About
Background
This compendium was originally supposed to be made and released around Halloween 2020. But due to me being lazy, procrastinating, and school work getting in the way, I have decided to release this compendium today. I hope it was worth the wait all of you who waited so patiently for this.
Why?
Now. I know what you are thinking. Why did you make specifically horror if we have Curse of Strahd? You see, I see the Curse of Strahd module as more gothic. Don't get me wrong, the Curse of Strahd adventure is my favorite out of the entire Dungeons and Dragons 5e line up. But I personally see it as more gothic rather than downright horror. Now, my work may not be considered horror to an extent, but I still tried to theme everything here on what would make your skin crawl at certain points.
Inspiration
My base for this is, of course Curse of Strahd, but also thinks like horror video games, creepy internet trends, and old time slasher film like Friday the 13th. I was inspired to make this when I was in a group who were playing through Curse of Strahd and thought "This could use more horror aspects." So I spent moths coming up with this compendium, what races would work best, what the subclasses were, and other considerations.
One last thing
I just wanted to say that every image used of official art from Wizards of the Coast, as they own the rights to the images and Dungeons and Dragons series. And one image in this is by a great artist named Rushelle Kucala.
Nightmarescape
The Nightmarescape is a land where people's minds are occasionally transported to when they close their eyes and fall asleep instead of the Dreamscape. This is where nightmares originate from much like how the Dreamscape is the origin of sweet and happy dreams.
Origins
The Nightmarescape was created by the gods Alobal Lorfiril, Amaunator, God of the Sun, and Angharradh as a prison for beasts not even the strongest god can defeat. It was never meant to be connected to any plane nor even any mortal, as it would bring great terror to them. But the god Keptolo tricked the gods into unleashing the horrors of this realm onto the mortals of the various planes.
Description
The Nightmarescape is a baron wasteland, more resembling a desert without the heat. It is actually freezing cold here. Everything here has a temperature equivalent to the arctic, with not many options for heat sources other than what one is wearing or the uncommon trees that natively grow here. The ground seems comprised of only sand, pebbles, and occasionally twigs, meaning something can grow here despite the conditions.
In this land, there is no sun. There is no moon nor stars either. The sky here is completely empty except for the bone chilling sounds of its inhabitants that occasionally sound off. The sky is also eternal night. Time stands still here and compasses are useless here as they will shatter into thousands of pieces upon entering this realm.
Inhabitants
Unlike its happy counterpart, barely anything lives here. There are occasionally trees, but they look twisted, malformed, and lack life. Though, druids who have entered this land that, despite how the trees look, they are very much alive and are surprisingly thriving in this hellish landscape.
There are only two known inhabitants of the Nightmarescape. The first one are called Nightmares. They are often called the Tarrasques of the Nightmarescape. Though, this description is only half correct. While Nightmares do have the same traits of the Tarrasque, if not being slightly stronger, they are actually very docile beings who will not attack unless someone attacks them first. Nightmares are, despite being the most powerful thing in the Nightmarescape, are actually being hunted down by the other known creature, the Vorson.
The only real safe place where Nightmares can raise their young is the material plane. But there is a problem with this. If a Nightmare were to cross into the material plane, the sudden change in temperature will cause them to die within 30 minutes of entering the plane unless they have been magically summoned there.
But the Nightmares have come up with a solution. Whenever they come across a mortal who has entered the Nightmarescape, they will try to make a deal with the mortal. They will allow passage to the Dreamscape if they bear their young in the material plane. A deal is not always struck up, as of the reputation they possess. But when it happens, the mortal will be on their way to the Dreamscape and wake up impregnated with the Nightmare's young. This young will be born resembling the parent's race, but will rapidly grow into a creature known as the Nightmarespawn.
Then there are the other inhabitant, known as the Vorsons. They are the real threat in the Nightmarescape. They are tribal beings who set up small stations all over the realm. Vorsons are ruthless and do not care about the cares of mortals. They have been known to create various locations around a mortal so that they can trap them in without any escape. They do this so that they can stalk and hunt their prey without having to worry about them getting away. While most Vorsons choose to slaughter the victim mercilessly, others prefer to play mind games. They will let the mortal think they got away, only to appear when they turn a corner.
For the most part, they are trapped in the Nightmarescape, as it is like they are bonded here. But recently, the gods have been noticing that the Vorsons have been getting through to the other planes. But the Vorsons are seemingly entering the material plane more often. As all the other planes are too vicious for them, this would make sense. Though, how they are getting through are the horrifying parts. There have been reports of Vorsons latching onto mortals as they are waking up, causing them to cross over into the material plane as well. Though, the gods are suggesting that there are also a select few tearing holes into the fabric of the Nightmarescape's reality to cross through through either magical means or just through sheer willpower.
Nightmarespawn
When a Nightmare has a mortal make a deal with them, the mortal will go through their species usual gestation period for pregnancy. But when they give birth, they will feel a wave of dread and fear come over them before relaxing a few seconds later. This is the birth of the Nightmarespawn, which is the result of a Nightmare impregnating a being from the material plane. Nearly every race in the material plane is compatible to breed with the Nightmare, as it is insemination through magical means.
This child looks like the birth parent's race up until they reach adolescence of that race. There, they will begin to morph into an hybrid of a Nightmare and the birthing parent's race, incorporating multiple aspects of both as they mutate. This process does hurt the Nightmarespawn, as it is reorganizing ad adding onto the genetic makeup, but it is a quick transformation so they do not have to suffer long.
The Nightmarespawn will also go through a growth spurt, becoming a lot taller than those of the same age and race as the Nightmarespawn originally was. When the entire transformation is complete, they will often be shunned and even attacked by members of the race they once were. So they quickly learn to either travel in the shadows or travel only at night. It is a sad life for them, but it does aid them for when they fully grow up.
Nightmarespawns live far longer than any other race in the Forgotten Realms, living up to almost several centuries. During that time, they will suffer many losses, emotions, and onslaughts from those around them. But they will also use this time to learn of their Nightmare heritage. And when they reach their final years, they will get a message to return to the Nightmarescape and join their Nightmare parent. And they will spend the rest of their life trying to return to their ancestral home of the Nightmarescape.
Classes
Cleric
Divine Domain: Eldritch Domain
The Elder Gods -including Zargon, Moander, Dendar, Hadar, and Tyranthraxus-are the most insane of the pantheons. All the beings of this domain seem to come from a single pantheon, one even older than the Great Old Ones themselves. There are rumors that these monsterous deities have been around far longer than the other gods and goddesses of other pantheons, and rumors that these beings even shaped the fabric of reality itself have recently started to be spread around the world. There are a surprising amount of followers of these deities, who many of which are members because they were driven to insanity because of them. Followers of these gods are mistaken as cultists, and there is some truth to this misconception. It is rare, but followers of the Elder Gods might go further and start a cult based around them. Some of the nicer deities of the Elder Gods pantheon may give but a vast inkling of their knowledge to a worthy follower, driving them deeper into the insanity that festers in their brain.
Eldritch Domain Spells
Cleric level | Spell |
---|---|
1st | Dissonant Whispers, Arms of Hadar |
3rd | Tasha's Mind Whip, Enthrall |
5th | Summon Shadowspawn, Hunger of Hadar |
7th | Compulsion, Arcane Eye |
9th | Contact Other Plane, Dominate Person |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Gift of Insanity
At 1st level, you learn the language of Abyssal. You also gain proficiency with the Intimidation skill and one choice of the following skills: Insight, Religion, History, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Elder Blessing
At 2nd level, you can use your Channel Divinity to give the same blessing that the Elder Gods have given you to your enemies.
As an action, you present your holy symbol to one humanoid you choose, who must make a Wisdom saving throw against your spell save DC. On a failed save, they are terrified of you and must use its action to Dash away from you. They can repeat this save at the beginning of their turn. If they have been hit before their turn they will gain advantage on this save.
Aggressive Healing
Starting at 6th level, whenever you use a healing spell on someone, your next damage roll will deal an extra 2d4 of that weapon's damage type.
The damage will increase to 2d6 at 8th level and 2d10 at 15th level.
Mental Repair
Beginning at 8th level, whenever you roll a critical hit against an opponent, you will regain hit points equal to 1d6 + your Wisdom modifier.
Shield of the Elder Gods
At 17th level, the Elder Gods have finally found a weakness in your feeble, broken, mortal mind. And they have decided to do something about it. You now have immunity to Psychic damage. The damage that the attack would do to you will now instead be dealt to the attacker.
Once you use the second part of this feature, you cannot do so again until you finish a short or long rest.
Cultist
Cultist
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Cult Calling |
---|---|---|---|---|---|---|---|
1st | +2 | Cult Magic, Occult Study, Hellish Hex | 4 | 2 | 1 | 1st | — |
2nd | +2 | Cult Callings, Occult Recognition | 4 | 3 | 2 | 1st | 2 |
3rd | +2 | Occult Study Feature | 4 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 5 | 5 | 2 | 2nd | 2 |
5th | +3 | Mind of Worship | 5 | 6 | 2 | 3rd | 3 |
6th | +3 | Ability Score Improvement, Unholy Aggression | 5 | 7 | 2 | 3rd | 3 |
7th | +3 | Occult Study Feature | 5 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement, Deity's Protection | 5 | 9 | 2 | 4th | 4 |
9th | +4 | Ritual Expert | 5 | 10 | 2 | 5th | 5 |
10th | +4 | — | 6 | 10 | 2 | 5th | 5 |
11th | +4 | Sacrificial Offering | 6 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement, Exploitative Hex | 6 | 11 | 3 | 5th | 6 |
13th | +5 | Deity's Protection (30 feet) | 6 | 12 | 3 | 5th | 6 |
14th | +5 | Ability Score Improvement, Occult Study Feature | 6 | 12 | 3 | 5th | 6 |
15th | +5 | Occult Initiation | 6 | 13 | 4 | 5th | 7 |
16th | +5 | Ability Score Improvement | 6 | 13 | 4 | 5th | 7 |
17th | +6 | — | 6 | 14 | 4 | 5th | 7 |
18th | +6 | — | 6 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 5th | 8 |
20th | +6 | Occult Study Feature | 6 | 15 | 4 | 5th | 8 |
Cultists are known for their activity in the dark arts. They are often shunned, prosecuted, and even killed on sight for how they go about their rituals. Though, sometimes these cultists use their arts to better people and the world. But most of the time they use these powers to better themselves or to try to end the world. Cultists are known to also be selfish, though some have compassion. People believe that cultists are actually trying to help the world, and will actively join cults. Until they learn the truth of them that is.
