TEXT: the book of bad magic
  
  the book of bad magic
  by oliver clegg
  Designer: Oliver Clegg
  Interior Illustrators: Rexard, Graphics, fonts and various assets licensed through creative commons, Adobe 
  Stock Services, Unity, Artstation, Creative Market and others, individual licenses available on request. 
  
  the book of bad magic
  Contents
  Primal Path: Path of the Dead
  Bard College: College of Ravens
  Divine Domain: Entropy Domain
  Divine Domain: Night Domain
  Divine Domain: Pain Domain
  Druid Circle: Circle of the Sepulchre
  Druid Circle: Circle of Sonority
  Martial Archetype: Stillmind Warrior
  Martial Archetype: Hollow Knight
  Monastic Tradition: Way of the Flesh
  Monastic Tradition: Way of Bone
  Sacred Oath: Oath of Inquisition
  Roguish Archetype: Thought Eater
  Sorcerous Origin: Arcane Anomaly
  Sorcerous Origin: Etched Soul
  Sorcerous Origin: Evil Star
  Otherworldly Patron: Ancestor Spirit
  Otherworldly Patron: The Witch 
  Otherwordly Patron: Elemental Evil
  Arcane Tradition: Spectral Agent
  Arcane Tradition: School of Sanguimancy
   BONUS CONTENT
  produced on reaching a gold medal
  Otherwordly Patron: Chaotic Chroma
  Sorcerous Origin: Soulless
  Sacred Oath: Oath of the Phoenix
  Bardic College: College of Endings
  Martial Archetype: Chirurgeon
  Druid Circle: Circle of Horrors
  
  the book of bad magic
  Barbarians who walk the Path of Death tread the for-
  bidden road that straddles the lands of the living and 
  the dead. Warriors who walk this path gain strange 
  and unnerving abilities, and are found more com-
  monly in societies near Shadow Crossings, where 
  the need for those who can calm the unquiet dead is 
  great indeed. 
  The boundary
  Starting at 3rd level, your Rage opens your eyes to 
  the world of the dead. Your eyes gain a supernatural 
  aspect of your choice whilst raging, and you can see 
  or interact with immaterial spirits as if they were on 
  the material plane. 
  Whilst in this state, you are semi-immaterial, and 
  can pass through material objects using your move-
  ment at a rate of 1 foot for every 5 feet of movement 
  expended (though you may not end your movement 
  inside an object - if you do so, you are ejected and 
  take 4d10 force damage). 
  Army of the fallen
  At 6th level, you shine like a beacon in the afterlife 
  and your slain enemies rise again to fight under 
  your banner. When you slay a medium or smaller 
  living creature whilst raging, that creature rises as a 
  zombie or a skeleton under your control on initiative 
  count 20 of the next round. The assembled dead act 
  on your turn, and attack the nearest hostile creature. 
  When your rage ends, the undead raised by this 
  ability become corpses once more. 
  the halls of my ancestors
  At 10th level, you can enter a trance in order to 
  speak to the dead who would not otherwise deign 
  to answer the call. You can cast speak with dead as 
  a ritual, but you are not restricted to creatures that 
  have died within the last 10 days. 
  eternal rest
  At 14th level, your attacks can rend the very souls of 
  the creatures you strike, sending the dead howling 
  back to oblivion, and the living to eternal rest. 
  When you reduce a creature to 0 hit points  whilst 
  raging, you can choose to activate this ability. An 
  affected creature dies instantly, and cannot be 
  raised from the dead, reincarnated, or contacted 
  after death by any means. Additionally, the creature 
  cannot return as a ghost, and their body cannot be 
  animated as a corporeal undead. 
  
  the book of bad magic
  Bards of the College of Ravens have many friends, 
  or so the saying goes. Whether perched on balco-
  nies overlooking cities, or stalking the deep hearts of 
  umbral forests, these clever spies and sinister infor-
  mation brokers rely on their shadowy allies to acquire 
  secrets. The College of Ravens relies on always having 
  just the right secret to tip the balance in their favour. 
  To their mind, it’s not brute force that will win the day, 
  but a small push in just the right place, at just the right 
  moment. 
  Shadow Friend
  At 3rd level, you gain a shadowy companion that takes 
  the form of a small winged beast of CR0. This creature 
  follows your instructions, and can understands any 
  languages you speak. Your shadow friend is unable 
  to speak, but can mimic with precision anything it has 
  heard in the last 24 hours in response to your ques-
  tions. It can also squeeze through a hole as small as 1 
  inch in diameter by melting into shadow and reforming 
  on the other side. If your shadow companion dies, it 
  reforms at dusk the next day.
  picture show
  At 3rd level, you gain a perfect memory, and can recall 
  anything you’ve heard or seen in the past with clari-
  ty. Furthermore, you can use an action to manifest a 
  minute long scene from your memory in front of you, 
  composed of illusory shadows. You cannot alter any 
  memory you project with this ability (which is to say, 
  you cannot alter the details to deviate from the truth as 
  you perceived it) but you may limit the duration of the 
  scene to be misleading.
  Discorporation
  At 6th level, you gain the ability to transform yourself 
  as an action into a swarm of ravens or a swarm of bats.  
  While in this form, you can’t speak, your walking speed 
  is 5 feet, and you have a flying speed of 30 feet. Your 
  swarm must remain contiguous. Your statistics, other 
  than your size and speed, are unchanged. Anything 
  you are wearing transforms with you but nothing you 
  are carrying does. You revert to your true form if you 
  die, if your swarm is forcibly scattered (such as by a 
  gust of wind spell), or if you spend 1 minute reassem-
  bling yourself. 
  Umbral Subterfuge
  At 14th level, you become very difficult to remember. 
  People forget what you looked like after you finish a 
  conversation with them, and they struggle to recall 
  what you talked about unless they are magically forced 
  to remember. This ability has no effect on any creature 
  that has spent more than 1 hour in your company. 
  In addition, you can fake your own death by vanishing 
  into your shadow. When you would die, instead your 
  soul travels to your Shadow Friend, and you reform 
  from inside your companion at the next dusk. Your 
  original body remains at the scene (where relevant) 
  and you generate a new one without any of your pos-
  sessions. If your shadow friend is not available, then 
  you may not use the ability, and if your Shadow Friend 
  is killed whilst harbouring your soul, then you die as 
  normal. Whilst inhabiting your shadow friend, you can 
  see and hear everything going on around you, and you 
  can telepathically direct them. 
  
  the book of bad magic
  All things must end. All creatures born into the 
  planes of existence have some awareness of this fact 
  from birth, and it comprises one of the most fun-
  damental truths of reality. As such, some gods hold 
  sway over the notion of entropy as a domain, though 
  rare are those petitioners who would beg for their 
  attention. Gods of this domain are often mad, capri-
  cious, or simply cruel, comprising such examples as 
  Tharizdun, Toldoth and Nerull. 
  Domain spells
  You gain domain spells at the cleric levels listed in 
  the Entropy Domain Spells table. See the Divine 
  Domain class feature for how domain spells work.
  Cleric  Level
  Entropy Domain Spells
  1st
  inflict wounds, thunderwave
  3rd
  shatter, darkness
  5th
  life transference, vampiric touch
  7th
  blight, sickening radiance
  9th
  negative energy flood, antilife shell
  RUST WARD
  At 1st level, your entropic magic wears away at the 
  weapons of your assailants. When a creature hits 
  you with a melee weapon attack using a nonmagical 
  weapon, after dealing damage the weapon takes a 
  permanent and cumulative −1 penalty to damage 
  rolls. This ability has no effect on natural weapons 
  such as claws unless those weapons are made of 
  metal. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal 
  that hits you is destroyed after dealing damage.
  Channel Divinity: Dissolution
  Starting at 2nd level, you can use your Channel Di-
  vinity to disintegrate physical objects. As an action, 
  you present your holy symbol, and condemn a non-
  magical object within 5 feet of you that isn’t being 
  worn or carried. You can also target a 5 foot square 
  section of a larger object, such as a wall. The chosen 
  object disintegrates into a pile of dust. 
  Entropic Gyre
  At 6th level, your presence becomes anathema to all 
  things of beauty and permanence. Magical objects 
  are now affected by your Rust Ward and Channel 
  Divinity features. 
  In addition, when you strike a creature with a melee 
  attack, any armor or shield that creature is wearing 
  takes a permanent and cumulative −1 penalty to 
  the AC it offers. Armor reduced to an AC of 10 or a 
  shield that drops to a +0 bonus is destroyed.
  Divine Strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with entropic energy. Once on each 
  of the cleric’s turns when he or she hits a creature 
  with a weapon attack, the cleric can cause the attack 
  to deal an extra 1d8 necrotic damage to the target. 
  When the cleric reaches 14th level, the extra dam-
  age increases to 2d8.
  Radial Decomposition
  Starting at 17th level, you can use your Dissolution 
  feature to affect all objects within 10 feet of you that 
  aren’t being worn or carried.
  
