Libris Mortis 5e - Blackguard

by badooga

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Blackguard

The world knows paladins to be shining paragons who champion lofty ideals such as compassion, nobility, sacrifice, and valor. Such virtuous figures are symbols to the common people, icons from which they draw the strength and courage to stand fast against the encroaching darkness. Yet in every light a shadow lurks—the brightness of these noble warriors is equaled by the shadow spreading from their sinister counterparts, the blackguards.

Wielders of Negative Emotions

Blackguards are shadow warriors who embrace the power of what most people consider to be a vice or a dark emotion. A blackguard's vice becomes a central focus for that individual's divine power. Dominance, fury, and pride are among the forces that blackguards cultivate to fuel their might.

Because malevolent deities and wicked forces in the cosmos are more likely to hold a vice in esteem, most blackguards are villains. Nevertheless, blackguards who cling to higher ideals do exist. A heroic blackguard might be born when a divine soldier who tries to exemplify virtue cannot control their anger or some other base emotion. Such blackguards are referred to as fallen paladins. Other heroic blackguards cleave to a vice that a non-evil religion or deity promotes as an asset, or they have learned by necessity to turn their negative tendencies into a divine focus so that they can lead productive lives.

The Temptation of Evil

The power of vice is alluring because it offers fewer restrictions than virtue does. Though the power comes easily, a blackguard always faces the worst temptations of his or her vice, as well as that of other negative emotions that echo the vice. Scruples can be hard to maintain in the face of such a lure. A truly heroic blackguard can never give in and take the easy path.

Heroic blackguards have a hard road to travel. Their truly immoral counterparts form orders that actively oppose virtuous knights and cavaliers. Whether or not a specific blackguard is a member of such a dark order, those same knights and cavaliers rarely understand that a person can channel divine power through a vice without becoming debased. The common people rightly fear all blackguards the same way they fear the black knights of legend. A blackguard who uses the divine power of the dreaded vices to combat evil still has difficulty finding a wide array of allies. He or she rarely enjoys a hero's accolades.

Creating a Blackguard

The most important aspect of a blackguard character is their background and how they became a member of this class. Are you a fallen paladin, or did you gain the power of vice via some other method? Did you find yourself unwillingly consumed by negative emotions, or did you willingly plunge yourself into the shadows? Do you seek some sort of positive change, or do you continue to stray closer and closer to evil?

In particular, take a moment to establish the relationship between your alignment and your levels in this class. Are you an evil-aligned that has fully embraced your dark emotions, or are you good-aligned in spite of them? Do you attempt to control your emotions using a structured, lawful approach, or do you channel them in a free, chaotic manner? If you are neutral along either axis, how do you maintain this balance when the shadows continually attempt to eat away at your sense of self?

Quick Build

You can make a blackguard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background.

Blackguards and Paladins

When a paladin actively breaks their oath and falls down the path of darkness, the DM may choose to replace their paladin levels with blackguard levels, rather than using the Oathbreaker in the Dungeon Master's Guide. Similarly, if a blackguard completes some sort of quest for atonement, they may be able to make a sacred oath that allows them to replace their blackguard levels with paladin levels.

Blackguards have the same requirements and benefits as a paladin for the purpose of multiclassing. However, characters aren't allowed to have levels in the blackguard class and the paladin class at the same time.

In general, blackguards generally have access to the same magic items, Class Feature Variants, and other features that paladins can access, except when the DM says otherwise.

The Blackguard
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Shroud of Shadow, Unholy Vigor - - - - -
2nd +2 Fighting Style, Spellcasting, Dread Smite 2 - - - -
3rd +2 Inured to Decay, Blackguard Vice 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Dark Blessing 4 2 - - -
7th +3 Blackguard Vice feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Hate 4 3 2 - -
11th +4 Improved Dread Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Vile Touch 4 3 3 1 -
15th +5 Blackguard Vice feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blackguard Vice feature 4 3 3 3 2

Class Features

As a blackguard, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per blackguard level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blackguard level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Shroud of Shadow

1st-level blackguard feature


You learn to shroud your dark emotions from those that would oppose their usage. You have advantage on checks made to mislead others about your true emotions and alignment, and you have advantage on saving throws against effects that allow other creatures to know your alignment or to read your thoughts or emotions.

Unholy Vigor

1st-level blackguard feature


You can use your dark power to invigorate yourself. As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier + your blackguard level. These temporary hit points disappear after 1 minute.

Once you use this feature, you can't do so again until you finish a short or long rest.

Fighting Style

2nd-level blackguard feature


You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

2nd-level blackguard feature


You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Blackguard table shows how many spell slots you have to cast your blackguard spells. To cast one of your blackguard spells of 1st level or higher, 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 prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your dark ambitions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.


  • Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your blackguard spells.

Dread Smite

2nd-level blackguard feature


When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.

Additionally, when you select a Vice at 3rd level, you gain the ability to change the damage type of your Dread Smite whenever you use it. The damage type you can change it to is dependent on your choice of Vice, as listed in the table below.