Creating a Cultist
When creating a Cultist character, think of who your cult worships, how did they become a member of the cult, and if he or her wishes to achieve the cult's goals or if they want to break free of the bond.
Quick Build
You can make a cultist quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Charisma and Intelligence or Dexterity.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, Here's what you need to know if you choose the Cultist as one of the classes.
Ability Score Minimum. As a multiclass character, you must have at least 13 Wisdom to take a level in this class, or to take another level in another class if you are already a Cultist.
Proficiencies Gained. If Cultist is not your initial class, you gain proficiency in Light Armor, Daggers, and one skill from the Cultist skill list.
Spell Slots. Add half your levels (rounded up) in the cultist class to the appropriate levels from other classes to determine your available spell slots
Class Features
As a Cultist, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Cultist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiencies
- Armor: Light Armor
- Weapons: Daggers, Shortswords
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Arcana and any one from Insight, Perception, Religion, or Intimidation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon (if proficient) or (c) any martial weapon (if proficient)
- (a) Leather armor and a robe with a hood to conceal your face
- (a) A dagger
- (a) A dungeoneer's pack or (b) a priest's pack
- (a) A component ouch
Cult Magic
As someone who partakes in occult rites and sacrificial rituals, your deity has granted you the luxury of using an inkling of their vast magical prowess. See Spells Rules for general rules of spellcasting and the Spells Listing for the Cultist spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the Cultist spell list. You learn additional Cultist cantrips of your choice at higher levels, as shown in the Cantrips Known column in the Cultist table.
Spell Slots
The Cultist table shows how many spell slots you have to cast your cultist spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st level spells of your choice from the cultist spell list.
The Spells Known column of the Cultist table shows when you learn more cultist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new cultist spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the cultist spells you know and replace it with another spell from the cultist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cultist spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cultist spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Arcane Focus
You can use your dagger as an arcane focus for the purpose of casting spells.
Occult Study
Choose which cult is the source of your magical gift: from the Cult of the Great Dreamer, the Cult of the End Times, or the Cult of the Chromatic Dragon, all described at the end of the class features.
Your choice grants you features when you choose it at 1st level, 3rd level, 7th level, 14th level, and 20th level.
Hellish Hex
You learn the Hex spell, and it does not count against the amount of spell slots you can cast. You can cast this a number of times equal to your Cultist level divided by 2 rounded down (minimum of 1).
You will regain all expended uses when you take a short or long rest.
Cult Callings
At 2nd level, you gain the ability to complete mini rituals to aid you in combat or social interactions. The amount of Cult Callings you have per level is shown in the Cult Callings column on the Cultist table. You regain all expended uses after a short or long rest. Below are the types of assistance you can use your Cult Callings for. All these are counted as using your Bonus Action.
Challenging Fate. You can spend a Cult Calling to change any attack roll you make. You make this choice after you see the roll before you decide to spend a Cult Calling, and you must use the new roll.
Occult Gift. Spend at least two Cult Callings to regain a spell slot.
Deity's Assistance. Spend half your maximum Cult Callings (rounded down) to gain a boost to all checks (ability, attack, damage, etc.) equal to half your Cultist level rounded down (minimum of 1).
If you do not have the required amount of Cult Callings, you cannot use any benefit of this feature.
Occult Recognition
Starting at 2nd level, you have been in a cult for as long as you can remember, and know the ins and outs of nearly any cult. You have advantage on all Wisdom (Insight) and Perception (Intelligence) checks to identify if someone is a worshipper of a deity. You cannot discern who they worship, what rank they are nor how long they have been worshipping that being.
Ability Score Increase
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.
Alternatively, if your DM will allow the use of the optional rule, you can choose a feat.
Mind of Worship
At 5th level, your concentration to your rituals is unbreaking due to how close you are with your deity. You gain advantage on all concentration checks when it comes to maintaining spells that require concentration.
Unholy Aggression
Your deity is most pleased with the damage to the mortals you are causing, so they have decided to add some of their magic into your attacks. Starting at 6th level, when you hit with a spell attack that has at least a 30 foot range, you can double the damage dice used.
Once you use this feature, you cannot do so again until you finish a long rest.
Deity's Protection
When you reach 8th level, your connection to your deity protects you and your allies against some of the damage taken to your mental state so you can still follow your rituals for them. You and your allies within 15 feet of you gain resistance to Psychic damage and your attacker takes the rest of the damage that you have taken off from the resistance. But only you can gain the benefit of dealing the resisted damage to the opponent.
At 13th level this range increases to 30 feet.
Ritual Expert
Starting at 9th level, you have been partaking in rituals for as long as you have been a member of your cult. So you know how to do your rites quicker than any other cultist. Ritual spells you do now take half the time to perform.
Sacrificial Offering
At 11th level, your deity starts to feel like you are too weak in combat. So they decided to give you regenerative properties. Of course, this gift comes with a price. If you kill an enemy with a weapon that does piercing damage, you will regain temporary hit points equal to half of the damage dealt. This healing does not stack with the other damage types you would do. And it has to be with a piercing weapon you are proficient with.
Exploitative Hex
At 12th level, you have caused enough harm to your foes to learn the weak spot of any enemy you face, so now you can exploit their weak spot with a hex. Your Hex spell goes from 1d6 damage to 3d6 damage.
Occult Initiation
At 15th level, You can attempt to persuade your opponent to assist you through use of your deity entering their mind and mentally manipulating them. They must succeed on a Charisma save against your spell DC or else they are charmed and fight on your side. Undeads have advantage while constructs and beings who do not speak at least one language you know automatically succeed.
At the end of each of their turns, they can roll another Charisma save. On a successful save, they are no longer charmed and must use their attack action against you, or else lose their turn if you are dead.
Occult Study
The Cultist is not a cultist without an occult study. They practice the dark arts imposed by their choice of study. There are many types of cults out there, from monetary to demonic, and from the Outer Gods to the natural world. Cultists commit rituals and sacrifices to attempt to summon their deities or just to gain a small bit of the powers of their masters. And for some lucky few, the deities will listen to their mortal pleas.
Occult Study: Cult of the Great Dreamer
Followers of the Great Dreamer wish to please and follow the orders of Cthulhu. A cultist who studies the Great Dreamer is known as the most insane of the cultists, even being able to bring others to insanity if they have their deity's powers.
Cult Spells
You gain occcult spells at the cultist levels listed.
Cult of the Great Dreamer Spells
Cultist Level | Spells |
---|---|
1st | Tasha's Hideous Laughter, Arms of Hadar |
3rd | Detect Thoughts, Cause Fear |
5th | Hunger of Hadar, Fear |
7th | Phantasmal Killer, Evard's Black Tentacles |
9th | Danse Macabre, Enervation |
Bonus Proficiencies
When you become a cultist of the Great Dreamer at 1st level, you gain proficiency in simple weapons. You also learn the language of Primordial if you do not already know it.
Skin of Cthulhu
The Great Dreamer has personally chose you to spread the word of him and to bring him to the material plane. To assist you, he has granted you slimy skin in case anyone tries to catch you. At 1st level, you have advantage on all checks against being grappled, and advantage on all checks to get out of a grapple.
Eyes of the Sleeping God
At 3rd level, Cthulhu believes that there are more mortals to corrupt, mostly the ones that live in dark areas. You gain darkvision up to 120 feet. You can't discern color in darkness, only shades of gray.
Great Dreamer's Wisdom
Cthulhu has finally deemed that your allies might be worth having his assistance. Starting at 7th level, your allies within 10 feet of you gain a +1 to all spell attack and damage rolls.
Insanity of the High Priest
You have done an action that has made Cthulhu most unpleased with you. Starting at 14th level, roll a D20 every time you miss any type of attack. On a 10 or lower, you will become insane for 1 minute. On an 11-18, a random ally of yours will become insane for 1 minute, as determined by your DM. But on a 19 or 20, a random enemy will become insane for 1 minute, as decided by your DM. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. Unlike normal insanity, this effect will wear off after 1 minute.
Vessel of the Star Spawn
Cthulhu has decided that you have surpassed his expectations and is most pleased with you. So he has chosen you as his passage way into the material plane. Starting at 20th level, you can allow Cthulhu into your body, transforming you, and it only lasts for 10 minutes. While transformed, you get the following benefits:
-
You sprout giant, membranous wings from your back. You gain a flight speed of 60 feet.
-
The sight of your new nightmarish visage is enough to send your enemies running. At the beginning of your turn, when you transform into this form, every enemy that can see you must make a DC 17 Wisdom saving throw or else be frightened for 1 minute.
-
Cthulhu has infused more of his power into all your strikes and spells than what you normally have. All of your attacks now deal an extra 3d8 Psychic damage.
Once you use this feature, you cannot do so again until 1d4 days have passed.