  the book of bad magic
  The night is not something to be feared. Many who 
  ill-understand the nature of the night consider it to 
  be a time of darkness and horror, but the night’s sky 
  is full of illuminated wonders. The night is a time 
  of rest for mortals, bringing with it solace from the 
  day’s toils, and a comforting shadow in which the 
  cares of the waking world drift away into nothing. 
  Gods of this domain include Shar, Zehir, Selune and 
  Takhisis.
  Domain spells
  You gain domain spells at the cleric levels listed in 
  the Night Domain Spells table. See the Divine Do-
  main class feature for how domain spells work.
  Cleric  Level
  Night Domain Spells
  1st
  sanctuary, sleep
  3rd
  calm emotions, darkness
  5th
  beacon of hope, slow
  7th
  guardian of faith, shadow of moil
  9th
  dream, modify memory
  Soothing Touch
  At 1st level, you can take away the sufferings and 
  joys of others, consigning them to sweet oblivion. 
  As an action, you can touch a willing creature and 
  choose a single Personality Trait, Ideal, Flaw or 
  Bond that creature possesses, suppressing it indefi-
  nitely. The creature forgets they ever possessed the 
  suppressed trait, and you can restore it to them as 
  an action. A remove curse spell or similar magic also 
  restores the suppressed trait. You can only suppress 
  a single trait in any one creature. 
  Channel Divinity: Everslumber
  Starting at 2nd level, you can use your Channel 
  Divinity to call on the quiescent powers of night. As 
  an action, you present your holy symbol and all lights 
  (magical or otherwise) within 30 feet of you are 
  extinguished. In addition, creatures within the radius 
  must succeed on a Wisdom saving throw against 
  your spellcasting DC or fall into a magical slumber, 
  falling unconscious until 1 hour passes, the sleeper 
  takes damage, or someone uses an action to shake 
  or slap the sleeper awake. Undead and creatures 
  immune to being charmed aren’t affected by this 
  ability.
  Sweet dreams
  At 6th level, your mere presence wards off the dark 
  things which stalk the minds of sleeping mortals. 
  Creatures sleeping within 30 feet of you are immune 
  to any spells or magic that would tamper with or 
  interfere with their sleep such as the dream spell, 
  or abilities that would prevent their gaining the 
  benefits of a rest, such as a Night Hag’s nightmare 
  haunting. 
  potent spellcasting
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.
  Spindle Curse
  Starting at 17th level, you Channel Divinity can be 
  used to affect an area as wide as 1 mile in diameter, 
  sending entire towns to sleep. 
  
  the book of bad magic
  Pain. All creatures know pain, and all pay homage 
  to it with their tears, and their whispered pleas 
  that they be spared it. Pain is not just physical - in 
  fact, the adherents of gods who grant this portfolio 
  understand that physical pain is perhaps the least 
  dangerous of its brothers and sisters. Priests who 
  exercise this domain use it with precision to achieve 
  their goals, bring the world a catharsis which it has 
  long been denied. Gods of this domain include Lovi-
  atar, Iuz, Phieran and Lolth. 
  Domain spells
  You gain domain spells at the cleric levels listed in 
  the Pain Domain Spells table. See the Divine Do-
  main class feature for how domain spells work.
  Cleric  Level
  Pain Domain Spells
  1st
  bane. hellish rebuke
  3rd
  cloud of daggers, heat metal
  5th
  bestow curse, fear
  7th
  phantasmal killer, staggering smite
  9th
  synaptic static, geas
  Sting
  At 1st level, you can jab a creature with a distract-
  ing sting to foil their spellcasting. When a creature 
  you can see within 30 feet of you attempts to cast a 
  spell, you can use your reaction to force that creature 
  to make a concentration saving throw at disadvan-
  tage. On a failed saving throw, the spell fails and is 
  wasted. You can use this ability a number of times 
  equal to your Wisdom modifier. Uses of this ability 
  recharge at the end of a long rest. 
  Channel Divinity: Excrutiation
  Starting at 2nd level, you can use your Channel Di-
  vinity to bombard a creature with pain. As an action, 
  you present your holy symbol and target a creature 
  you can see within 60 feet. That creature must 
  succeed on a Constitution saving throw or become 
  wracked with devastasting pain, whether that be 
  physical or emotional. While the target is affected, 
  any speed it has can be no higher than 10 feet. The 
  target also has disadvantage on attack rolls, ability 
  checks, and saving throws, other than Constitution 
  saving throws. Finally, if the target tries to cast a 
  spell, it must first succeed on a Constitution saving 
  throw, or the casting fails and the spell is wasted. 
  This effect lasts for 1 minute. 
  agony Pulse
  At 6th level, you can project your pain outwards 
  from yourself in a pulse of invasive energy. As an 
  action, you emit a wave of pain that travels outwards 
  to 30 feet of you. Each creature in the area imme-
  diately awakens if asleep, and must make a concen-
  tration saving throw to maintain any spells they are 
  concentrating on. Additonally, creatures under the 
  influence of any mind-affecting magic may attempt 
  another saving throw against that magic. You can use 
  this ability a number of times equal to your Wisdom 
  modifier. Uses of this ability recharge at the end of a 
  long rest. 
  potent spellcasting
  Starting at 8th level, you add your Wisdom modifier 
  to the damage you deal with any cleric cantrip.
  Hexing Vexation
  Starting at 17th level, when a creature fails to cast a 
  spell due to your Sting feature, the failed spell back-
  lashes on the caster, dealing 1d6 psychic damage to 
  them per level of the spell being cast. 
  
  the book of bad magic
  DRUID?
  A secret tradition known to very few, the Circle of the 
  Sepulchre walks the world to find places steeped 
  in the memory of death. These places are sources 
  of power, but must be carefully managed, lest the 
  darkness spill forth and overwhelm the surround-
  ing lands. The Circle of the Sepulchre takes on this 
  grave responsibility, and in turn awakens secrets of 
  the Shadowfell inherent to the cursed land on which 
  they tread. 
  Cloak of dusk
  At 2nd level, you can draw the shadow of the grave 
  over your location like a pall, concealing yourself and 
  allies from prying eyes. As an action, a 20 foot radius 
  around you becomes blanketed in dim light, which 
  cannot be lifted by nonmagical means, nor pierced 
  by darkvision. Whilst in this area, creatures are 
  always considered to have something to hide behind 
  for the purposes of making Dexterity (Stealth) ability 
  checks, and have light cover from attacks originating 
  outside the area. 
  Shadow Form
  At 6th level, you can abandon your body to tread the 
  world as a shadow. As an action, your shadow form 
  leaves your body, and your physical form becomes 
  paralysed. 
  Your shadow form is unable to take any actions ex-
  cept talking (using your voice and known languages), 
  or instantly returning to your body as a full action. It 
  is treated as a shadow for the purposes of determin-
  ing physical statistics, and uses your mental statis-
  tics. If your shadow form is destroyed, or has not 
  returned to your body by the next dawn, you die. 
  Whilst controlling your shadow form, you are un-
  aware of what is happening to your physical body, 
  with the exception of physical damage which faintly 
  registers as pain to your shadow form (though not 
  how much or what type). 
  You must finish a long rest before using this ability 
  again. 
  Invidious division
  Beginning at 10th level, when you enter your 
  Shadow Form you can split yourself into a number 
  of shadows equal to half your proficiency bonus, 
  rounded up. As long as a single shadow returns to 
  your body by dawn, you remain alive. 
  Shadow Crossing
  At 14th level, you can conduct a ritual to draw an 
  area in the material plane into concordance with the 
  Shadowfell, creating a Shadow Crossing. This ritual 
  takes 1 hour to perform, in which you invoke forbid-
  den magic and sacrifice something of great personal 
  value. On completion of your ritual, a 1 mile radius 
  area of land becomes tainted by the Shadowfell 
  centered on your location, and an invisible doorway 
  10ft wide opens through which travel between the 
  material plane and the shadowfell is possible. 
  This ability can also be used to cross from the Shad-
  owfell back to the Material plane. Once a Shadow 
  Crossing has been created, it is permanent. 
  