Vice Damage Type
Despair Cold
Domination Psychic
Fury Thunder
Pride Radiant
Treachery Poison

Inured to Decay

3rd-level blackguard feature


By 3rd level, the negative energy flowing through you makes you immune to disease.

Blackguard Vice

3rd-level blackguard feature


When you reach 3rd level, you gain the vice that binds you as a blackguard forever. Up to this time you have been tempted by your dark emotions, standing along the boundary between light and darkness. Now you choose from one of the Vices detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Channel Divinity feature.

Vice Spells

Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to a vice spell, you always have it prepared. Vice spells don't count against the number of spells you can prepare each day.

If you gain a vice spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you.

Channel Divinity

Your vice allows you to channel divine power to fuel magical effects. Each Channel Divinity option provided by your vice explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC.

Ability Score Improvement

4th-level and higher blackguard feature


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.

Extra Attack

5th-level blackguard feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Dark Blessing

6th-level blackguard feature


Whenever you make a saving throw while you are conscious, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

Aura of Hate

10th-level blackguard feature


You and any allied fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Improved Dread Smite

11th-level blackguard feature


By 11th level, your heart is so suffused with shadow essence that all your melee weapon strikes carry dread power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. The damage type of this effect can be necrotic damage, or it can be the damage type associated with your Vice.

Vile Touch

14th-level blackguard feature


You can use your action to make a melee spell attack against a hostile creature within your reach. On a hit, the target has disadvantage on all saving throws until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Blackguard Vices

Each blackguard selects one vice to embrace above all others, but only evil blackguards embrace all vices as a way of life. Five vices are included in this document: despair, domination, fury, pride, and treachery.

Vice of Despair

The Vice of Despair is what a blackguard gains when they turn their back on the living and pledge themselves to the cause of undeath. By amplifying the negative energy already suffused into their souls, these blackguards command necromantic energies and undead creatures alike and use them as a means to whatever nihilistic end they seek. Such necromancers sometimes become death knights beyond the grave, often serving archfiends or other evil entities in exchange for dark boons and gifts of power.

Vice Spells

3rd-level Vice of Despair feature


You gain vice spells at the blackguard levels listed.

Vice of Despair Spells
Level Blackguard Spells
3rd bane, inflict wounds
5th darkness, ray of enfeeblement
9th animate dead, bestow curse
13th blight, phantasmal killer
17th contagion, destructive wave

Channel Divinity

3rd-level Vice of Despair feature


You gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your blackguard level is immune to this effect.

Disrupt Life. As an action, you channel negative energy and focus it into a burst of life-destroying power. Each non-undead creature within 20 feet of you of your choice must make a Constitution saving throw, taking necrotic damage equal to 2d10 + your blackguard level on a failed save, or half as much damage on a successful one.

Aura of Despair

7th-level Vice of Despair feature


You emanate an aura of hopelessness and sorrow. Hostile, non-undead creatures within 10 feet of you suffer a penalty on attack rolls and ability checks equal to half your Charisma modifier (rounded up, minimum of a -1 penalty), provided that you aren't incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Unliving Fortitude

15-level Vice of Despair feature


You gain resistance to necrotic and poison damage. You also have advantage on saving throws against effects that inflict exhaustion or the poisoned condition.

Dread Lord

20th-level Vice of Despair feature


You can use your action surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and allied creatures in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.

Vice of Domination

Blackguards of domination demand submission from their enemies. They impose order by force whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard’s terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.

Most blackguards of this vice are former paladins of the Oath of Conquest. Not all evil paladins of this oath become blackguards, however. Rather, a conquest paladin becomes a blackguard when the desire to harm others begins to outweigh their quest to establish order. Enjoying the use of violent force to subjugate foes, as well as taking delight in the suffering of others, is a distinct sign that a conquest paladin has fallen down the path of darkness.

Despite this connection to the Oath of Conquest, blackguards of this vice needn't serve the forces of law. For example, a chaos-based blackguard that serves a demon lord might use this vice's power to dominate others as a display of their master's supremacy. With this in mind, non-lawful blackguards of domination are few and far in between, typically because some other vice fits their personality more.

Reprint: Oath of Conquest Paladin

Blackguards of the Vice of Domination gain the same features as paladins of the Oath of Conquest. However, they needn't follow any tenets associated with that paladin oath.

A former conquest paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of domination does not derive power from such an oath. Rather, they draw their strength from the negative emotions associated with their quest to establish power over others.

Vice of Fury

The Vice of Fury is for blackguards who particularly enjoy violence, murder, and the obliteration of their enemies. Many of these blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, bloodthirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.

Reprint: Oath of Vengeance Paladin

Blackguards of the Vice of Fury gain the same features as paladins of the Oath of Vengeance. However, they needn't follow any tenets associated with that paladin oath.

A former vengeance paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of fury does not derive power from such an oath. Rather, they draw their strength from their anger, bloodlust, and destructive impulses, rather than their commitment to the ideals of justice or order. Thus, rather than punishing evildoers for their sins, a blackguard of fury may focus their destructive ire against anything—and anyone—that stands in the way of their goals.