Occult Study: Cult of the End Times
The cultists of this specific cult do not worship a specific deity. Instead, they wish to bring the apocalypse to this world. Which is why they follow the orders of Tharizdun. They don't necessarily worship him, but they do still commit sacrifices for him and always do his bidding.
Cult Spells
You gain cult spells at the cultist levels listed.
Cultist Level | Spells |
---|---|
1st | Burning Hands, Chaos Bolt |
3rd | Scorching Ray, Darkness |
5th | Summon Undead, Erupting Earth |
7th | Blight, Ice Storm |
9th | Contagion, Insect Plague |
Bonus Proficiencies
When you become a cultist of the End Times at 1st level, you gain proficiencies in martial weapons and heavy armor, and you learn the language of Abyssal if you do not already know it.
Flames of the Chained God.
At 1st level, Tharizdun has the feeling that you might be a worthy being to spread the word of him. So he secretly gives you assistance against anyone trying to stop you. If an opponent manages to grapple you, they must make a Dexterity saving throw against your spell DC or they take 1d4 Fire damage and they let you go.
If you use this feature, you cannot do so again until you finish a short or long rest.
Burning Anger
At 3rd level, Tharizdun starts to get angry with how often you miss with your attacks. So every time you miss, he will force his energy into your next spell to give it a boost. When you miss with a ranged spell attack, your next ranged spell attack will deal an extra 2d4 Fire damage.
Frozen Wasteland
When you reach 7th level, Tharizdun has figured that he could go out of his element to aid you in your quest to bring the apocalypse. He figured that he could aid you in freezing the world. You gain resistance to Cold damage.
Defying Past Death
Thaizdun believes that you are powerful enough to control the dead to aid you at your side. Starting at 14th level, you can attempt to bring any undead creature to your side. They must make a Wisdom check against your spell DC + your Charisma modifier or else be charmed by you and do as you say. The undead cannot be dead for more than 10 days. You can only have up to 3 undeads under your control through this method.
Harold of the Apocalypse
At 20th level, Tharizdun learns of how determined you are to bring the apocalypse. So he has summoned you to meet him face to face, giving you the powers to bring on the end of the world. This form only lasts ten minutes. You can unleash this energy and transform, giving you the following benefits:
- As a bonus action after activating this form, you can roll a d4 to summon an apocalyptic being using the chart below. Those summons must roll a Wisdom saving throw against your spell DC. If they succeed, they must use their turn to attack you. They can roll this saving throw again at the beginning of their turn to stay resistant against you. Their creature type is fiend rather than the usual creature type.
Summons List
D4 | Summon |
---|---|
1 | 4 Giant Rats |
2 | 2 Fire Elementals |
3 | 1 Adult Blue Dracolitch |
4 | 1 Terrasque |
The summoned creatures can be dispelled using an action on your turn. The creatures summoned through this are of Fiend rather than their normal type and can be dismissed as an action on your turn.
-
As an action, you send out a wave of fire and disease in a 30 foot radius. Every enemy in that area must make a Dexterity saving throw against your spell DC or else suffer 2d4 Poison and 4d8 Fire damage. Those who fail the save must then make a Constitution saving throw against your Spell DC or they suffer from the Poisoned condition. This does not stack with your Burning Anger feature.
-
The power of the apocalypse has spread over to everyone's spells and weapons. When someone hits with a spell or weapon attack, they deal an extra 1d4 Fire, Cold, Necrotic, or Poison damage as chosen by you.
Once you use this feature, you cannot do so again until 1d4 days have passed.
Occult Study: Cult of the Chromatic Dragon
Followers of the Chromatic Dragon wish to bring the dragon goddess Tiamat back to the material plane. They will commit sacrifices, raids, and various other chaotic deeds in the hopes to find a solution to whatever is keeping her at bay. This brand of cultists are said to be the most aggressive of all types of cultists.
Cult Spells
You gain cult spells at the cultist levels listed.
Cultist Level | Spells |
---|---|
1st | Chromatic Orb, Color Spray |
3rd | Aganazzar's Scorcher, Dragon's Breath |
5th | Call Lightning, Fireball |
7th | Elemental Bane, Vitriolic Sphere |
9th | Cone of Cold, Flame Strike |
Bonus Proficiencies
When you become a cultist of the Chromatic Dragon at 1st level, you gain proficiencies in martial weapons and medium armor. You also learn the language of Draconic if you do not already know it.
The Archdevil's Calling
At 1st level, Tiamat believes that you can summon her from the plane she is trapped in, but can't do it if you are stopped. If you become grappled, the grappler must make a Charisma save or else they let you go and fall prone due to Tiamat's terrifying roar that only they can hear. This DC is equal to 10 + your proficiency bonus + your Wisdom modifier/
Once you use this feature, you cannot do so again until you finish a short or long rest.
Chromatic Gift
At 3rd level, Tiamat has given you a special gift for all that you are doing under her name. You can breathe a breath attack that is Acid, Poison, Cold, Fire, or Lightning (your choice). All enemies in a 20 foot cone must make a Dexterity check or else suffer 2d6 of the chosen damage type. The DC for this is 8 + your Constitution modifier + your proficiency bonus. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. This also replaces the Dragonborn's racial breath attack trait. It also does not stack with the Dragon's Breath spell.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Skin of the Dark Queen
At 7th level, Tiamat claims that you have done very well and deserve another gift. You gain resistance to Fire, Cold, Lightning, Acid, or Poison (your choice).
You can choose another resistance at 11th level, 15th level, and 18th level.
Aura of the Dragon Queen
Tiamat has seen how well your allies are doing, and is most pleased with their slaughter. Starting at 14th level, you give off a 30 foot radius aura. All allies in this aura gain a +1 to their attack rolls, and they also deal 1d4 damage to their damage roll. The damage type of that 1d4 is Fire, Cold, Lightning, Poison, or Acid, as per your choice.
Acolyte of Tiamat
At 20th level, Tiamat finally deemed you worthy of bringing her to your plane of existance. But there is a problem. There needs to be a mortal component to channel her energy through. So she has decided that you shall be the output of her power, transforming you and giving you the following benefits:
-
When you activate this ability, you summon two adult chromatic dragons that each have the types of one of the resistances you chose. When you summon these dragons, you lose those two resistances, as they have been summoned from your own body at Tiamats' pleasure. These dragons have their own initiative and are friendly towards you and your allies.
-
Your Chromatic Gift damage increases to 5d8 as well as 1d4 in one damage type from the five different types described in the ability.
-
As an action, you can let out a loud roar comprised of five different voices that effects a 60 feet sphere. All enemies in that sphere must make a Wisdom saving throw against your spell DC or else they are knocked prone.
Once you use this feature, you cannot do so again until 1d4 days have passed.
Cantrips (0 Level)
- Mage Hand
- Eldritch Blast
- Prestidigitation
- Sacred Flame
- Spare the Dying
- Vicious Mockery
- Word of Radiance
- Mind Sliver
- Acid Splash
- Blade Ward
- Fire Bolt
- Guidance
- Chill Touch
- Infestation
- Create Bonfire
1st Level
- Alarm
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Faerie Fire
- Fog Cloud
- Gift of Alacrity
- Identify
- Ray of Sickness
- Unseen Servant
- Witch Bolt
- Shield
- Tenser's Floating Disk
- Bane
- Armor of Agathys
2nd Level
- Darkvision
- Hold Person
- Crown of Madness
- Enhance Ability
- Gentle Repose
- Tasha's Mind Whip
- Magic Mouth
- Snilloc's Snowball Swarm
- Web
- Zone of Truth
- Spider Climb
- Phantasmal Force
- Maximilian's Earthen Grasp
- Lesser Restoration
- Dust Devil
3rd Level
- Bestow Curse
- Catnap
- Counterspell
- Glyph of Warding
- Life Transference
- Magic Circle
- Summon Shadowspawn
- Animate Undead
- Summon Lesser Demons
4th Level
- Arcane Eye
- Divination
- Compulsion
- Death Ward
- Gravity Sinkhole
- Mordenkainen's Private Sanctum
- Summon Greater Demon
- Wall of Fire
- Mordenkainen's Faithful Hound
- Sickening Radiance
- Summon Aberration
- Summon Greater Demon
5th Level
- Contact Other Plane
- Antilife Shell
- Rary's Telepathic Bond
- Wall of Light
- Synaptic Static
- Reincarnate
- Immolation
- Dominate Person
- Destructive Wave
- Conjure Elemental
- Commune
- Commune with Nature
- Circle of Power
- Awaken
Fighter
Martial Archetype: Executioner
The Executioner is a fighter who has been hired to punish those who have been found guilty of terrible crimes. And the punishment they deal to the guilty is death. No one violent criminal shall be let free from the bane of evil that is the Executioner.
Death is the only solution for criminals who have been found guilty of heinous crimes. And Executioners are the ones to give it. Executioners look someone in the eyes as they behead them. They must show no fear, no emotion at all as they do this horrible deed. Death is the only punishment for people who have been accused of violent crimes against your race.
Death's Axe
Starting at 3rd level, executioners must be trained with the blade. They also must keep the blood out of their eyes so they can keep on giving justice to the ones next in line without the blood messing up their aim. So the best weapon they recommend is the axe. The blade of an axe is long enough to behead the criminal without having to bend over too close to them. You now double your proficiency bonus with all types of axes.
Bane of Criminality
Starting at 3rd level, your dark cloak and your position as someone who kills criminals for a living makes you terrifying to all criminal syndicates. You gain advantage on all Intimidation (Charisma) checks when you are facing a criminal, as well as all Insight (Wisdom) checks to know when the last time a guillotine has been used.
You also can choose to use your Strength instead of Charisma for the Intimidation check.