  the book of bad magic
  The world is loud now. It didn’t use to be this way. 
  The endless growth of mortal races has filled the 
  world with sound, but there are those who remem-
  ber how things were. There is a power in this dynam-
  ic, the shifting to and fro from loud to quiet, harsh to 
  soft. Druids from the Circle of Sonority appreciate 
  this relationship, using it to empower their spells and 
  increase their understanding of all things that move. 
  dampen Sound
  At 2nd level, you learn how to draw in the sound 
  around you, investing it in your body until you re-
  lease it. As an action, you can choose to emit an aura 
  out to 30 feet, centered on and moving with you, 
  which muffles any sound within it to a quiet murmur. 
  Creatures within this aura have advantage on Dex-
  terity (Stealth) checks based on stealth, and resis-
  tance to thunder damage. This aura lasts up to 1 
  minute, you may end it as a free action, and you must 
  finish a short rest before using this ability again.
  At the end of your turn when this ability is active, you 
  gain a charge of Vibration. You can hold a number of 
  charges of Vibration equal to your Wisdom modifier. 
  Unused charges vanish 1 minute after being gener-
  ated.
  You can expend any number of Vibration charges to 
  deal an extra 1d8 thunder damage on any damaging 
  spell you cast for each expended charge. 
  Lingering Words
  At 6th level, you use your magic to tap into what 
  happened in a particular place by listening to conver-
  sations that happened in the past. You can perform a 
  10 minute ritual in a quiet place to listen to any con-
  versation which took place there in the last 24 hours. 
  If you are not searching for a particular conversation, 
  the DM decides what information you uncover with 
  this ability.  
  Resounding Incantation
  At 10th level, you can expend charges of vibration to 
  cast spells. You can cast a spell you have prepared in 
  this way, but only a spell equal in level to your cur-
  rent number of Vibration charges. Doing so expends 
  all your vibration charges, and ends your Dampen 
  Sound aura if it is active. 
  inaudible magic
  Starting at 14th level, your spells become complete-
  ly silent if you wish, making no audible noise even if 
  they deal thunder damage or explicitly cause noise in 
  their description. Additionally, you no longer require 
  vocal components for spells you cast. 
  
  the book of bad magic
  The stillmind exercises a variety of secret techniques  
  in order to cut themselves from the source of magic 
  and life that underlies the universe. The effects of 
  this training scar their soul, giving them an unnerving 
  aura recognisable from a distance. The advantages 
  of these techniques, however, are undeniable: Still-
  mind Warriors are able to resist the effects of hostile 
  magic to an enviable degree, making them ideal 
  assassins and bodyguards. 
  Tranquil Soul
  At 3rd level, your training distances you from the 
  weave of magic. This has the following effects:
  • You can no longer be detected by magical spells 
  of any kind, and you are invisible to all magical 
  sensors
  • Creatures wanting to target you with any spell 
  (including beneficial magic) must first succeed 
  on a spellcasting ability check with a DC of 10+ 
  half your character level rounded up. On a failed 
  check, the spell has no effect and is wasted. 
  Stillness Aura
  At 7th level, you can project a strange aura that 
  confounds magical abilities. As a bonus action, you 
  can activate the aura, which is invisible and extends 
  outwards to 30 feet from your location. Any creature 
  which attempts to cast a spell whilst inside the aura 
  must succeed on a spellcasting ability check with a 
  DC of 10+ half your character level rounded up. On 
  a failed check, the spell has no effect and is wasted. 
  Reflection
  At 10th level, you gain the ability to rebound harm-
  ful magics. If you suceed on a saving throw against a 
  harmful spell and the spell is 7th level or lower, you 
  can choose to reflect it upon the caster. In this case, 
  the spell has no effect on you and instead targets the 
  caster, using the slot level, spell save DC, attack bo-
  nus, and spellcasting ability of the caster. You must 
  finish a short rest before using this ability again. 
  Magic Resistance
  At 15th level, you gain advantage on saving throws 
  against magic.
  limited Spell immunity
  At 18th level, you cannot be affected by spells of 
  6th level or lower unless you wish to be.
  
  the book of bad magic
  The Hollow Knight is trained to invest themselves in 
  the armour they wear, allowing them supernatural 
  puissance with their chosen shell, but forcing them 
  to rely it in turn. 
  bonded armor
  At 3rd level, your training allows you to bond to a 
  specific set of armour by investing it with a shard of 
  your soul. This process takes 24 hours in which you 
  must wear the armor continuously. Bonding to a set 
  of armor has the following benefits:
  • You are no longer hamperered by any movement 
  penalties you would incur as a direct result of 
  wearing said armor, such as a reduced swim 
  speed. 
  • You can use a bonus action to instantly don your 
  armor, which teleports onto your body piece by 
  piece regardless of where it was located. 
  • Whilst wearing your bonded armor, your speed 
  increases by 10 feet, and you are treated as one 
  size category larger for the purposes of calcu-
  lating how far you can jump, and how much you 
  can carry, push, drag or lift. This stacks with racial 
  bonuses to that effect.
  If your bonded armor is destroyed, you gain a level 
  of exhaustion which persists until you replace it with 
  a new set. 
  Animated Assistant
  At 7th level, your armor gains a level of sentience. 
  When you remove your armor, it is treated as an 
  animated armor, and you have a telepathic bond 
  with it as long as you remain on the same plane of 
  existence. If you fall unconscious inside your armor, it 
  can act as if you had removed it, carrying your body 
  inside it at no penalty. 
  Surge Carapace
  At 10th level, your armor responds to the rhythm of 
  battle. When you use your Action Surge, your armor 
  class increases by a number equal to your proficien-
  cy bonus until the end of your next turn. 
  Iron Skin
  At 15th level, your armor can deflect the strongest 
  of blows. When you are hit by an attack, before dam-
  age is rolled, you can use your reaction to ignore all 
  damage from that attack. You must finish a short rest 
  before using this ability again. 
  Resurgence
  At 18th level, if you are killed whilst wearing your 
  Bonded Armor, it is not the end. Your bond to your 
  armor ends, and you return to life at the start of 
  the next round inside the armor with 1 hit point. If 
  your body was destroyed or so heavily damaged as 
  to make resurrection impossible, your armor trans-
  mutes into a new body for your soul to inhabit. 
  
  the book of bad magic
  MONK
  The Way of the Flesh teaches of the body as some-
  thing which changes based on need. The corporeal 
  form is only a shell, and that shell must serve the 
  needs of the soul. The abilities of these monks 
  sometimes engender fear or revulsion in onlookers, 
  but merely reflect the monk’s superior understand-
  ing of and mastery over their own forms.
  MY Body, a Weapon
  At 3rd level, you learn to twist your flesh into the 
  right weapon for your current need. You can spend 
  a ki point to change one or both of your hands into 
  fleshy monk weapon(s) of your choice. This transfor-
  mation lasts 1 minute or until you end it as a bonus 
  action. Whilst transformed in this way, the affected 
  limb(s) gain all qualities of the weapon they are mim-
  icking, but you lose your fingers and thumbs. The 
  weapons cannot be detached from your body short 
  of permanently chopping off that body part. 
  Morphing 
  At 3rd level, you can spend a ki point to render your 
  body fluid until the end of your next turn, during 
  which time you can move through a space as narrow 
  as 1 inch wide without squeezing.
  remoulding
  Starting at 6th level, you gain the ability to change 
  your appearance substantially. You can use a bonus 
  action to cast alter self, requiring no components.  
  Rupture
  At 11th level, your form is malleable enough that it 
  can recover from almost any wound. You can spend 
  3 ki points to accelerate your healing process. For 
  the next hour, you regain 1 hit point at the start of 
  each of your turns (10 hit points each minute).
  Your severed body members (fingers, legs, tails, and 
  so on), if any, are restored after 2 minutes. If you 
  have the severed part and hold it to the stump, this 
  ability instantaneously causes the limb to knit to the 
  stump.
  Mitosis
  At 17th level, your command of over your body 
  reaches new heights, allowing you to create a copy 
  of yourself as an action by splitting yourself in half. 
  When you do so, you split your hit points and ki 
  points between yourself and the clone, which other-
  wise shares all your statistics, obeys your telepathic 
  commands and acts on your initiative. You cannot 
  have more than one Mitosis clone at any one time. 
  After 1 hour, or when it is reduced to 0 hit points, 
  the copy dissolves. 
  
  the book of bad magic
  The Way of Bone teaches that the body and soul 
  must be flexible and enduring, weathering the ravag-
  es of time and surviving whatever harrowing forces 
  the universe deigns to lay in our path. Monks of this 
  discipline have control over their bones, using them 
  for both offense and defence. 
  Bone Shard
  At 3rd level, you learn to create lethal shards of bone 
  with which to strike down your enemies. When you 
  would draw a weapon, you can instead extrude an 
  osseous shard from your body, which detaches into 
  your grasp. This shards is treated as a dagger. 
  Marrow Storm
  Immediately after you take the Attack action on your 
  turn, you can spend 1 ki point to make a number 
  of thrown weapon strikes equal to your proficiency 
  bonus as a bonus action. If you would make an attack 
  using this feature and you have no weapon drawn, 
  you may draw one reflexively for no cost.
  sharper shards
  Starting at 6th level, your bone shards count as mag-
  ical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage, and 
  their damage is increased in line with the damage 
  dealt by your unarmed strikes. 
  Exoskeleton
  At 11th level, you can push your skeleton outside 
  your body, forming a bony cage around your vulner-
  able insides. Your armor class increases to 19 unless 
  it was already higher, and you are immune to critical 
  hits. You can activate and end this effect as an action. 
  Eternal Life
  At 17th level, you can rid yourself entirely of your 
  flesh based vulnerabilities, investing your soul 
  entirely in your skeleton. Your flesh and organs fall 
  away from your body, and you gain the benefits of 
  your exoskeleton permanently. In addition, you can 
  no longer die of old age. 
  
