) damage when they hit a 
  target with a weapon attack and have advantage 
  on the attack roll.  
  Innate Spellcasting. The Vistani scoundrel’s 
  innate spellcasting ability is Charisma (spell save 
  DC 13, +5 to hit with spell attacks). They can 
  innately cast the following spells, requiring no 
  material components: 
  At will: blood curse*, prestidigitation, vicious 
  mockery 
  1st level (3 slots): animal friendship, charm person, 
  dissonant whispers 
  2nd level (1 slot): hold person 
  Actions 
  Multiattack. The Vistana makes two melee 
  attacks.  
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Curse (Recharges after a Long Rest.) The 
  Vistana targets one creature that they can see 
  within 30 feet. The target must succeed on a DC 
  13 Wisdom saving throw or be cursed. When 
  cursed, the target loses one nonmagical item in its 
  possession (chosen by the DM). This item 
  disappears and cannot be found until the curse 
  ends. The lost item can weigh no more than 1 
  pound. The curse lasts until ended with a greater 
  restoration spell, a remove curse spell, or similar 
  magic. When the curse ends, the Vistana takes 
  1d6 psychic damage. 
  (At the DM’s option, this curse can be replaced 
  with another of the curses listed for Vistani on 
  page 28 of Curse of Strahd.) 
  Vistani Tutor 
  This highly educated Vistana is knowledgeable 
  enough to teach in any university or scholarly 
  institution, but chooses to travel with the family 
  group that raised them, supplementing the more 
  practical learning the children receive from those 
  around them with instruction in academic 
  subjects. If the child has the talent and the desire, 
  the Vistani tutor can teach them wizardry as well, 
  as they are an accomplished spellcaster. 
  Diplomatic and slow to anger, the Vistani Tutor 
  fights only to protect their friends and family. 
  Vistani Tutor 
  Medium humanoid (human), neutral good 
  Armor Class 17 (mage armor)  
  Hit Points 77 (11d8+22)  
  Speed 30 ft. 
   STR   DEX  CON   INT 
    WIS  CHA 
  10(+0) 16 (+3) 14 (+2) 18 (+4) 16 (+3)  14 (+2) 
  Saving Throws Dex+5, Wisdom+5, Charisma+5 
  Skills Arcana +6, History +6, Nature +6, 
  Perception +5, Persuasion +4 
  Senses passive Perception 15  
  Languages Common, Patterna (Vistani tongue), 
  plus any other two languages 
  Challenge 4 (1,100 XP)  
  Death Throe Curse. When the Vistana is killed, 
  they can use their Curse action as a reaction. 
  Frightful Aura. A creature that touches the 
  Vistana against their will or hits them with a 
  melee attack while within 5 feet of it takes 5 
  (1d10) psychic damage.  
  Spellcasting. The Vistani tutor is a 5th-level 
  spellcaster. Their spellcasting ability is 
  Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The Vistani tutor has the following 
  wizard spells prepared:  
  Cantrips (at will): blood curse*, prestidigitation, 
  punishing strike* 
  
   
  93 
   
  1st level (4 slots): animal friendship, charm person, 
  dread mercy*, guiding bolt, sanctuary  
  2nd level (3 slots): detect thoughts, lesser 
  restoration, hold person 
  3rd level (2 slots): lightning bolt, sleet storm  
  Actions 
  Multiattack. Staff. Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6 + 3) bludgeoning 
  damage, or 7 (1d8+3) bludgeoning 
  damage if used with two hands to 
  make a melee attack. 
  Curse (Recharges after a Long 
  Rest.) The Vistana targets one 
  creature that they can see within 30 
  feet. The target must succeed on a 
  DC 12 Wisdom saving throw or be 
  cursed. When cursed, the target has 
  disadvantage on ability checks and 
  saving throws tied to one ability 
  score of the Vistana’s choice. The 
  curse lasts until ended with a 
  greater restoration spell, a remove 
  curse spell, or similar magic. When 
  the curse ends, the Vistana takes 
  3d6 psychic damage. 
  (At the DM’s option, this curse can 
  be replaced with another of the 
  curses listed for Vistani on page 28 
  of Curse of Strahd.) 
  Evil Eye (Recharges after a Short 
  or Long Rest). The Vistani Tutor 
  casts animal friendship, charm 
  person, or hold person on a target 
  they can see within 10 feet without 
  using a spell slot or any somatic or 
  material components. If the target 
  succeeds on their initial saving 
  throw, the Vistani tutor is blinded 
  until the end of their next turn. 
  Once a target succeeds on a saving 
  throw against this effect, it is 
  immune to the Evil Eye power of all 
  Vistani for 24 hours. 
  Reactions 
  Eldritch Empowerment. When the 
  Vistana or one of their allies hits 
  with a weapon attack, the Vistani 
  can expend a spell slot to cause the 
  attack to magically deal an extra 10 
  (3d6) force damage to a target on a 
  hit. This benefit lasts until the end of that turn. If 
  the Vistani expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for 
  each level above 1st.  
   