Blade out of Hell
Starting at 7th level, you have been beheading criminals with your axe for as long as you have been an executioner in practice. Any attack you do with any type of axe deals an extra 1d6 Slashing damage.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Executioner's Might
Starting at 10th level, your axe starts to glow when you attack those who have committed a serious time. The gods and goddesses of justice are adding their might to your strikes so that you can heal off the knowledge of one less serious bad guy walking the streets. You gain temporary hit points up to half the damage dealt with an axe.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Unwavering Justice
At 15th level, criminals will try to charm you into letting them go or even have you aid them in their scheme. But your goal to introduce violent criminals to your axe will not be swayed. You gain immunity to being charmed as well as advantage on Wisdom saving throws for when someone is trying to persuade you into committing a crime.
Hellish Punishment
Starting at 18th level, your unwavering justice makes criminals compare fighting you to fighting the god of justice himself. Whenever you roll a critical hit, your critical will deal twice the damage it would normally do.
Once you use this feature, you cannot do so again until you finish a long rest.
Monk
Monastic Tradition: Way of the Bloody Spirit
Monks who study the Way of the Bloody Spirit are said to be the most dangerous, as they lack any care for themselves. This tradition is stated to be extremely dangerous and is often a forbidden art. Monks of this tradition say that the body of all races has a natural weapon: their own bloodstream. So they will use their blood in any way to give them and their allies the upper hand.
Intimidating Technique
Beginning when you take this tradition at 3rd level, you gain proficiency with the Intimidation (Charisma) skill, or you double your proficiency if you already have proficiency with the Intimidation (Charisma) skill. You can also spend a ki point to gain advantage on all Intimidation (Charisma) checks.
Blood Weapon
When you take this tradition at 3rd level, you can sacrifice 4 hit points of your maximum hit points to create any simple weapon or 8 hit points of your maximum hit points to create any martial weapon. When you make a weapon through this way, you cannot be disarmed of it until you are knocked unconcious or die, in which case it will melt into a pool of blood. It will deal Necrotic damage instead of the usual damage type it would do. While wielding the blood weapon, you are considered proficient with it even if you do not have proficiency with simple or martial weapons.
The hit points lost through this feature cannot be regained through any method until you lose your blood weapon.
Gorey Darts
Starting at 6th level, you can shoot your blood out at an enemy straight from your skin. You can sacrifice 6 hit points to shoot a bolt of blood at three enemies you can see within 30 feet of you. They must make a Dexterity saving throw against a DC equal to 13 + your Constitution modifier, or else they take 3d6 Necrotic damage and will suffer from the effects of the poisoned condition.
Once you use this feature, you cannot use this feature again until you finish a long rest.
Blood Stained Paralysis
Starting at 11th level, whenever you hit with your blood weapon, the enemy must now make a Constitution saving throw against a DC of 11 + your Dexterity modifier or become paralyzed for rounds equal to your Constitution modifier.
Wrath of the Bloodstream
You feel every red blood cell blood in your opponent calling out to you to rescue them. Beginning at 17th level, you can spend all your ki points to make as many attacks with your blood weapon equal to however many ki points you spent. This feature replaces the Flurry of Blows feature.
Once you use this feature, you cannot do so again until you finish three long rests.
Paladin
Sacred Oath: Oath of Terror
The Oath of Terror is often feared by other paladins who have sworn a different oath. Paladins who swear by this oath wish to spread fear throughout the realms. These types of paladins make up most of the armies of the nine planes of Hell, and are most revered by Asmodeus. Though, there are instances where people who undertake this oath wishes to bring fear into the hearts of those who commit evil acts. This is a rare occurrence, but not unheard of. Paladins will be looked down on if they openly swear by this oath. But those rare good paladins of this bad intent oath will still hold their heads high.
Tenets of Terror
Written by Asmodeus himself, the tenets of the Oath of Terror aim to bring fear into the hearts of those who witness them. There is not a lot of tenets to follow, but they are the most important for this oath.
Sink Your Teeth into Death. You are the beast who wanders the land for their next prey. Make sure your enemies know that. Hunt down your victim and show them who is the predator.
Horror of the Heart. Where happiness and joy resides, you must strike fear into the hearts of those happy folks. Never let their hearts flutter in joy. Make them shudder in dread at what you unveil to them.
Break the Mind, Kill the Soldier. You must shatter the concentration of your enemy in order to make them falter. If they cannot think about fighting, then they are the most vulnerable. Never let them have a moment of calm.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Terror Spells
Paladin level | Spells |
---|---|
3rd | Cause Fear, Tasha's Hideous Laughter |
5th | Crown of Madness, Darkness |
9th | Fear, Hunger of Hadar |
13th | Hallucinatory Terrain, Locate Creature |
17th | Rary's Telepathic Bond, Dream |
Channel Divinity
When you take this oath at 3rd level, you gain the two Channel Divinity options.
Turn the Brave. As an action, you can make yourself intimidating to anyone who lays eyes on you. Everyone you are fighting that can see you must make a Wisdom saving throw contested by your spell DC. On a failed save, they will be frightened of you for one minute, and they must use their action to get away from your gaze. For those who are not in combat against you, you gain advantage on all Intimidation (Charisma) checks for ten minutes.
You can end this effect on your turn without using an action. If you fall unconscious or die, this effect ends. Undeads and constructs are immune to this effect.
Hellish Mind. Your horrendous thoughts can temporarily enter the mind of your next victim. You can choose anyone you can see and try to take over their mind using terrifying ideals to compel them. They must try to make a Wisdom saving throw against a DC of 14. Those who are resistant to Psychic damage have advantage and those who have Psychic immunity automatically succeed on this save. On a failed save, the victim will be under your control. The victim can make this save again at the beginning of each of their turns, having advantage if they have been damaged before their turn. If they succeed this save, the effect ends and they must use their turn to attack you or they lose their turn.
Retaliation of Terror
Starting at 7th level, your terrifying goals have started to blind you, causing you to lash out at anyone who attacks you. You can make a melee attack as a reaction if you get hit with an opportunity attack.
Horrendous Mentality
At 15th level, the victim of your Hellish Mind will actively harm themselves on trying to resist. Those under the effect of your Hellish Mind will now also take 2d10 Psychic damage on a failed save to try to get free. This damage ignores resistances and immunities.
Hellish Nightmare
At 20th level, your terrifying conquest has finally drove you mad. Using your action, you can transform yourself into the deepest darkest fear of your enemies and gain the following benefits:
• You gain resistance to all nonmagical bludgeoning, piercing, and slashing weapons as well as gain immunity to Necrotic damage. You also gain weakness to Radiant damage.
• Your bones and genetic make up are altered to bring the most fear your foes have ever felt. Your movement speed increases to 45 feet and you gain a flight speed of 20 feet.
Once you use this feature, you gain one level of exhaustion and cannot do so again until you finish a long rest.
Otherworldly Patron: The Wendigo
People who choose the wendigo as their patrons are extremely rare, though not unheard of. THey are desprite for their lives, and forming a patron with their predator is the only chance at surviving they have left. The rarity of this is because wendigos feast on the flesh of all humanoids, and will not let their victim talk. Though, if they are given an offer from their potential meal, they will take it into consideration. If they decide to let them live, the wendigo will demand something in return. Which normally includes luring more humanoids to them so that they can feast on them instead. But may the warlock who formed a patron of a wendigo refuse to give into the needs of their patrons, they will qucikly become a lesson as to why you should never anger a wendigo.
Expanded Spell List
The wendigo lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Wendigo Expanded Spells
Spell level | Spells |
---|---|
1st | Frost Fingers, Ice Knife |
2nd | Snilloc's Snowball Swarm, Beast Sense |
3rd | Sleet Storm, Bestow Curse |
4th | Ice Storm, Locate Creature |
5th | Cone of Cold, Commune with Nature |
Skin of the Flesh Devourer
Starting at 1st level, the wendigo has given you the ability to travel through any freezing climate without getting too cold. You gain resistance to cold damage. You also cannot die from freezing in the cold weather like snow, though you will still suffer the ill affects it will have on your body if you stay out too long.
Legs of the Wendigo
At 6th level, whenever you use a spell that relates to the cold, ice, or snow, or you are in a cold environment, you gain the benefits of the Disengage action, as well as being able to use the Dash action as a bonus action. This method of movement does not trigger opportunity attacks.
Once you have used this feature, you cannot do so again until you finish a short or long rest.
Fear the Hunger
Starting at 10th level, the wendigo decides to teach you how to reverse forced fear onto the attacker. You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the fright back on that creature. The creature must succeed on a Wisdom saving throw against your spell DC or be frightened by you for 1 minute or until the creature takes any damage.
Land of Frost
Beginning at 14th level, you can create a snow storm at a 100 foot radius centered on yourself. The resulting snow will turn the area into difficult terrain except for yourself. Everyone in this area, minus yourself, will take 2d6 cold damage at the beginning of their turn.
Once you used this feature, you cannot do so again until you finish a long rest.
Races
Amalgamation
"As I had my assisstant summon a lightning strike, I knew that we have made a masterpiece. We have made life! We have defied the natural order of death! But as soon as it sat up and removed the sheet of its vissage, she and I realized something. We have not made life afterall. We have made a monster."
-Read from the journal of a local scientist who has been found dead next to his deceased assisstant.
The Amalgamation is a being created from multiple dead beings. Their body parts come from multiple different races, though they all seem to follow the same formula. They are considered monsters to everyone who sees them, and are attacked on sight for their looks.
Scientific Monstrosities
Amalgamations are similar to Flesh Golems in terms of looks, because you can do very little in terms of making a collage of dead body parts, but they are very different. Amalgamations are made by scientists who wish to experiment with life and see if they can defy it with the Amalgamation being the unsightly result. They are turned away by everyone, even their creators, due to how they look.