  the book of bad magic
  Those who uphold the Oath of Inquisition are war-
  riors of strict ideals and little compromise. Resolute 
  in their vision of how the world should be, they root 
  out dissent and remove opposition to their cause 
  wherever they find it. Though many Inquisitors work 
  for the greater good, and for evil, the line between 
  those two absolutes can become very blurry when 
  hard choices need to be made.
  Tenets of Inquisition
  Duty. We all have a responsibility to help make the 
  world how it should be. I can show you the true way. 
  Fortitude. I have faith in my beliefs, and nothing can 
  shake my confidence that I am right. 
  Tenacity. To retreat today might be a necessary evil, 
  but I will return with tenfold might to destroy the 
  what I have seen here. 
  Purity. The wrong kinds of people cannot be tol-
  erated. They will see things my way, or they will be 
  excised.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Spell Level
  Spells
  3rd
  detect evil & good, detect magic
  5th
  detect thoughts, zone of truth
  9th
  clairvoyance, dispel magic
  Spell Level
  Spells
  13th
  locate creature, arcane eye
  17th
  scrying, geas
  Channel Divinity
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options:
  Inquisitor’s Interrogation. As an action, you an-
  nounce proudly your name and your investigation.  
  Any creatures with the Shapechanger trait that can 
  see or hear you must succeed on a Wisdom saving 
  throw or return to their true form.
  I Am The Law. As an action, you hold forth your holy 
  symbol as a badge of authority, and quell the hearts 
  of lesser men. Each humanoid that can see or hear 
  you within 30 feet of you must make a Wisdom 
  saving throw. If the creature fails its saving throw, 
  it is frightened for the next minute, or until it takes 
  damage.
  Aura of True Vision
  At 7th level, allies within 10 feet of you gain ad-
  vantage on saving throws or checks made to see 
  through illusions, and detect secret doors. 
  At 18th level, the range of this aura increases to 30 
  feet.
  Divine Awareness
  Starting at 15th level, you become aware when you 
  hear a lie.
  The All Seeing Eye
  At 20th level, you gain the ability to harness an 
  uncanny insight into your enemies. As an action, 
  you can magically become an avatar of inquisition, 
  gaining the following benefits for 1 minute:
  • You gain Truesight out to 120 feet.
  • You gain advantage on all Insight, Perception and 
  Religion checks.
  • Your automatically succeed on saving throws 
  against curses and illusions
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  PALADIN
  
  the book of bad magic
  Is there anything more delicious than a secret? Se-
  lect investigators and blackmailers blessed with the 
  powers of the feywild would contend that nothing 
  is more desirable than emotion, which can be con-
  sumed to fuel magic, or simply leveraged against the 
  original owner to bend them to your will. 
  Voiceless Cries
  Starting at 3rd level, you passively siphon the back-
  ground thoughts of the creatures you meet through-
  out the day, learning what is most on their mind in 
  that moment. This is considered a form of telepathy, 
  but gives you no ability to probe for specific infor-
  mation. Questions verbally directed at the target 
  creature naturally shape the course of its thoughts. 
  Additionally, you can consume particiularly strong 
  emotions you detect with this ability. As a bonus ac-
  tion, you can end the Frightened or Charmed condi-
  tion on a creature within 30 feet of you.
  Wingless Flutters
  At 9th level, you can the ability to harvest the 
  thoughts of others, directing them at your whim. 
  When you sense a thought or emotion (up to 25 
  words in length) with your Voiceless Cries ability, you 
  may harvest it with this ability, and it begins to float 
  around you on the ethereal plane, manifesting in an 
  abstract, spectral form of your choosing. You can 
  harvest a number of thoughts each day equal to your 
  proficiency bonus. Unused thoughts fade away at 
  dusk each day. 
  You use an action to cast a version of the sending 
  spell which expends a harvested thought and deliv-
  ers it to a target of your choice. This is considered a 
  form of telepathy. 
  Toothless bites
  Starting at 13th level, you can use your magic to 
  augment your attacks. You can expend a thought 
  harvested by your Wingless Flutters ability to deal 
  an extra 4d6 psychic damage on a successful melee 
  weapon attack.   
  Mouthless mutters
  At 17th level, you can extrude an aura of fey magic 
  that causes all creatures within 30 feet of you to 
  emit audible surface thoughts as per your Voiceless 
  Cries ability for as long as they remain inside the 
  area of effect, which remains centered on you until 
  you choose to end it as a bonus action. 
  ROGUE: THOUGHT EATER
  
  the book of bad magic
  Your ancestors dabbled in magic they should not 
  have, and encountered a magical anomaly of dread-
  ful power. Their mistake has tainted your bloodline 
  with sinister potential, and the natural forces of 
  the world reject your presence with extreme preju-
  dice, recognising the danger of the magic coursing 
  through you as a thread to the very fabric of what is.
  The cataclysm percolating in your blood can mani-
  fest in a number of peculiar ways:
  1d6
  Arcane Anomaly Quirks
  1
  The earth rejects you, and your footprints 
  leave a scar on the land wherever you walk.
  2
  Light cannot abide you. You are always 
  shrouded in dim light. 
  3
  The water will not touch you, and rain slides 
  away from you. You can walk on water. 
  4
  The air cannot suffer your presence, and 
  grows still around you. 
  5
  Fire hates you. You always feel cold and you 
  have resistance to fire damage.
  6
  Your spells leave a pale aftertrace in the air, 
  like a scar on the weave of magic itself.
  Magical Leakage
  Starting at first level, your spells pull apart the 
  threads of magical energy around you, tearing at 
  the weave and emitting harmful energies. When you 
  cast a spell of 1st level, each creature within 5 feet 
  of you takes 1d6 force damage. The radius and dam-
  age of this effect increases by 5 feet for every spell 
  level above first. 
  Devastation Corona
  Starting at 6th level, you can invoke the magic of 
  your bloodline to amplify the destructive power of 
  spells nearby. As a bonus action, you can spend 3 
  sorcery points to emit an aura spreading out to 30 
  feet from your location and moves to remain cen-
  tered on you. Any creature damaged by your magic 
  inside the aura takes the maximum damage possible 
  from that instance. 
  Resonance
  Starting at 14th level, your spells leave a mark in 
  the firmament which hums with potential. When you 
  cast a damaging spell, there is a 1 in 6 chance on 
  Initiative Count 20 of the next round that the spell 
  repeats itself targeting the same area of effect and 
  with the same point of origin as when you previously 
  cast it. Resonance has no effect on any spell which 
  does not target an area of effect. 
  Reality Tear
  Starting at 18th level, your magic has the potential 
  to rip holes in existence. When you use your Metam-
  agic feature, roll a d20. On a result of 19 or 20, a 
  sphere of annihilation forms adjacent to the target 
  of the spell. The sphere remains for 1 minute before 
  vanishing. You can spend a sorcery point to maintain 
  the sphere for 1 hour.
  
  the book of bad magic
  Your innate magic comes from a powerful text or 
  source of knowledge. Your lineage likely traces to an 
  ancestor who encountered some forbidden truth or 
  celestial insight which scarred your bloodline with 
  magic. 
  The power of the words etched into your blood can 
  manifest in a number of peculiar ways:
  1d6
  Etched Bloodline Quirks
  1
  Your skin is covered in strange glyphs
  2
  Your pupils are shaped like letters or signs
  3
  When you talk, your words briefly appear in the 
  air near you, before vanishing
  4
  Your blood has the colour and consistency of 
  ink
  5
  Your skin looks like weathered parchment
  6
  Loose papers and pages tend to drift behind 
  you as if caught in a breeze
  etched magic
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Etched Spells 
  table. Each spell counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know. These spells can’t be replaced when 
  you gain a level in this class.
  Sorcerer 
  Level
  Etched Spells
  1st
  comprehend languages, illusory script
  3rd
  magic mouth, animal messenger
  5th
  tongues, sending
  11th
  word of recall
  13th
  divine word, power word pain
  15th 
  power word stun
  17th
  power word heal, power word death
  Forbidden Speech
  Starting at first level, you can use an action to speak 
  fragments of the word in your soul out loud, over-
  whelming listeners. Each time you do so, you take 
  1d12 psychic damage, and each creature within 15 
  feet of you takes 3d6 psychic damage. 
  Evoke the name
  Starting at 6th level, you understand better the 
  glyphs that burn in your heart. Odd patterns and 
  words float around everything in existence, but only 
  you can attempt to understand them. You can spend 
  a sorcery point to scrutinize a creature and learn its 
  true name if it fails a Charisma saving throw against 
  your spell save DC. Knowing a creature’s true name 
  (unpronouncable in most tongues) allows you to cast 
  spells on it more easily, and that creature has disad-
  vantage on all saving throws against your magic. You 
  may only ever attempt to learn any given creature’s 
  true name in this way once. 
  Babbling Insight
  Starting at 10th level, you can read the words in your 
  soul, and they speak to you of things yet to come. 
  You learn contact other plane and can cast it for a 
  single sorcery point with a casting time of 1 action.
  Words of Power
  At 14th level, your mastery of the word supercedes 
  all lesser magical foibles. As long as you can com-
  plete the vocal component of a spell, you can ignore 
  any other components listed. 
  