  
   
  94 
   
  Appendix: Bonus 
  Content 
  The information below is a preview of content from 
  Ravenloft Archetypes II: The Core Domains Adventurer’s 
  Guide. As with other DM’s Guild products by Jeremy 
  Forbing, bonus content for this PDF will be released 
  dependent on demand, as measured by sales milestones for 
  this DM’s Guild product. As those milestones are met, this 
  product will grow—with previous purchasers like you 
  paying no additional price  for the new content—and new 
  products being developed based on feedback. If you would 
  like to see more on these subjects and other new content 
  that expands on the previous sections of this document,  
  please spread the word about Ravenloft Archetypes I: 
  Nightmares of Barovia. 
  New Bard College: 
  College of Secrets 
  There are many organizations in the Domains of 
  Dread that act in secrecy. From thieves’ guilds 
  and spy rings to unspoken cults and rebellious 
  conspiracies, all these secrets societies need 
  operatives and leaders like you. In serving your 
  chosen group, you have learned to understand the 
  value of loyalty and secrecy, and how to command 
  fear and respect. The key to your success and 
  survival is an expert understanding of the 
  psychology and culture of those around you.  
  Your branch of your college is no loose 
  association, but a close-knit society of sworn 
  comrades, bound together in a mutually 
  dependent code of discretion, honor, and blood. 
  You are different things to different people. Some 
  call you a protector of the common folk, others 
  think of you as an extortionist or a threat. In 
  some places, you and your fellows may be relied 
  upon as an unofficial police force. You may even 
  be condoned by local authorities, but they’ll never 
  know the truth of what you are. 
  In the Domains of Dread, secret societies are more 
  prevalent than in many other places. In a world 
  where fear, despair, and horror are predominant 
  themes, some of the common folk will latch onto 
  any form of hope that comes along. Instead of 
  being a member of the downtrodden masses, you 
  can be one of the elite, in on The Secret and better 
  off than your peers. In short, your secret society 
  offers you the hope of rising above the fear and 
  despair of the land. 
  Example Secret Societies 
  Many secret societies, such as he Ba’al Verzi (an 
  ancient Barovian order of assassins), the Fraternity of 
  Shadows (scholars, mages, and illusionists obsessed 
  with unraveling the secrets of the Domains of Dread), 
  and the Kargatane (agents of hidden masters with a 
  secret to immortality) are described in Ravenloft 
  Archetypes II: The Core Domains Adventurer’s Guide. 
  Blood Initiation 
  When you choose this archetype at 3rd level, you 
  have been fully initiated as a member of your 
  secret society, and you have been trained in all 
  their mysterious ways. They in turn expect your 
  loyalty and secrecy, but this gives you a number 
  of benefits: 
  • 
  You gain proficiency with one Charisma-based skill, 
  and with two of the following tools: thieves’ tools, 
  disguise kits, forgery kits, or poisoner kits. 
  • 
  You can communicate wordlessly with any 
  other member of your secret society who can 
  see you. If you can see them, they can 
  communicate back. This is not telepathy, but a 
  combination of gesture, innuendo, and facial 
  expression that no one outside of your group 
  can perceive by ordinary means. 
  • 
  As an action, when a non-hostile creature is 
  frightened of you, you can make a Charisma 
  (Deception) check against its passive Insight score 
  (10 + Insight modifier) to cause it to stop being 
  frightened of you and become charmed by you 
  instead. It remains charmed by you for 10 minutes 
  or until you or your companions threaten it or do 
  something harmful to it. Creatures immune to 
  being charmed remain frightened of you. If you 
  genuinely mean the creature no harm, the DM may 
  allow you to make a Charisma (Persuasion) check 
  instead of using your Deception skill. 
  Predatory Insight 
  At 3rd level, you learn the hunter’s mark spell. It 
  does not count against the total number of spells 
  you can know as a bard. When an ally attacks a 
  creature that is the subject of your hunter’s mark, 
  you can use your reaction to expend one of your 
  uses of Bardic Inspiration, rolling a Bardic 
  Inspiration die and adding the result to the ally’s 
  attack roll. If the ally hits, they inflict additional 
  damage equal to your Charisma modifier. In 
  addition, when a creature that is the subject of 
  your hunter’s mark spell attacks another creature 
  you can see or hear, you can use your reaction to 
  expend one of your uses of Bardic Inspiration to 
  give them disadvantage on that attack roll. If the 
  attack still hits, the damage is reduced by an 
  amount equal to the number rolled on your 
  Bardic Inspiration die. 
  