Durable Freaks of Nature
Amalgamations are made from metal and reused bones, making them quite tough to deal with. They can take any number of blows, but they do have a limit on how much damage they can tolerate. A good shot from an arror to the stitches around their neck can kill them without a problem. Adventurers will sometimes recruit an Amalgamation when they need someone to take hits for them and deal a lot of damage back.
Death Defiers
Amalgamations are made from the body parts of the deceased, like the less common Flesh Golem. They have been brought back to life in an attempt to go against the natural order. So they are often treated with shrills of terror at their sight. But people are also fascinated by them because they were once dead, though the fear they feel will always take priority.
Mistaken Golems
Amalgamations are often confused with Flesh Golems, as they share similar natures and looks. Even though the differences are hard to spot, they are still differences. One difference is how they walk. Flesh Golems will stumble about while their knees never bend. While with the Amalgamations, they have full range of motion like any other being with two legs, and do not seem to be inhibited by the stitching that is keeping them together. The other difference is not widely known, mostly because people run in abjust horror from them, is that Amalgamations are fully capable of speech while Flesh Golems do not have that luxury.
Amalgamation Names
Amalgamations, as they are often experiments of scientists, do not have conventional names. They are often given experiment numbers and they often take that as their name. Though some scientists will give their creations actual names as determined by what race the Scientist is.
Typical Amalgamation Names: Experiment #423, Experiment #891, Experiment #634, Experiment #21, Experiment #46
Amalgamation Traits
As an Amalgamation, your kind is often attacked and disliked just for being similar to the Flesh Golem. But despite this, you still wish to help the world in any way you can. Even if it is your own little way.
Ability Score Improvement. Your Constitution score increases by 2 and one ability score of your choice increases by 1.
Age. Amalgamations can live until their flesh rots off and they can no longer move. The age will often depend on what races your body is comprised of.
Alignment. Amalgamations wish to just make friends or be left alone. They are often attacked for how they look, but they still wish to be nice to others. Their mentality learn towards more neutral alignments, though their actions can also be good.
Size. Amalgamations normally stand as tall as their legs and torso. Though they nearly are the same height as humans. Your size is Medium.
Speed. Your walking speed is 30 feet.
Reattach. If you lose any part of your body except your head, you can easily reattach it using an action. If you do not reattach it, you gain one of the following depending on what you lose.
- If you lose an arm, you lose the ability to use bows and unable to use the two-handed property of weapons.
- If you lose a leg, you fall prone.
- If you are cut in half at the waist, you make Dexterity saving throws at disadvantage
- If you lose an eye, you make attack rolls and Wisdom (Perception) checks that rely on sight at disadvantage.
You can do this as many times equal to your Constitution modifier. You regain all uses on a short or long rest.
Damage Resistance. Due to the amount of metal that is inside of your skin, it will deflect nearly every piercing weapon out there. You have resistance to Piercing damage.
Damage Vulnerability. Your reused skin is easily flammable and should be kept away from fire. You have a weakness to Fire damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Monsterious Looks. You creature type is Monstrosity. You are immune to spells that target humanoids, but you are affected by effects that work on your creature type, like the Dominate Monster spell. You also have advantage on saving throws on being charmed.
Languages. You can speak, read, and write Common and one language of your choice.
Doppleganger
"As the woman follows the man of her dreams, she is so excited to see if this will be the day he asks her to wed him. The two have been dating for seven years at this point, so she is expecting him to marry her by now. When, to her surprise, her boyfriend calls for her. But his voice came from behind her, when her boyfriend was right in front of her. She turned and saw her boyfriend, a horrified look on his face. He yells at her to get away from that thing. In her confused state, she fails to notice that the being she was following, was turning back into its true form."
-A retelling from a friend of a couple that has disappeared without a trace one day
The Doppelganger is a tall humanoid that lacks any defining features, except for its blank white eyes and slightly pointed ears. Its skin is dark blue to aid in it blending into the night. And they are masters in blending into a crowd.
Shapchanging Monsters
Doppelgangers tend to change their appearence to help them blend into a crowd of commoners. When in this changed state, they are nearly impossible to discern from the normal person. It is well advised to stay away from these beings, as they can be dangerous if provoked. And it could turn into anyone you are close to. If someone suspects a loved one to be a Doppelganger, the best thing to do is just walk away and alert the proper authorities.
Deceitful Womanizers
Doppelgangers don't really have female counterparts. So they will change into attractive male humanoids and seek women of that humanoid race. Once they do their thing, they will leave and the woman will be responsible for bearing the Doppelganger's young. Baby Doppolgangers look like their mother's race until they turn into an adolescenct, where they learn of their heritage and seek out members of the Doppelganger race.
Transforming Rivals
Doppelganers feel as though they are better than the similar shapchanger race, the Changelings. Doppelgangers may be a neutral, mostly nonviolent race, but they are aggressive towards Changelings, attacking them on sight if they spot one. A fight between a Doppelganer and a Changeling is known to get very brutal quickly.
Doppelganger Names
Doppelganers turn into an attractive male humanoid in order to properly reproduce. And they leave long before the child is born. So the Doppelganger is named mainly by their mothers, and thus have their mother's race's naming scheme.
Doppelganger Traits
As a Doppelganger, your character will deceive your way around your opponents, rather than fight them head on. That doesn't mean they should never be build for combat though, as they are well adapted fighters who can use their transforming abilities in combat.
Ability Score Improvement. Your Consitution increases by 2 and your Charisma increases by 1.
Age. Doppelgangers tend to live up to 150 years. Though there are some accounts of Doppelgangers living up to 200 years.
Alignment. Doppelgangers love to deceive others and bring them to their doom. Though it doesn't seem they do this for malintent, rather for their own enjoyment. But they will also lend a hand to any race if they have what they would like. Doppelgangers in this regard are mostly a neutral race, if not a little chaotic in their mischievous antics.
Size. Doppelgangers tend to stand a little bit more than humans, up to around 7 feet tall. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shapechanger. As an action, you can can polymorph into a Small or Medium humanoid, or back into your true form. Your statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
You stay in the new form until you use an action to revert to your true form or until you die.
Monsterous Looks. Your creature type is Monstrocity. You are effected by spells that effect your creature type, but you also have immunity to the charmed condition.
Ambusher. In the first round of a combat, you have advantage on attack rolls against any creature it surprised.
Read Thoughts. You can read the surface thoughts of anyone, giving you advantage on Wisdom (Insight) and Charisma (Deception) Charisma (Intimidation) and Charisma (Persuasion) checks against the target. This can go through walls, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell).
Languages. You can speak, read and write Common and Undercommon.
Nightmarespawn
"Look. My father comes from a plane where Nightmares are constantly at territorial wars with various Vorson tribes for reign over the Nightmarescape. The material plane is basically the only safe haven for Nightmares. Yet, my parents and other Nightmares can never come here themselves, as they would die in a matter of around thirty minutes. I am no monster, I am but a refugee."
-A Nightmarespawn to the king of a local city after haven been captured by city guards.
The nightmarespawn are a race of half Nightmares who have been born through a dream-like state of the one who will birth the nightmarespawn. The reason they do this is because they are constantly at war with the Vorsons, another race native to the Nightmarescape, and they are unable to leave themselves without dying only thirty minutes later unless they were magically summoned. So the nightmarespawns are born into the material plane for their safety.
Descendants of Tarrasques of the Nightmare Plane
Nightmarespawns are born from Nightmares, which are known as the tarrasques of the Nightmarescape. Even though they are as strong as Tarrasques, they are threatened by the vorsons. The reason for their destruction is not because the vorsons are powerful, which is not the case because Nightmares are the most powerful thing in the Nightmarescape. It is because the vorsons completely outnumber them. So Nightmares have come up with a plan: They would impregnate a being in the material plane for the safety of their kind.
Horrors of Dreams
Nightmarespawns come from the Nightmarescape, which is a land one's mind can go to when they sleep instead of going to the Dreamscape. They may be more wanting to blend in, but the nightmarespawn cannot resist their Nightmare urges to cause terror and despair to anyonme that crosses their path.
Nightmarespawn Names
Nightmarespawns generally take the name of either the race that birthed them or the name of the Nightmare culture. If they so choose, they could combine the names of both cultures to help them feel like members of both races.
Typical Nightmarespawn names: G'rutaknag, Hol'dionato, R'lognot'a, Korg'natal
Nightmarespawn Traits
As a nightmarespawn, you were born to the most feared creatures in the Nightmarescape. Your goal is to survive in this world in hopes of helping the race that impregnated your material parent.
Ability Score Improvement. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Nightmarespawns tend to live seven centuries before they grow weak and need to join the Nightmarescape and become Nightmares.
Alignment. Nightmarespawns tend to follow the alignment of their birth culture. Though, they always seem to follow a moral compass. They tend to want to help others, making them good. Though, since they like to feed on the fear and horror they cause, they are often seen as chaotic or even evil if they fall deep enough into this addiction.
Size. Nightmarespawns tend to stand at around 8 feet tall and weigh anywhere between 400 to 600 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Due to being born from beings who live in the perpetual darkness of the Nightmarescape, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Tough Skin Being the spawn of the Nightmarescape's version of a Tarrasque, your skin is nigh impossible to penetrate. Though, because of you not being a pure Nightmare, you do not have all the resistances of your parent. You have resistance to your choice of either bludgeoning, piercing, or slashing damage.
Nightmare Being. You have proficiency in the Intimidation skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Nightmare. Nightmare is a language consisting of grunting, roaring, clicking, and a lack of vowels. Those who hear this language or try to read the written language for the first time is terrified of it, as they cannot comprehend what they are reading at first.