  the book of bad magic
  You were born under an evil star. That’s what peo-
  ple told you, even as they crossed to other side of 
  the street and made a sign against bad magic. Your 
  blood carries the blighted power of the far off stars, 
  cold and burning, deathly givers of life. 
  The starlight murmurs in your blood can manifest in 
  a number of peculiar ways:
  1d6
  Evil Star Bloodline Quirks
  1
  Your pupils constantly shimmer and flicker like 
  a faraway star.
  2
  Your skin is covered with birthmarks scattered 
  like constellations. 
  3
  When you get angry or sad, you begin to radi-
  ate a bleak chill from your exposed skin.
  4
  You shine with a cruel dim white or blue light 
  when in total darkness.
  5
  You sometimes speak in Deep Speech with-
  out realising it. 
  6
  Your blood is coloured like obsidian, and is 
  flecked with motes of starlight.
  Star magic
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Star Spells table. 
  Each spell counts as a sorcerer spell for you, but it 
  doesn’t count against the number of sorcerer spells 
  you know. These spells can’t be replaced when you 
  gain a level in this class.
  Sorcerer 
  Level
  Star Spells
  1st
  armor of agathys, arms of hadar
  3rd
  moonbeam, skywrite
  5th
  hunger of hadar, bestow curse
  7th
  fire shield, shadow of moil*
  9th
  flame strike, contact other plane
  Dread star
  Starting at first level, you can use an action to con-
  jure an orb of sinister light around your hand. This 
  orb sheds bright light out to 30 feet, and dim light 
  for a further 30 feet. The light is distracting and 
  beguiling - you are considered to have light cov-
  er against melee attacks and medium cover from 
  ranged attacks, as long as the attacker relies on 
  sight. The orb lasts for 1 minute before fading, and 
  you must finish a short rest before using this ability 
  again. 
  Sign of Ill Omen
  Starting at 6th level, you may call on your arts to 
  curse your enemies, turning their happiness to 
  ashes. As an action, you spend 3 sorcery points and 
  target a creature you can see within 30 feet of you, 
  which must succeed on a Charisma saving throw or 
  become cursed. A cursed creature becomes hound-
  ed by inconveniences and unfortunate coincidences, 
  suffering disadvantage on ability checks and saving 
  throws they make until the curse is lifted. 
  Thirteen Baleful Stars
  Starting at 14th level, when you use your Dread Star 
  ability you can conjure 13 stars which orbit around 
  you in a dizzying display, increasing the bright light 
  radius to 120 feet, dispelling magical darkness in 
  the area. Creatures which look directly at you must 
  succeed on a Constitution saving throw against your 
  spell save DC or become blinded until the end of 
  their next turn. 
  Thief of Five Fates
  Starting at 18th level, your Sign of Ill Omen increas-
  es in power. When a creature affected by your Sign 
  of Ill Omen scores a critical hit on an attack roll, that 
  critical hit becomes a miss instead. When a creature 
  misses its 5th roll in this way, the curse ends on that 
  creature. 
  
  the book of bad magic
  Your patron is an undead spirit, (or collection there-
  of) that refuses to pass on from the material plane. 
  In most cases, spirits that take an interest in the 
  living to this extent are related to their scions, hence 
  the coining of the term ancestor spirit to describe 
  this relationship. Often ascribed prophetic abilities, 
  many cultures engage in ancestor worship in the 
  hope of attracting the attention of their long-dead 
  relative(s). Your ancestor spirits might vary from cul-
  ture to culture as screaming banshees, frightening 
  ghosts, or mischievous poltergeists. 
  Expanded Spell List
  The Ancestor lets you choose from an expanded list 
  of spells when you learn a warlock spell. The follow-
  ing spells are added to the warlock list for you.
  Spell Level
  Spells
  1st
  unseen servant, detect evil and good 
  2nd
  augury, see invisibility
  3rd
  speak with dead, spirit guardians
  4th
  divination, guardian of faith
  5th
  legend lore, raise dead
  Bonus Cantrip
  At first level, you gain the guidance and message 
  cantrips. They count as warlock cantrips for you, but 
  they don’t count against your number of cantrips 
  known. 
  Voice of the Oracle
  Starting at 1st level, you may spend a bonus action 
  to call on your ancestors, augmenting your presence 
  with their wisdom and authority. When you activate 
  this ability, choose Persuasion, Deception or Intimi-
  dation. For the next minute, skill checks you make of 
  the chosen kind are made at advantage. During this 
  time, your eyes roll back into your head, and your 
  voice is echoed by a whispering chorus audible out 
  to 10 feet from you. You must finish a short or long 
  rest before using this ability again.
  Prescience
  Starting at 6th level, your ancestors watch for dan-
  ger on your behalf. If you would be surprised, you 
  can spend your reaction before initiative is rolled 
  to warn everyone nearby in a rousing cry. Anyone 
  within 30 feet that can hear your words is no longer 
  surprised. You must finish a short or long rest before 
  using this ability again.
  The Second Sight
  Starting at 10th level, your patron opens your eyes 
  to the spiritual demimonde. You can see into the 
  Ethereal plane out to 60 feet, and can see invisible 
  creatures. 
  Supernatural Intuition
  At 14th level, your ancestors bring their centuries of 
  prior experience to bear scrutinising your fledgling 
  predictions. If a divination spell would provide false 
  information, either to the intrinsic nature of the spell, 
  or a masking effect such as Nystul’s Magic Aura, you 
  become aware that the result is false, though not 
  necessarily why.
  Boons
  The Ancestor is likely to bestow a pact boon upon 
  the warlock that had a significance to them in life. 
  They might give a warlock their own spellbook 
  written in a cramped hand, or the same familiar 
  which served them during their time with the 
  living. For a more morbid tone, consider sending 
  Pact of the Chain warlocks a crawling claw familiar 
  from the ancestor’s corpse. 
  
  the book of bad magic
  Your patron is a powerful hag, usually a Grand-
  mother hag, which has taken an interest in your life. 
  Hags are defined by their love of misery in other 
  creatures, which often means they will only take on 
  students and warlocks when the net suffering to 
  be gained in the long run seems more than likely to 
  offset the inconvenience. Some hags will even go so 
  far as to blackmail or bribe certain influential fig-
  ures into accepting a warlock pact, as part of some 
  grand unknowable scheme, or perhaps to complete 
  a coven. All forms of hags are able to grant pacts in 
  this manner, and on rare occasions an entire coven 
  of lesser hags will use their magic to grant a warlock 
  pact to some unfortunate individual. 
  Expanded Spell List
  The Hag lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following 
  spells are added to the warlock list for you.
  Spell Level
  Spells
  1st
  speak with animals, sleep
  2nd
  pass without trace, alter self
  3rd
  bestow curse, tiny servant
  4th
  fabricate, polymorph
  5th
  animate objects, legend lore
  Bonus Cantrips
  At first level, you gain the dancing lights and vicious 
  mockery cantrips. They count as warlock cantrips for 
  you, but they don’t count against your number of 
  cantrips known. 
  Weird Magic
  Starting at 1st level, you are privy to many strange 
  and unusual secrets of magic known only to the hag 
  sisterhood. Once per day, you may cast a spell of a 
  level you are able to cast from your class list that you 
  do not know. You must use a spell slot and fulfil all 
  other requirements. Casting this spell should involve 
  some bizarre and unusual prop, such as releasing a 
  swarm of bees for a cloud of daggers spell. Once 
  you have cast a spell with this ability, you can never 
  cast it again for any reason. 
  Strange Conveyance
  At 6th level, you learn to enchant an object to serve 
  as your mount. You can choose an object as small as 
  a broom up to the size of a cow, and enchanting that 
  object takes 1 hour. When you straddle the object, 
  it hovers beneath you and can be ridden in the air. 
  The object has a flying speed of 50 feet. It can carry 
  up to 400 pounds, but its flying speed becomes 30 
  feet while carrying over 200 pounds. It stops hover-
  ing when you land. You may only have one Strange 
  Conveyance at any one time, and you may not 
  creature a new Conveyance whilst the other remains 
  extant.
  The Rule of Three
  Starting at 10th level, you understand the only rule 
  that matters - magic is stronger in threes. When you 
  cast a spell, you may choose to cast it three times 
  instead of once as part of the same action. You may 
  choose new targets for these copies. You must finish 
  a long rest before using this ability again. 
  exit strategy
  At 14th level, you develop an (almost) foolproof 
  method to remove yourself from a dangerous situa-
  tion, should the need arise. You can use an action to 
  vanish in a suitably dramatic manner (perhaps into 
  a cloud of smoke or a swarm of toads) reappearing 
  1d4 hours later in a place of emotional significance 
  to you on the same plane of existence. If no such 
  place exists, the DM decides where you appear. 
  