   
  95 
   
  Grim Mockery 
  Starting at 6th level, you can use what seems like 
  gentle teasing, a polite word of caution, or even 
  just a look to communicate a terrifying threat. 
  When you cast the vicious mockery cantrip, the 
  range is doubled, you can target two creatures 
  instead of just one, and you add your Charisma 
  modifier to the damage roll. At 11th level you can 
  target up to three creatures with this cantrip, and 
  at 17th level you can target as many as four. In 
  addition, at 14th level, when you successfully 
  strike an opponent with an attack, you can cast 
  vicious mockery as a bonus action, targeting only 
  the opponent you struck. 
  Secret Insights 
  At 6th level, if you spend at least 1 minute 
  observing or interacting with another creature 
  outside combat, you learn certain information 
  about its capabilities compared to your own. The 
  DM tells you if the creature is your equal, 
  superior, or inferior in regard to two of the 
  following characteristics of your choice: 
  - 
  An ability score of your choice 
  - 
  Armor Class 
  - 
  Current hit points 
  - 
  Total class levels (if any) 
  - 
  Levels in a particular class (if any) 
  - 
  At the DM’s option, you might also realize you 
  know a piece of the creature’s history or one of 
  its personality traits, if it has any. 
  When you use this ability on a creature, you can 
  also cast hunter’s mark on it without any 
  components and without using a spell slot. Once 
  you cast hunter’s mark on a creature without 
  using a spell slot in this way, you cannot do so 
  again until you finish a short or long rest. 
  Cutting Secrets 
  Starting at 14th level, when you roll an ability 
  check or saving throw to resist any attempt to 
  discern information about you, your plans, your 
  location, or your thoughts, you have advantage on 
  the roll, and if your proficiency bonus is applied, 
  you double your proficiency bonus for that roll. 
  This includes effects that would read your 
  thoughts or compel you to speak the truth. If you 
  succeed on your roll, you can cast vicious mockery 
  as a reaction, but must include the source of the 
  attempt to discern the information as a target. 
  Informant Network 
  At 14th level, you have carefully built up a 
  network of informants who you can contact from 
  almost anywhere (via a messenger bird, magic, or 
  other means). These informants are mix of 
  guards, beggars, vagabonds, merchants, and 
  allied government officials who have enough 
  personal loyalty to you to perform routine favors, 
  but not to risk their safety. When you are within 
  100 miles of a settlement that includes at least 
  100 intelligent creatures with whom you share a 
  language, you can use the following abilities:  
  • 
  You can cast the commune and legend lore spells as 
  rituals with a 1 hour casting time, but they are not 
  magical effects, and you do not learn those spells; 
  they represent information from your network 
  rather than divination magic, and can be used even 
  if spells are unavailable (such as in areas of dead 
  magic or antimagic). Any references to contact with 
  deities in those spells instead reference contact 
  with your network. You can gain any information 
  that is known by more than 1 person within 200 
  miles, within the limitations of the spells. The 
  casting time is the time it takes to contact your 
  network and get back your answer. 
  • 
  You choose a location that you have seen before, or 
  a public location which has been described to you 
  in some detail, then ask members of your network 
  to watch it for one hour. At the end of that hour, 
  you are informed of everything that could have been 
  seen in that location within the last hour, as if you 
  had been watching it yourself with a scrying spell 
  for that time. Creatures that enter the location who 
  have the Observant feat or can see invisible objects 
  make a Wisdom saving throw against your bard 
  spellcasting DC. If they succeed, they know they 
  are being watched, but not who is watching them. 
  • 
  You use your existing network’s contacts to get 
  knowledge about an unfamiliar city or town you are 
  near. When you are within 5 miles of a settlement 
  with a population of at least 100 intelligent 
  creatures, you can spend 30 minutes following up 
  on leads from your contacts to gain knowledge of 
  up to three facts of your choice about any of the 
  following subjects as they relate to the settlement: 
  - 
  major criminal organizations and cult activities 
  - 
  significant underground tunnels or architecture 
  - 
  popular religious groups and places of worship 
  - 
  powerful figures in government and commerce 
  - 
  individuals who inspire great awe or fear (such 
  as archmages or legendary warriors) 
  - 
  basic demographics of the population 
  (percentage of humans and other races, etc.) 
  - 
  rumors of monsters dwelling in the settlement 
  or nearby (including below it) 
  - 
  any large wilderness areas inside or close to the 
  settlement 
  - 
  other settlements or cultures nearby 
  For example, if you entered a new city and used 
  this ability, you could determine its most powerful 
  thieves’ guild, the locations of temples that can 
  provide magical healing, and which graveyards 
  people say are haunted by undead. 
  
   
  96 
   
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  Also from author Jeremy Forbing: 
  Al-Qadim Archetypes: Scimitars 
  Against the Dark 
  This PDF presents six new Forgotten Realms 
  subclasses as well as new spells, new 
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  ratings, a new variant race and more, 
  centered around the southern region of 
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  D&D campaign setting. More than just rules, 
  it includes roleplaying descriptions for each 
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  conversion suggestions to use these 
  archetypes in any setting you wish. From 
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  soldiers and rangers born to sail the seven 
  seas, to scholarly rogues who raid forbidden 
  tombs armed with a distinctive weapon and 
  wizards who slowly trade away their sanity for 
  eldritch might, these archetypes are adapted 
  from RPG legend Wolfgang Baur’s classic 
  article “Campaign Journal: Scimitars Against 
  the Dark” and the original Al-Qadim: Arabian 
  Adventures book. this lengthy (~30 pages) 
  document contains everything you need to 
  role-play these new character options to the 
  hilt, and join the fight against the ancient 
  evils that threaten the Land of Fate! 
  Price: $1.40 Length: 32 pages + cover 
  Download from the DM’s Guild website at: 
  dmsguild.com/product/172575/AlQadim-
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