Skeleton
"Their bones: frail. Their life: gone long ago. Their necromancers: most likely long dead. But there is one thing that still prevails no matter what happens nor how old they get. Skeletons may be weak and brittle from their age. But their determination is still as strong as iron. Even if they are outmatched and outnumbered, these bone warriors will still stand tall and hold the line as best they can."
- A quote from the Elven book "Heart of the Bone Warrior"
Skeletons are beings who lack any skin. But they do not let that slow them down. They do not have a specific race, but more of a specific skeletal structure of their respective race. They are treated as monsters, despite some actually wanting to help out the race they once were.
Bone Warriors
Skeletons do not have any skin, as it has rotted away a long time ago. But they do not care about this fact. They still want to stand by the ones who raised them from the dead, or assist anyone who they were close to in life before their death. They will rush into battle without hesitation if it means aiding anyone who needs help. They are proud, if not frail, warriors who stands in the way of evil. Or good if they follow an evil necromancer.
Misunderstood Guardians
Due to the fact that they are reanimated bones, they are often attacked by the citizens, adventurers, and other people who believe they are out to cause harm. But in reality, they just want to help out the people they are communicating with if what they are doing is for good. This makes them sad, but they also understand why they are often attacked unprovoked. So they prefer not to interact with the people and just help them out in the wilderness, lessening the numbers of invading armies one by one in secret.
Masters of the Ambush
Since reanimated skeletons look so much like the normal skeletons that litter the ground, they can just lie down on the ground and remain perfectly still. They lay like this for a few days or up to over 10 months. Then when an unlucky fool walks by them without thinking of it, it is too late for them as the skeleton rises and attacks. Because of this trait of theirs, armies are trained to smash all the skulls of any skeleton they see to make sure that they are not the living kind. But even then, skeletons will slip through this checking process and attack the ones who fail to catch on.
Silent Stalkers
Skeletons have long since lost the ability to speak, given their vocal chords rotted away. So they can follow you without you even knowing they are there. Though one little sound can give them away. If you listen closely, you can hear the rattling of bones as they walk. Though they have a hard time running, so you can quickly outpace them if one is coming after you.
Skeleton Names
Since skeletons have been raised from the dead my a necromancer, a mad scientist trying to reject the natural order of life and death, or any other magical or scientific means, they tend to not have names. If they come across a group of people who are not instantly hostile towards them, they can be named by those people, following that race's naming scheme. Though more times than not, they keep the names that they previously held in life.
Skeleton Traits
Skeletons are a unique race of abmush and frailty, and your character would harness these aspects to the best of their ability.
Ability Score Increase. Your Dexterity score increases by 2 and one ability score of your choice increases by 1.
Age. Due to skeletons being resurrected through scientific or magical means, they do not age. Living on until their frail bones either eventually turn to dust or their magic dies out.
Alignment. Skeletons will always try to aid anyone who raised them or are in need of help, making them lean towards good alignments. Though if they were raised by an evil necromancer, they will lean more towards evil deeds. But, as they are always looking to help others and work together, they will always be a lawful race.
Size. Your size is determined by what race you originally were, which can be from a 2 foot tall Kobold to a 9 foot tall Goliath. You are either Small or Medium depending on your originating race.
Darkvision. You have spent a long time in the cold, dark depths where you once stood. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Skeletal Makeup. You come from any official race in any of the books, minus the Warforged. You gain one trait from your original race, ad indicated by the table below.
Race | Trait |
---|---|
Bugbear | Long-Limbed |
Gnome | Gnome Cunning |
Goblin | Fury of the Small |
Minotaur | Goring Rush |
Tortle | Natural Armor |
If your origin race has natural weapons, then you gain that race's natural weapons. You are also immune to disease. You do not need to eat, drink, or sleep, but you can do so if you wish.
Poison Resistance. Since you are nothing but a literal skeleton of your former self, you cannot be easily poisoned and thus have resistance to it and have advantage against it.
Damage Vulnerability. Because your bones are so brittle, you have a weakness to bludgeoning damage.
Play Dead. You can lie down on the ground and be perfectly still, blending in with the other skeletons on the ground. You are prone, but you have advantage on Dexterity (Stealth) checks only when there are other, dead skeletons around.
Languages. You and read and write Common and one language you had when you were still alive. However you cannot speak those languages because you lack the vocal chords needed to make sounds.
Additional Origin Race
If you want to use a race that has not been listen on the table, then you can talk with your DM about which trait you should use when choosing that origin race.
Tlincalli
"The Tlincalli. Such a powerful race. Warriors of the desert, these beings are known to be aggressive to any invader of their territory. They do not build civilizations like we do, but they know how to protect themselves and live on. And for that, we can learn a thing or two from these beings, now that we are united as one kingdom."
-Excerpt from the 'Unwavering Unity' speech given by King Gerald III, king of a tribe of humans, after uniting with a band of Tlincallis after a year long war.
Tlincallis, also referred to as Scorpion Folk, are desert dwelling warriors. They prefer hot and humid climates, though will adventure out of their comfort zone if supplies are low. Even if you face only one, the Tlincalli are not to be taken lightly.
Nomadic Scavangers
Tlincallis are known for living nomadicly. They do not build extravagant cities, they prefer to live off the land in little settlements. They will scavenge around the desert, finding whatever food and materials they want or need, and they bring it back to the tribe. There, they make the non food items into whatever they want or need. They are nomadic, but they know how to smelt metals to forge them into makeshift weaponry.
Prideful Hunters
Tlincallis make pride their upmost importance when it comes to combat. They will never turn away from a challenge. Though when it comes to more powerful hunters, they will turn to their tribe leader. Their leader will then decide if they will follow the orders of the superior hunter, move past it, or fight it to the death. More than likely, when fighting an enemy that is as strong or weaker than them, they will not back down until the bitter end.
Poisoned eggs
Tlincallis will lay their eggs in a bushel of cacti or sharp rocks. These eggs are coated in a poison, the same type that also comes out of their stingers. This poison will paralyze anyone who comes into contact with it, leaving the attacker at the mercy of the Tlincalli.
Tlincalli Names
Tlincallis care little for names, as being a warrior will come at upmost priority. Though females will become scavangers while the males become the warriors, so they mostly use names to make sure one is male or female. So male names will consist of tough things around them while female names are for the more color and flowing aspects of what's around them.
Male names: Crack, Tremor, Sting, Stone, Granite, Iron, Skull
Female names: Cactus, Sand, Rain, Sun, Moon, Water, Star
Tlincalli Traits
As a Tlincalli, your character would be a proud warrior, not afraid to step into the line of fire to aid your allies to the best of your abilities. And if they are outmatched, they will stand in front of the attacker and show no fear.
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Tlincalli can live for up to 50 years, but their life expectancy is much shoprter for the males since they are always off fighting.
Alignment. Tlincalli are proud warriors who only care about themselves, though will not actively seek out people to slaughter. They are neutral in behavoir, but they show no mercy to intruders, and kill them no matter the reason, thus making them evil in the eyes of many.
Size. Tlincalli are massive creatures who stand at around 7 to 8 feet in height. Your size is Medium.
Speed. Your walking speed is 40 feet.
Darkvision. Tlincalli like to hunt at a time where it is not too hot, but still bright enough to where they can scavenge or attack intruders if necessary. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Stinger. As a bonus action, you can attempt to sting your opponent with your massive stinger. If you hit, they take 1d6 piercing damage and must make a Constitution saving throw against a DC 10 + your Dexterity modifier. If they fail, then they suffer from the poisoned condition.
Natural Armor. Due to the chitin body that makes up your lower half, as well as what your lower half looks like, you have a hard time wearing armor not made for your kind. Though, your chitin covered body gives you plenty of armor, giving you an AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Language. You can speak, read, and write Common and Tlincalli.
Vorson
"What once was a dream, was now a nightmare as that... That... That thing appeared. It was so large that it had to get on its knees to even fit in the largest room. It chased me down the dark corridor of a castle, unrelenting as I heard its horrific screeching as it started to get closer. Despite its unfathomable size, it fit down the hallway with ease. It had eventually cornered me, and I felt trapped. As as I turned around, it sank its claws into my flesh. The pain I felt had woken me up. I still felt the pain, though I thought it was my imagination. But, in the dark corners of my sleeping chamber, I realized that the pain was very much real, as the same exact eyes of that beast were staring right at me. And it was slowly crawling closer with each second I stared at it. Until, it climbed into my bed, right above me."
-A local elf that has been inflicted with insanity in a small town
The vorsons are a race of nightmarish beings who lack any reasonable explanation. Mostly stuck to the realm of the Nightmarescape, they feed on the fear they cause to their victims. They take many shapes, sizes, and identities. But they have two things in common. The first one is that they can drive anyone to insanity if they target them for a long period of time, bringing them an endless food source from the fear the broken minded cause. The other thing they all have in common is that, if they collect enough power from the beings they haunt, they will gain a physical form in the material plane, free to stalk and attack anyone they please.
Beasts of Nightmares
Vorsons live in the Nightmarescape, a realm separate from the Planes of Existence that was originally used as a prison for beasts not even the strongest of gods could defeat. Whenever a living being falls asleep, even if it is as simplistic like a dog or a cat, might enter the Nightmarescape. Normally, they will not be harmed while in this alternate plane. But the vorsons are often depicted as being the cause of injuries that have not been there when the target went to sleep.
Signs of a Vorson
When people enter a nightmare caused by a vorson, they claim to be in lands that are completely alien to them. Sometimes, they would be in areas where the technology is far more advanced that what their world is capable of. Sometimes, it is the same as theirs, but more ominous. Some even claimed to have seen numbers in their field of vision that shouldn't belong, like it was telling time or something. No mainside these vorson generated nightmares.