  the book of bad magic
  Your patron is a primordial spirit of elemental de-
  struction, dedicated to one of the four elements that 
  together comprise the building blocks of the mate-
  rial plane. The primal forces you command are often 
  directed towards evil, but also hold the potential for 
  acts of creation. Examples of patrons able to invest 
  you with these powers include Olhydra, Imix, Yan-C-
  Bin and Orgremoch. 
  When you choose this subclass, pick Fire, Water, 
  Earth or Air, depending on the nature of your pa-
  tron. 
  Expanded Spell List
  The Elemental Evil lets you choose from an expand-
  ed list of spells when you learn a warlock spell. The 
  Elemental Evil Expanded Spells table shows the 
  spells that are added to the warlock spell list for you, 
  depending on your patron’s nature: fire, water, earth 
  or air. Options are also provided for elementals hail-
  ing from the liminal planes of Ice, Magma, Ooze and 
  Ash which form the borders between their larger 
  cousins. 
  Siege Magic
  Starting at 1st level, your magic is extraordinarily 
  efficent at wearing away the edifices of civilisation. 
  Your spells deal double damage to buildings and 
  objects. 
  Bonus Cantrip
  Starting at 1st level, your gain an additional cantrip 
  based on the nature of your patron. This counts as 
  a warlock cantrip for you, but doesn’t count against 
  your number of cantrips known. 
  Spell 
  Level
  Elemental Spells
  Fire Spells
  Water Spells
  Earth  Spells
  Air Spells
  1st
  chaos bolt
  burning hands
  create/destroy water
  earth tremor
  thunderwave
  2nd
  dragon’s breath
  pyrotechnics
  calm emotions
  earthen grasp
  gust of wind
  3rd
  elemental weapon
  fireball
  tidal wave
  erupting earth
  wind wall
  4th
  elemental bane
  wall of fire
  watery sphere
  stoneskin
  storm sphere
  5th
  destructive wave
  immolation
  maelstrom
  wall of stone
  control winds
  Spell 
  Level
  Elemental Spells
  Magma Spells
  Ice Spells
  Ooze Spells
  Ash Spells
  1st
  chaos bolt
  searing smite
  ice knife
  grease
  ray of sickness
  2nd
  dragon’s breath
  heat metal
  snilloc’s snowball swarm
  web
  dust devil
  3rd
  elemental weapon
  melf’s minute 
  meteors
  sleet storm
  stinking cloud
  wall of sand
  4th
  elemental bane
  stone shape
  ice storm
  vitriolic sphere
  blight
  5th
  destructive wave
  transmute rock
  cone of cold
  cloudkill
  antilife shell
  Patron Nature
  Bonus Cantrip
  Fire, Magma
  control flames
  Water, Ice
  shape water
  Earth, Ooze
  mold earth
  Air, Ash
  gust
  
  the book of bad magic
  ELemental Wards
  Starting at 6th level, your link to the planes man-
  ifests itself in your body, protecting you against 
  attacks. The form this takes changes based on your 
  patron’s nature. 
  Patron Nature
  Ability
  Earth
  Unyielding. When  you are subject-
  ed to an effect that would move 
  you, knock you prone, or both, you 
  can use your reaction to be neither 
  moved nor knocked prone.
  Fire
  Heated Body. A creature that touch-
  es you with a melee attack while 
  within 5 feet of you takes 5 (1d10) 
  fire damage.
  Water
  Invisible in Water. You are invisible 
  while fully immersed in water, or 
  in heavy rain. Light rain turns you 
  translucent and you are considered 
  lightly obscured. 
  Air
  Windbreaker. If you would be hit 
  with a ranged weapon attack, you 
  can use your reaction to cause the 
  attack to miss. 
  Elemental Bleed
  Starting at 10th level, your link to your elemental 
  patron bleeds through into all your magic. Your 
  spells gain cosmetic alterations befitting your affilia-
  tion, and all your damaging spells are considered to 
  deal an additional damage type for the purposes of 
  bypassing damage resistances or triggering vulnera-
  bilities. 
  Patron Nature
  Additional Damage Type
  Fire, Magma, Ash
  Fire
  Water, Ice
  Cold
  Earth, Ooze
  Acid
  Air
  Lightning
  Primordial Apotheosis
  At 14th level, you gain the ability to transform into 
  an avatar of your elemental patron, learning a spell 
  from the list below, which you can cast at-will. If you 
  are reduced to 0 hit points whilst under the effects 
  of this ability, you fade away into motes of your cho-
  sen element and cannot be returned to life by any 
  means short of a Wish spell. 
  Patron Nature
  Spell Gained
  Fire
  Investiture of Flame
  Water, Ice
  Investiture of Ice
  Earth, Ooze, Magma
  Investiture of Stone
  Air, Ash
  Investiture of Wind
  
  the book of bad magic
  The Spectral Agent and the school of Sanguimancy 
  are  Arcane tradition which I originally contributed 
  to Faiths of Eberron. However, I liked them so much 
  that I wanted to preserve them in something  I’d 
  written entirely myself. 
  Unholy In-specter
  Beginning when you select this school at 2nd level, 
  you can use your magic to haunt the living, spying on 
  clandestine meetings. You can use an action to fade 
  into Border Ethereal. While you maintain concen-
  tration on this effect you remain there. While in the 
  Border Ethereal, you can view events on the Mate-
  rial Plane as if you were standing in the spot which 
  you vacated, though you cannot move from that 
  spot. The 5-foot square from which you vanished is 
  Haunted until you return. If you cast a spell, break 
  concentration or otherwise exit the Border Ethereal, 
  you are ejected into the space on the Material Plane 
  which you left. While you are in the Border Ethereal, 
  spells and abilities that detect undead sense an un-
  holy presence in the Haunted area. You can remain 
  in the Border Ethereal In this way for up to 1 hour, 
  after which time you are ejected into the space you 
  left. You cannot use this ability within the area con-
  secreted by a hallow spell, or an area warded against 
  interplanar travel. You must finish a long rest before 
  using this ability again.
  At 6th level, you can remain in the Border Ethere-
  al for a number of hours equal to your Intelligence 
  modifier (minimum 1).
  Left Hand Rite
  At 2nd level, you add the find familiar spell to your 
  spellbook if you don’t know it already. When you cast 
  the spell as a ritual, you can choose to have your fa-
  miliar take the form of a crawling claw instead. If you 
  do, you must cut off your own left hand as part of the 
  ritual, which immediately regrows from the stump. 
  When you summon a crawling claw in this way, you 
  can use it to perform somatic components for any 
  spell you cast while it is within 5 feet of you.
  Peltergeist
  At 6th level, when using your Unholy In-specter abili-
  ty, you can use your action to manipulate an object, 
  open an unlocked door or container, stow or retrieve 
  an item from an open container, or pour the contents 
  out of a vial anywhere within 30 feet of the spot 
  you are haunting. You can’t use this ability to attack, 
  activate magic items, or carry more than 10 pounds. 
  If creatures can see your meddling, you can make a 
  Dexterity (Sleight of Hand) check versus their Wis-
  dom (Perception) check. If you succeed, you pass 
  your meddling off as an accident or clumsiness on 
  the part of another creature rather than overt super-
  natural influence. You can also telepathically control 
  a crawling claw you have created through your Left 
  Hand Rite regardless of distance.
  The Walls Have Ears
  At 10th level, you add the clairvoyance spell to your 
  spellbook if you don’t know it already. When you 
  cast the spell, you can target any location you have 
  Haunted with your Unholy In-Specter ability in the 
  past 7 days, regardless of distance, as long as you 
  are on the same plane of existence.
  Mist Me
  At 14th level, you can evade the clutches of death 
  by vanishing into mist. When you would drop to 0 
  hit points, you can use a reaction to cast gaseous 
  form (requiring no components), transforming into a 
  cloud of mist and dropping to 1 hit point instead.
  When you cast the spell in this way, it doesn’t require 
  concentration, and the spell lasts for 1 minute. You 
  can’t use this ability in direct sunlight or in running 
  water. If you can’t transform, you can’t use this abili-
  ty. You must finish a long rest before using this ability 
  again.
  