Vice of Pride

The Vice of Pride is for blackguards who are overtaken by conceit and narcissism. Some of these "false paladins" knowingly use this guise to achieve evil ends. Others are paladins that are so deluded in their self-importance that they still believe themselves to be on the path of righteousness, even going as far as to only use radiant smites and other abilities that they perceive as being holy in nature. Either way, most blackguards of this vice use their silvered words and demonstrations of power to influence others to their benefit, some even going as far as to attract a cult of followers in order to be worshiped as a god.

Vice Spells

3rd-level Vice of Pride feature


You gain vice spells at the blackguard levels listed.

Vice of Pride Spells
Level Blackguard Spells
3rd charm person, cure wounds
5th detect thoughts, suggestion
9th beacon of hope, daylight
13th charm monster, compulsion
17th dominate person, geas

Channel Divinity

3rd-level Vice of Pride feature


You gain the following two Channel Divinity options.

Honeyed Words. You can use your Channel Divinity to augment your influence with blasphemous power. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.

Radiance of the Savior. You use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d10 + your blackguard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.

Aura of False Divinity

7th-level Vice of Pride feature


You exude an aura of awe-inspiring energy that makes it easier for you to influence others. Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw, provided that you aren't incapacitated. On a failed save, the creature is charmed by you. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to your Aura of False Divinity for 24 hours.

At 18th level, the range of this aura increases to 30 feet.

Self-Importance

15th-level Vice of Pride feature


Whenever you take damage, you can use your reaction to target one creature within 30 feet of you, other than the source of the damage. The target must make a Charisma saving throw against your spell save DC. If the target is a willing creature, or if it is charmed by you, it fails the saving throw automatically. On a failed save, you take only half the damage dealt to you (rounded down), and the targeted creature takes the other half.

Herald of Salvation

20th-level Vice of Pride feature


You can assume the form of a divine being, taking on an angelic appearance tailored to your personality and characteristics.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You manifest a pair of spectral wings, granting you a flying speed equal to your walking speed. You also shed bright light out to 30 feet, and dim light 30 feet beyond that.
  • Creatures that are charmed by you follow your verbal commands to the best of their ability, even if doing so would compromise their moral integrity or would obviously be harmful to them.
  • Creatures within 10 feet of you have disadvantage on Wisdom and Charisma saving throws against your blackguard spells and your Vice of Pride features.

Once you use this feature, you can't use it again until you finish a long rest.

Vice of Treachery

The Vice of Treachery for blackguards who care only for their own power and survival, and are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while deceitful, these blackguards command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.

Vice Spells

3rd-level Vice of Treachery feature


You gain vice spells at the blackguard levels listed.

Vice of Treachery Spells
Level Blackguard Spells
3rd charm person, expeditious retreat
5th invisibility, mirror image
9th gaseous form, haste
13th confusion, greater invisibility
17th dominate person, passwall

Channel Divinity

3rd-level Vice of Treachery feature


You gain the following two Channel Divinity options.

Cloak of Shadows. You can use your Channel Divinity to vanish from sight. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your blackguard level, or 20 + your blackguard level if you had advantage on the attack roll.

Aura of Treachery

7th-level Vice of Treachery feature


You emanate an aura of discord, which gives you the following benefits.

Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and you regain expended uses of it when you finish a short or long rest.

Betrayer's Escape

15th-level Vice of Treachery feature


You gain the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

20th-level Vice of Treachery feature


You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must make a Wisdom saving throw against your spell save DC. On a failed save, you control the creature's movement and action on its next turn, provided that you aren't incapacitated on that turn. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

Once you use this feature, you can't use it again until you finish a long rest.

Spell List

A blackguard has access to the following spells. A spell with an asterisk (*) next to its name can be found in Xanathar's Guide to Everything, and a spell with two asterisks (**) can be found in Tasha's Cauldron of Everything.



1st Level

  • Bane
  • Cause Fear*
  • Charm Person
  • Command
  • Compelled Duel
  • Detect Poison and Disease
  • Compelled Duel
  • Detect Evil and Good
  • Hellish Rebuke
  • Hex
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite

2nd Level

  • Blindness/Deafness
  • Branding Smite
  • Crown of Madness
  • Darkness
  • Find Steed
  • Invisibility
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Ray of Enfeeblement
  • Suggestion
  • Zone of Truth

3rd Level

  • Bestow Curse
  • Blinding Smite
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound*
  • Fear
  • Magic Circle
  • Remove Curse
  • Stinking Cloud
  • Summon Lesser Demons*
  • Summon Shadowspawn**
  • Summon Undead**
  • Thunder Step*
  • Vampiric Touch

4th Level

  • Banishment
  • Blight
  • Charm Monster*
  • Confusion
  • Death Ward
  • Dominate Beast
  • Find Greater Steed*
  • Locate Creature
  • Phantasmal Killer
  • Shadow of Moil*
  • Staggering Smite
  • Summon Greater Demon*

5th Level

  • Antilife Shell
  • Banishing Smite
  • Circle of Power
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Danse Macabre*
  • Destructive Wave
  • Dispel Evil and Good
  • Dominate Person
  • Enervation*
  • Geas
  • Hallow
  • Infernal Calling*
  • Modify Memory
  • Negative Energy Flood*