Grotesque Monstrosities
Vorsons share the appearance of an unholy abomination. They have many different shapes, forms, abilities, and other nightmarish qualities to them. They can range from a distorted face, to misplaced body parts, to even resembling rotting corpses. Vorsons can also range in size from being able to fit in the palm of your hand, to being incomprehensibly large. It is extremely unlikely that you will spot two vorsons that look the same, though some may share similar qualities to one another.
Dreams in Reality
Vorsons are usually contained in the Nightmarescape, having been locked up by the deities of the Faerûnian, Greek, and Egyptian pantheons. Their powers have been siphoned so that they may never return to the material plane from which they have caused chaos. But, the fear they feed off of also aid in the regaining of their powers. If they regain enough strength, they may leave the Nightmarescape and return to the material plane, free to chase down and slaughter anyone without limit.
Language of Horrors
The vorsons, having been trapped in the Nightmarescape as long as they have, have created an entirely new language. One that not even the gods can decipher. The Vorson language is full of guttural growls, insane cackling, ear piercing shrieks, constant clicking, sounds similar to bones snapping, and violent head twitches. Just the sound of a vorson communicating in this language is enough to bring unbridled terror to anyone who is not also a vorson.
Vorson Names
Vorsons still live together, albeit widely spread apart along the Nightmarescape. Their names do not have gender rules. Instead, their names are chosen to be what causes fear into any non-vorson that hears its name, no matter what they are scared of. Though they will not let their targets know their name, as that would leave them with the satisfaction of knowing who their stalker is. Though, they might also adopt the name given to them by their victim in the material plane.
Vorson Traits
As a vorson, you have gained enough strength to find a way into the material plane. You must use your natural abilities to survive in this new plane of existence, from which you find yourself too weak to go back to the Nightmarescape. So you team up with some of this plane's natives for survival.
Ability Score Improvement. Your Constitution score increases by 2.
Age. Vorsons age a lot slower than races on the material plane, and can live for up to 3,000 years.
Alignment. Vorsons live to cause terror, and are the origins of nightmares. They are chaotic in nature, and despise beings from the material plane, so they are also considered evil in the eyes of many that know about their existence.
Size. The sizes of Vorsons vary widely. Your size will be determined on your subrace.
Speed. Your base walking speed is determined by your subrace.
Darkvision. Accustomed to living in perpetual darkness of the Nightmarescape, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Monsterous Looks. Your creature type is Monstrocity. You are effected by spells that effect your creature type, but you also have immunity to the charmed condition.
Nightmare Visage. You have proficiency in the Intimidation skill.
Languages. You can speak, read, and write Common and only speak Vorson, as it has no written language. The Vorson language is full of gutteral growls, insane cackling, ear piercing shrieks, constant clicking, sounds similar to bones snapping, and violent head twitches.
Subrace. Many different types of Vorsons wander the Nightmarescape. Though the lineage of two different types seems to be the most dominant of these beasts.
Communicator
As a communicator vorson, you have the most vast and most distinct differences compared to other Vorsons. You tower over the smaller ones of your race. And you can easily trick the beings of the material plane as you can mimic any sound you have heard before. And despite you lacking any form of a coherent head, you can see perfectly fine without eyes.
Ability Score Improvement. Your Wisdom score increases by 1.
Size. Communicator Vorsons are extremely tall, standing at around 15 feet. Though they are very slender by comparison, weighing about 350 pounds. Your size is Large.
Speed. Your base walking speed is 35 feet.
Nightmarish Blaring. As an action, you can emit an ear piercing noise from the noise projectors where your head should be. The noise travels in a 50-foot-radius centered on yourself. Every creature in this area, except you, must succeed on a Constitution saving throw against a DC equal to 9 + your proficiency bonus + your Wisdom modifier or else they suffer 2d6 Thunder damage and become deaf for 1 minute. A deafened creature can't hear and automatically fails any ability check that requires hearing.
Once you use this feature, you cannot do so again until you finish a lost rest.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Insight (Wisdom) check opposed by your Deception (Charisma) check. You also have advantage on Stealth (Dexterity) checks when surrounded by trees.
Damage Vulnerability. Despite how you look, you are very fragile. You have vulnerability to Slashing damage.
Feline
As a feline vorson, you are one of the most unhinged and dangerous types of vorson. People fear you, despite you looking like a drawing a mentally scarred child would make. Some people say that your looks is the scariest part about you.
Ability Score Improvement. Your Dexterity score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Flatten and Inflate. You can form into any shape or size you need, whether it be paper thin or as thick as a building. You can gain the benefit of the Enlarge/Reduce spell.
You can use this feature as many times equal to your proficiency bonus. You regain all expended uses after a short or long rest.
Damage Resistance. You can absorb specific types of damage. It will still affect you, but not as much as another race if it was hit by the same thing. You have resistance to Piercing damage.
Hellish Bite. As an action, you can attempt to bite someone. You damage will deal 1d4 Piercing damage along with 2d4 Necrotic damage instead of the usual bludgeoning damage.
Shadow Lurker. You gain advantage on Dexterity (Stealth) checks when in darkness.
Wendigo
“Fear. That is the emotion I felt in its cold climate. Whenever it appears, it always brings a snow flurry. And as I kneeled down, frozen from the snow, when I looked up to the sky in hopes of finding warmth. That is then I locked eyes with the monster that has brought the storm. I have met the Wendigo. And at that moment, I realized. I was prey."
-Mirara, the one armed Dwarf telling her story of surviving an encounter with the Wendigo
Wendigos are hairy, emaciated, demonic beings that hunt down all living humanoids through stalking them, waiting for the opportunity to strike when their meal can no longer continue their trek through the storm. With long slender builds, along with their dark fur colors, they blend easily into the trees. A stealthy by nature, they summon the winter to aid them in their hunt for living flesh and to assist their hiding by obscuring most of their prey's vision.
Terrifying Cannibals
They are often described with having a human body, covered in matted fur that shows off their ribs and spines, while also having the skull of a deer for a head. Their eyes are pure black with white orbs that allow them to see. Their fur colors depend on where they are from, but they mostly are always dark in color, ranging from a very dark brown to black, and a few have even been spotted with white fur. They stand on two hoofed legs, with arms longer than a normal humans that will reach out and grab onto whoever is unlucky enough to be their next meal. They are also described as standing as tall as nine feet. Though older records of these monstrosities has measured a couple to border on ten to eleven feet.
Wandering Devourers
Wendigos stay in no one particular place for long. They will stay in an area until the townsfolk start hunting for it. It will then get rid of the storm it brought and move onto the next unlucky town of its destination. But that does not mean they do not form communities. While they do not set up an official leadership, Wendigos will sometimes band together and form little tribes that all go out and hunt together. These groups are extremely dangerous, and if word gets out than a band of Wendigos are heading towards the town, it is recommended to get inside, lock all the doors, and barricade all entrances to your home for a week or until the Wendigos have left the area.
Insatiable Hunger
Wendigos never feel full. Whether it be due to a curse, their biology, or some other factor is unknown. But what is known is that Wendigos only get the feeling of satisfaction when devouring the living flesh of a humanoid.
So they will exclusively go after humanoids, as any other source of food will not even be felt in their claws. As soon as their hands dig into their victim's flesh and grips their internal organs, the feeling of satisfaction finally washes over them, if but only for a short time before they have to feast on the flesh to keep that fleeting feeling with them.
Wendigo Names
Wendigos tend to drop their mortal names in favor of ones relating to the cold, ice, or the screams of their victims. Though, males will have names that end in an -O and females will have names that end in an -A. It is assumed that they do this to help differentiate between genders, as their fur makes it hard to tell males from females.
Male names: Frezo, Scrao, Glaio, Haakago, Halho, Colo, Shriago, Kakaho
Female names: Kaha, Golca, Kagha, Hoatia, Kyatia, Frozenia, Gulagta, Icentia
Wendigo Traits
Due to Wendigos being natural predators, your character would harness the frost and their natural stealth to achieve the dreams of finding a way to end your hunger.
Ability Score Increase. Your Dexterity increases by 2, and your Constitution increases by 1.
Age. Wendigos never age, as they have been turned when their mortal body changed. As so, your age would be the days since you first turned into what you are today. Though, Wendigos tend to die off at around 120 years when they cannot find enough food to last them.
Alignment. Wendigos tend to go off their primal urges to eat, leaning towards neutral alignments. But the way they get their food is by killing another living humanoid, making them chaotic or even evil by these standards. But there have been Wendigos that banded together to aid each other in their hunts, making them Lawful. Though, there was never an instance of a Wendigo going out of their way to do good deeds for other races.
Size. You tend to stand at around seven to 9 feet tall. And despite your height, you actually weigh a lot less than you probably should, being at 100 pounds at the heaviest. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws Your claws are natural weapons that you use to dig into the flesh of your victims. They deal 1d4 + your Strength modifier Slashing damage, instead of the normal bludgeoning damage for unarmed strikes.
Damage Immunity. You are adept to living in the cold climates that you generate. You have immunity to Cold damage.
Innate Spellcasting. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Ice Knife spell once per day. When you reach 5th level, you can also cast the Sleet Storm spell once per day. Wisdom is your spellcasting ability for these spells.
Sneaky. You are proficient with the Dexterity (Stealth) skill.
Monsterious Looks. You creature type is Monstrosity. You are immune to spells that target humanoids, but you are affected by effects that work on your creature type, like the Dominate Monster spell.
Languages. You can speak, read, and write Common and Abyssal.