  the book of bad magic
  Sanguimancers look to unlock the mysteries of the 
  magic inside the blood, experimenting with the 
  spark of life that resides within all living creatures. 
  Their discoveries grant them semi-miraculous pow-
  ers, but their obsession with blood often garners 
  them a bad reputation. 
  Divinity Within
  At 2nd level, your studies into the spark of life 
  invested in your own body have replicated a power 
  reminiscent of the divine. When you learn a new wiz-
  ard spell, you may choose that spell from the cleric 
  spell list instead of the wizard list. These count as 
  wizard spells for you.
  Invoke the Spark
  When you choose this school at 2nd level, you learn 
  the spare the dying cantrip. If you already know this 
  cantrip, you learn a different cleric cantrip of your 
  choice. The cantrip doesn’t count against your num-
  ber of cantrips known. 
  When you cast spare the dying, you can expend one 
  of your Hit Dice to restore 1 hit point to the target.
  Blessed Transfusion
  At 6th level, you can infuse your essence into your 
  healing spells. When you cast a spell of 1st level 
  or higher that restores hit points to a single target, 
  you can expend one of your Hit Dice. Roll the die 
  and add the target’s Constitution modifier to it. The 
  target regains additional hit points equal to the total 
  (minimum of 1).
  Blood and Soul
  Starting at 10th level, your magic and your blood 
  are one and the same. You can spend a bonus action 
  to expend any number of spell slots. You regain a 
  number of Hit Dice equal to the combined level of 
  the spell slots expended.
  Martyr’s Communion
  At 14th level, your blood is a panacea for other crea-
  tures who consume it. You can expend 6 of your Hit 
  Dice to enact a ritual in which you drain yourself of a 
  quantity of blood, transubstantiating it into a potent 
  and fortifying curative elixir. The elixir takes 10 min-
  utes to prepare and disappears after one hour. Up to 
  twelve other creatures can partake of the elixir. One 
  hour after partaking of the elixir, a creature gains the 
  following benefits, which last 24 hours:
  • A creature that expends a Hit Die to restore hit 
  points (including through the use of Blessed 
  Transfusion) restores the maximum amount pos-
  sible instead of rolling.
  • The creature gains temporary hit points equal to 
  your level.
  • If a spell, such as raise dead, has the sole effect 
  of restoring an affected creature to life (but not 
  undeath), the caster doesn’t need material com-
  ponents to cast the spell on them.
  
  the book of bad magic
  Colour. It exists within everything - even the dark of 
  night holds riotous colours that shift and shimmer, if 
  you know where to look. Your patron is a pure ex-
  pression of this artistic sentiment, a force of creativ-
  ity and vibratnt pigmentation that seeks to influence 
  the world through numinous expressions of the 
  visual arts.  Examples of patrons able to invest you 
  with these powers include Rennbu - Lord of Colours,  
  Hyrsam - Prince of Fools or Belashyrra.
  Expanded Spell List
  The Chroma lets you choose from an expanded list 
  of spells when you learn a warlock spell. The follow-
  ing spells are added to the warlock list for you.
  Spell Level
  Spells
  1st
  color spray, chromatic orb
  2nd
  pyrotechnics, flame blade
  3rd
  blinding smite, daylight
  4th
  phantasmal killer, wall of fire
  5th
  dawn, wall of light
  7th
  prismatic spray
  9th
  prismatic wall
  Light Show
  At first level, you gain the light and produce flame 
  cantrips. They count as warlock cantrips for you, but 
  they don’t count against your number of cantrips 
  known. When you cast a spell that sheds light, you 
  can choose what colour light it sheds. 
  Prismatic stain
  Starting at 1st level, your magic is laced with highly 
  tenacious pigments. When you cast a damaging 
  spell, you may alter the colour(s) of the spell to suit 
  your taste. If such an altered spell hits a creature 
  or object, that creature is stained along the area of 
  impact consistent to the colour(s) of the spell. These 
  stains are not easily removed, requiring a remove 
  curse spell or similar magic to remove. Creatures 
  made entirely of fluid material such as fire elemen-
  tals or oozes are immune to this ability. 
  fading
  At 6th level, you can voluntarily leech all the colour 
  from your skin and clothes as an action, turning 
  translucent and giving you advantage on Dexterity 
  (Stealth) checks based on sight. You remain translu-
  cent until you attack or cast a spell, or until you use a 
  bonus action to become visible again. 
  eye beams
  Starting at 10th level, you can fire coloured rays of 
  light from your eyes. As an action, you can target a 
  creature you can see within 120 feet of you. Then 
  roll on the Eye Beams table to generate an spell 
  effect using your Warlock spellcasting attributes. 
  This does not count as casting a spell.  You can use 
  this ability a number of times equal to your Charisma 
  modifier, and uses of this ability return at the end of 
  a long rest. 
  1d4
  Colour
  Spell
  1st
  Red
  scorching ray
  2nd
  Orange
  slow
  3rd
  Yellow
  ray of sickness
  4th
  Green
  disintegrate
  5th
  Blue
  flesh to stone
  7th
  Violet
  ray of enfeeblement
  Rainbow Connection
  At 14th level, you gain the ability to transform your-
  self and your allies into light, moving almost instan-
  taneously between places. As an action, you open a 
  magical, many-hued gate which links a Large or big-
  ger Prismatic Stain within 5 feet of you and another 
  Prismatic Stain, at any distance, on the same plane 
  of existence. For the duration, any creature can step 
  into the gate and exit from the destination Prismatic 
  Stain by using 5 feet of movement. You can only link 
  two Prismatic Stains in this way if they are both the 
  same colour. You must finish a long rest before using 
  this ability again. 
  
  the book of bad magic
  You don’t exist. Not really. You were born without a 
  soul, or that’s what they tell you. It makes you spe-
  cial, but you don’t feel any different...not that you 
  have anything to compare it to. People have always 
  treated you differently, as if there were nothing be-
  hind your eyes but darkness. 
  Your sorcerous blood can manifest in a number of 
  peculiar ways:
  1d6
  Soulless Bloodline Quirks
  1
  Animals run away from you and won’t come 
  close unless forced
  2
  Children scream and cry if you try and touch 
  them
  3
  You never dream. It’s only darkness in there. 
  4
  Priests and clerics sometimes flinch away 
  from you involuntarily
  5
  You don’t seem to age as fast as everyone 
  else. You’re not sure by how much. 
  6
  There’s a shadow behind your eyes that intim-
  idates people meeting you. 
  Soulless magic
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Soulless Spells 
  table. Each spell counts as a sorcerer spell for you, 
  but it doesn’t count against the number of sorcerer 
  spells you know. These spells can’t be replaced when 
  you gain a level in this class.
  Sorcerer 
  Level
  Soulless Spells
  1st
  unseen servant, dissonant whispers
  3rd
  pass without trace, invisibility
  5th
  nondetection, gaseous form
  7th
  dimension door, greater invisibility
  9th
  mislead. modify memory
  no Soul
  Starting at first level, you are immune to any magic 
  that would read your mind, affect your dreams or 
  interact with your personality traits. You have no 
  soul, and thus cannot trade it away to the devil or 
  make any similar trade. You cannot be raised from 
  the dead or become undead for any reason. 
  Gone
  Starting at 6th level, you can slip between the gaps 
  in reality, becoming unreal for a moment. As an ac-
  tion, you spend 1 sorcery point to become invisible 
  and intangible. You cannot cast any spells, move or 
  take any actions whilst in this form. For the duration, 
  no-one can remember you ever existed, and they 
  rationalise away any evidence to the contrary. This 
  effect lasts for 1 minute, then fades. 
  i would not stop for death
  Starting at 14th level, you can choose to ignore 
  death - (you are, after all, not really alive). If you 
  would die, you can spend 1 sorcery point to ignore 
  the damage instance or effect which would have 
  slain you. The cost of this ability increases perma-
  nently by 1 each time you use it, to a maximum of 
  20.
  the cat who walked alone
  Starting at 18th level, you can move around during 
  your Gone ability. You can move through walls and 
  objects, but if your Gone ability ends while you are 
  inside an object you are shunted to the nearest avail-
  able empty space and you take 4d10 force damage. 
  
  the book of bad magic
  Those who uphold the Oath of the Phoenix up-
  hold the principle that peace engenders weakness. 
  They move from place to place destabilising the 
  institutions they find and bringing chaos wherever 
  they tread. Those who uphold this oath do not see 
  themselves as violators, criminals or warmongers 
  - instead, they see themselves as the only people 
  willing to create the chaos in which innovation truly 
  thrives.
  Tenets of the Phoenix
  Conflict. Peace only allows people to grow weak, 
  and necessity is the mother of invention. Conflict 
  and challenge allow society to grow.  
  Fire. Flames are the ultimate symbol of change and 
  beauty. We should emulate their capricious whims 
  and their destructive power.  
  Rebirth. From the ashes of the old, new life springs. 
  Sometimes, all must burn to bring about a new, 
  better future.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  Paladin Level Spells
  3rd
  burning hands, command
  5th
  heat metal, branding smite
  9th
  fireball, revivify
  13th
  fire shield, wall of fire
  17th
  raise dead, immolation
  Channel Divinity
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options:
  Conflagration. As an action, you hold forth your 
  holy symbol, and speak primordial words of flame. 
  Flammable surfaces and objects within 30 feet of 
  you that aren’t being worn or carried catch fire. 
  Hearts Aflame. As an action, you touch your holy 
  symbol and heighten the tension in the room. All 
  creatures within 30 feet of you must succeed on a 
  Wisdom saving throw or temporarily gain the Flaw 
  “Everything infuriates me and no-one is trying to 
  fix things but me.” This effect can be removed by a 
  calm emotions spell or similar magic, and otherwise 
  ends after 10 minutes pass. 
  Cinder Shield
  At 7th level, allies within 10 feet of you gain es-
  istance to fire damage and cannot be set on fire. 
  Creatures already resistant to fire damage instead 
  become immune. 
  At 18th level, the range of this aura increases to 30 
  feet.
  burning renascence
  Starting at 15th level, if you are reduced to 0 hit 
  points, you explode. Each creature within 60-feet of 
  you must make a Dexterity saving throw, taking 22 
  (4d10) fire damage on a failed save, or half as much 
  damage on a successful one. The fire ignites flam-
  mable objects in the area that aren’t worn or carried.
  The explosion destroys your body and leaves be-
  hind an egg-shaped cinder. Resurrection spells can 
  be cast on the cinder requiring no material compo-
  nents. If a resurrection spell is cast on the egg which 
  would usually require you to possess a body, such as 
  raise dead, then the cinder forms into a new body 
  for you to inhabit.
  Phoenix Force
  At 20th level, you gain the ability to invoke your 
  inner fire. As an action, you can magically become 
  an avatar of flame, gaining the following benefits for 
  1 minute:
  • You are coated in fire as per a flame shield spell
  • You gain flaming wings and a  fly speed of 30 feet
  • Your attacks deal an extra 2d8 fire damage 
  Once you use this feature, you can’t use it again 
  until you finish a long rest.
  