Beings with Insatiable Hunger
Wendigos have eaten many types of humanoids, ranging from humans and Halflings, to Orcs and Bugbears. They are not picky about their food, since they will starve to death if they are. Though, they do have opinions on the taste of certain races.
Dwarves. “Dwarves, oh what can I say about Dwarves? They are a rare delicacy. Hard to come by, since they live in the mountains and all. Though, their flesh tastes similar to what you mortals call cows. Or do you mortals call it beef? I am not really sure. I have long since forgotten the difference.”
Elves. “Elves. Oh my deities, Elves! Elves are some of the rarest morsels where us Wendigos are normally from. But once we do get our claws on them, oh my. Their taste is indescribably delectable! They taste like the most delectable sweets that only royalty may only ever dream of consuming!”
Halflings. “Halflings. Goddamn Halflings. They taste like the muck and grime under your boots. They are horrible. I'd rather just kill them and leave them for some starving orcs to find them. And even then I'd feel bad for the Orcs.”
Humans. “Humans. A classic meal for us Wendigos. Humans, in all honestly, have kind of a bland taste. It's almost like they have little to no flavor at all. So, they are not really my personal favorite source of nourishment. But I will eat them if there is nothing else around. You know, despite what you mortals believe, not every Wendigo eats humans. Yes, some of us will devour them without hesitation. But sometimes, if they put up a good bargain, we will make them a deal, maybe give them some powers if we are feeling like the deal is well worth our time. Humans are so idealistic and hopeful when it comes to their survival, it is actually a little entertaining to watch them beg for their lives."
Yuan-ti Broodguard
"As the adventurer laid on the cold stone, she looked up at her assailant. Its monstrous face that was once her best friend stared back, ready to tear her open. His mind long gone, he had only one goal: to kill the destroyer of the eggs and to protect whatever was left of what she had attacked. The adventurer was alone: no one to help her fight the being that was now, the Yuan-ti Broodguard."
-An excerpt from an army general giving a speech to his men before they go invade a Yuan-ti temple.
Yuan-ti Broodguards were once humanoids who have been ripped from their bodies and had them replaced with their monsterous, reptillian bodies. Their minds are also broken in this process, leaving them to only follow the orders of the Yuan-ti. There is no more reasoning with these monsters once they fully turned.
Broken Slaves
Yuan-ti Broodguards were once humanoids who have went through the process by other Yuan-ti, turning them into mindless monstrosities who only know to follow orders and to protect the eggs. Their anger continuously rises, until they can unleash their anger on an intruder. They are nothing more than mere slaves to the Yuan-ti, as they were not born into it. There is no more reasoning with these types of monsters once they have turned fully.
Aggressive Protectors
They only know to protect the eggs that the Yuan-ti lay. They know nothing else since they are just mindless drones. They do not have any magic, since if they knew magic it would have been well wiped from their minds when they turned. So the only way they protect the eggs is with raw strength. They do not know how to use weapons, but they are aggressive with their attacks and intend on killing their attackers as brutally as their anger will allow.
Yuan-ti Broodguard names
Yuan-ti Broodguards do not have a normal name. Instead, they take the insults that their masters give them and use those terms as their names, despite not really understanding what the words mean.
Yuan-ti Broodguard Traits
Yuan-ti Broodguards are normally mindless, having only enough mental capacity to follow simple orders and to protect the eggs. But your character broke free, keeping your mental state but leaving you as the beast you are. But despite what you look like, you still want revenge against the Yuan-ti for making you look like this.
Ability Score Improvement. Your Strength increases by 2 and your Dexterity increases by 1.
Age. Yuan-ti Broodguards age slower than their original race to aid them in watching over the eggs of the Yuan-ti. The age in which they die in unknown, but there are some accounts that some humans that have turned into Yuan-ti Broodguards are still alive after 150 years.
Alignment. Yuan-ti Broodguards normally do not care about the affairs of anything other than themselves, giving them a neutral attitude towards life. But this mentallity, as well as their reputation of being aggressive to anyone intruding in their home, can also make them lean towards evil alignments.
Size. Yuan-ti Broodguards usually stand between 6 feet and 7 feet, though they are also hunched over. Your size is medium.
Speed. Your walking speed is 30 feet.
Reckless. You can give yourself advantage on attack rolls in combat, but any enemy that targets you also gain advantage on their attacks.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Observant Watcher. You gain proficiency in the Perception skill.
Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that fe ature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow, you can't benefit from the Grappler feat until your Strength is restored.
Blood Thirsty
Always craving the thrill of a kill, you gain the following benefits:
-
Increase your Strength or Dexterity score by 1, to a maximum of 20
-
Whenever you hit with a melee weapon that you are proficient with, you will be able to deal one extra damage die.
Deadly Trapper
Prerequisite: Proficiency with Thieves' Tools, Smith's Tools, or Tinker's Tools.
Knowing how to set up traps for your victims, you gain advantage on all Perception (Wisdom) and Ivestigation (Intellegence) check made to find any hidden traps. You also gain advantage on all checks to disarm any traps found, as well as advantage on all attempts to create traps.
Vampiric Bond
Prerequisite: 8th level
The bond of a vampire has your blood intertwined with their powers, giving you the following benefits:
-
Increase your Strength or Dexterity score by 1, to a maximum of 20.
-
Whenever you hit with a melee weapon, you can use a bonus action to use a Bite attack, which will deal 1d4 piercing damage instead of the usual bludgeoning.
-
Whenever you hit with your Bite attack, you can regain hit points equal to as much damage as you deal in damage calculation.
Acidic Gelatin
Prerequisite: Any race that is not Warforged.
Your body turns into a highly corrosive blob in humanoid form, you gain the following benefits:
-
You gain advantage against avoiding being grappled. You also gain advantage of all checks to get out of a grapple.
-
If you end up grappled, the opponent will take 1d10 acid damage at the beginning of each of their turns until they let you go, you get free, or they die.
-
If an opponent dies by your acidic body in a grapple, you absorb them into your body, gaining 1d4 + your proficiency bonus temporary hit points.
Silent Stalker
You stalk your victims in the darkest of night or the blackest of alleyways, gaining the following benefits:
-
Increase your Dexterity or Intellegence score by 1, to a maximum of 20.
-
You gain proficiency in the Stealth (Dexterity) skill, if you do not already have it.
-
You gain advantage on all Stealth (Dexterity) checks made to stalk someone.
Regenerative Slaughter
Whenever you kill an enemy with any non-magical melee weapon, you regain hit points equal to half of the damage dealt rounded down.
Hellish Soul
Your connection with the underworld has inadvertently caused yourself to become the main output for the demons that reside there, giving you the following benefits:
-
Increase your Strength or Constitution score by 1, to a maximum of 20.
-
You learn the language of Infernal, if you do not already know it.
-
As an action, you can summon a flaming pillar under your enemy. They must make a Dexterity saving throw against a DC of 12 + your Dexterity modifier + your proficiency bonus or else suffer 1d10 fire damage.
Invisible Hunter
Prerequisite: Wendigo
Your natural stealth has allowed you to hunt your prey without a sound or clue, gaining the following benefits:
-
Increase your Dexterity score by 1, to a maximum of 20.
-
You have advantage on all checks made when trying to stay hidden in a forest.
Bestiary
Nightmare
Gargantuan monstrosity (titan), Neutral
- Armor Class 25 (natural armor)
- Hit Points 755 (35d20 + 330)
- Speed 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 30 (+10) 15 (+3) 10 (+0) 12 (+1)
- Saving Throws Int +5, Wis +9, Cha +9
- Damage Vulnerabilities radiant
- Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, frightened, paralyzed, poisoned
- Senses superior darkvision 120 ft., passive Perception 10
- Languages Common, Nightmare
- Challenge 30 (155,000 XP)
Legendary Resistance 3/Day. If the nightmare fails a saving throw, it can choose to succeed instead.
Magic Resistance. The nightmare has advantage on saving throws against spells and other magical effects.
Unknown Flesh. Any time the nightmare is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8. On a 1 to 5, the nightmare is unaffected. On a 6 or 7, the nightmare is unaffected, and the effect is reflected back at the caster as though it originated from the nightmare, turning the caster into the target. On a 8, the nightmare is unaffected, and the effect is reflected back at the caster as though it originated from the nightmare, while putting the caster under the frightened condition.
Actions
Multiattack. The night can use its Nightmare Visage. It then makes five attacks: one with its bite, two with its claws, one with its tendrils, and one with its tail.
Bite. Attack Style: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the nightmare can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tendril. Melee Weapon Attack: +10 to hit, reach 120 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Nightmare Visage. Each creature of the nightmare's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the nightmare is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nightmare's Nightmare Visage for the next 24 hours.
Legendary Actions
The nightmare can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The nightmare regains spent legendary actions at the start of its turn.
Attack. The nightmare makes one claw attack or tail attack.
Move. The nightmare moves up to half its speed.
Chomp. The nightmare makes one bite attack.
Environment. Nightmarescape
Wendigo
Large monstrosity, Chaotic Neutral
- Armor Class 17 (natural armor)
- Hit Points 130 15d8+30
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 20 (+5) 8 (-1) 19 (+4) 20 (+5)
- Skills Athletics +6, Perception +5, Stealth +6
- Damage Vulnerabilities fire, radiant
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities cold
- Condition Immunities frightened, charmed
- Senses darkvision 60 ft., passive Perception 17
- Languages Common, Abyssal
- Challenge 8 (1,650)
Innate Spellcasting. The wendigo's innate spellcasting ability is Wisdom (spell save DC 16, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: ice knife, hold person 2/day each: cause fear, cone of cold, detect thoughts
Actions
Multiattack. The wendigo makes up to three attacks. two with its claw attacks, and one with its bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (4d4+6)