  the book of bad magic
  Bards who study the College of Endings are commit-
  ted to the notion that all stories must have come to a 
  close. Bards from this college bring about these de-
  nouements through means both subtle and obvious, 
  exercising their magical might to make sure that no-
  one overstays their welcome in the material plane. 
  The College of Endings often attracts those who 
  possess an innate sense of justice or vengeance, and 
  thus is favoured by monster hunters
  read the threads
  At 3rd level, you can instinctively tell when you meet 
  creatures that have outlived their natural lifespan, or 
  been reanimated by magic. When you come within 
  30 feet of an undead creature, or a living creature 
  which has benefited from any magic that would ex-
  tend its life, you become aware of which creature(s) 
  this applies to and whether they belong to the for-
  mer category or the latter. 
  Skeins of Mortality
  At 3rd level, you can forcibly drag unnat-
  ural creatures back into the world of the 
  living, rendering them vulnerable.  As an 
  action you can expend a use of bardic 
  inspiration and target a creature you can 
  see within 30 feet of you. That creature 
  must succeed on a Charisma saving 
  throw or lose its damage resistances or 
  condition immunities (your choice) until 
  the end of its next turn. 
  FINAL WORD
  At 6th level, your magic is infused with 
  an insidious finality. Spells you cast 
  cannot be countered by counterspell or 
  similar abilities. 
  inexhaustible pursuit
  At 14th level, you can sense the threads of destiny 
  that tie unnatural creatures to the material plane. 
  As an action, you can scrutinize a creature you have 
  detected with your Read the Threads ability and 
  immediately become aware of the most direct path 
  to the source of their immortality (as per a find the 
  path spell), such as a lich’s phylactery or a wizard’s 
  potion of longevity. You can also use this ability on a 
  summoned creature to lead you to its summoner or 
  the place of its summoning. Using this ability on a 
  ghost or unquiet spirit might lead you to the object 
  that keeps it fettered to the material plane. The DM 
  has final discretion over where this ability leads you 
  in the case of any given creature. 
  
  the book of bad magic
  A chirurgeon is a warrior trained in the medical arts. 
  Whilst the mundane sciences pale in efficacy when 
  compared to the magical healing arts of the divine, 
  they have their offensive uses too. A chirurgeon 
  uses their knowledge to deliver precise, devastating 
  blows to their enemies, and keep their allies alive at 
  all costs when other methods have failed them. 
  Medical Training
  At 3rd level, you have trained extensively in biology, 
  anatomy and medicine. You gain proficiency in the 
  medicine skill if you didn’t possess it already. You 
  double your proficiency bonus on any check to which 
  it applies. 
  Crippling Blow
  When you deal piercing or slashing damage to a 
  creature with a weapon attack, you can choose to 
  cripple them as well as dealing damage. When you 
  use this ability, select an option from the Crippling 
  Blow table below. The creature must succeed on a 
  Constitution saving throw vs 8 + your proficiency 
  bonus + your Strength or Dexterity modifier (your 
  choice) or be afflicted until it either regenerates or 
  receives magical healing. 
  You can use this ability a number of times equal to 
  your Wisdom modifier. You regain all uses of this 
  ability at the end of a short rest. If you use this ability 
  on a critical hit, the affliction is permanent and can 
  only be removed by a greater restoration spell or 
  similar magic. 
  Crippling Blow
  Go for the Eyes, 
  Boo. 
  The creature is blinded. 
  Manual Impair-
  ment
  One of the creature’s hands (or 
  claws) is damaged and the creature 
  can no longer use it or hold things in 
  it. 
  Hamstring
  The creature’s speed is halved. 
  Vicious Stab.
  Your attack deals an extra die of 
  weapon damage.
  Bleeding Blade
  At 7th level, when you hit a creature with an attack, 
  you can wound the target. At the start of each of 
  the wounded creature’s turns, it takes 1d4 necrot-
  ic damage for each time you’ve wounded it, and it 
  can then make a DC 15 Constitution saving throw, 
  ending the effect of all such wounds on itself on a 
  success. Magical healing or regeneration removes all 
  wounds from a target, and it has no effect on un-
  dead or consructs.
  humourous invigoration
  At 10th level, you gain the ability to return your 
  allies to consciousness through provoking their inner 
  humours.  As a bonus action, you attend to an un-
  conscious ally within 5 feet of you, and that creature 
  regains 1 hit point. Choose one of the follow person-
  ality traits and apply it to that creature until they next 
  finish a long rest. You must finish a short rest before 
  using this ability again.
  Humours
  Sanguine
  “I tell bad jokes and never shut up”
  Choleric
  “I’m overly confident and rude”
  Melancholic
  “I’m lazy and scared”
  Phlegmatic
  “I’m forgetful and low spirited”
  Wasting Blade
  At 15th level, your Bleed ability becomes more po-
  tent, and creature only receive a saving throw once 
  every minute.
  Hack and Slash
  At 18th level, uses of your Crippling Blow ability 
  recharge on initiative count 20 every round. 
  
  the book of bad magic
  A largely unappreciated discipline, the Circle of 
  Horrors focuses its attention on carnivorous plants. 
  Somewhere between plant and animal, these plants 
  signify the union of the natural world into a single 
  divine form which encapulates both the patient dig-
  nity of plant life and the hungry glory of the animal 
  kingdom.
  Worlds of magic and might often hold many varieties 
  of large and terrible plants which (if left untended) 
  pose a danger not only to remote kingdoms but 
  to civilisation itself. The Circle of Horrors treads 
  where other druids will not, and seeks out these vast 
  unknowable intelligences to better understand their 
  needs and their nature. 
  Hungry succulent
  At 2nd level, you gain a plant companion that ac-
  companies you in your travels. This plant has the 
  statistics of an awakened shrub with the following 
  changes:
  • The plant takes a form of your choosing, aestheti-
  cally speaking
  • The plant understands druidic, though it cannot 
  speak. It is under no compulsion to obey your 
  instructions, but you have advantage on ability 
  checks made to interact with it.
  • The plant can quickly consume and digest nonliv-
  ing organic material. The plant can consume up a 
  5ft cube of organic material  as an action. 
  • When the succulent drops to 0 hit points, it dis-
  integrates into dust. It regrows within 5 feet of 
  you at the end of a short rest. You can resummon 
  your succulent earlier by feeding the dust your 
  blood, expending a hit die in the process. 
  Engorgulent
  At 6th level, your hungry succulent grows in size and 
  scale, gaining the statistics of a medium sized awak-
  ened tree, with the following alterations:
  • Your plant retains all benefits from Hungry Succu-
  lent.
  • Your plant is developing a strange symbiosis with 
  you, and uses your Intelligence, Wisdom and 
  Charisma scores. 
  • Your hungry succulent learns to speak druidic in a 
  rustling whisper
  • When you cast a spell, you can use your hungry 
  succulent as a the point of origin for that spell for 
  the purpose of determining line of sight. 
  CORpSORACLE
  Beginning at 10th level, when you feed your hun-
  gry succulent a corpse of medium size or larger, it 
  rewards you by speaking to you of the future as if it 
  had cast a divination spell on your behalf. 
  shambling Majesty
  At 14th level, your hungry succulent evolves into 
  its final form, a medium sized shambling mound. It 
  retains all bonuses it gained from previous features.
  In addition, each time it is fed a medium sized or 
  larger humanoid corpse, it grows by 1 size category. 
  It returns to medium size after it passes 1 hour with-
  out consuming a medium sized corpse. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Oliver Clegg/The Book of Bad Magic [5e].pdf