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## The Dreadlord The blue glowing skull of a Vanquisher shines brightly. Their blackened plate hides the mortal wound that sent them here: an acid soaked torso. They continue their patrol through the city, anxiously awaiting any opportunity to uphold the oath they swore. A Mageslayer quickly deflects a blow destined for their heart and then strike the foe down. The wizard, having lost his protector, attempts to quickly teleport away, but the Mageslayer holds out a gnarled and shrivel hand, cutting off the magics from the wizard with a spell of their own. A Stalker tracks a werewolf through the darkness of the city of Blackfyre. Even with the keen sense of the lycan, the Stalker gets within range of their prey and takes aim with a large flintlock. The werewolf hears that shot and laughs, then coughs. Stalkers know werewolves hate silver. #### Sworn to Fealty Regardless of their Order, all Dreadlords share the same purpose: they are sworn to serve the kingdom of Westmar. Each Dreadlord was, at one point, a nobleman or woman who betrayed Westmar for their own selfish purposes. They were tortured and killed, then brought back to unlife and magics forced them to serve the kingdom. They are martial warriors augmented by repetitious arcane spellcasting. This, coupled with the ability known as Admonitions, has caused these undead knights to be equally feared and revered by Westmarian citizens and her enemies alike.
##### Dreadlord | Level | Proficiency Bonus| Features | Admonitions Known | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | | :------: | :-----:| :---: | :---: | :---: | :---: | :---: | :---:| :---: | :---: | :---: | 1| +2 | Spellcasting | ___ | 1 | 2 | 2 | 2| +2 | Admonitions, Fighting Style | 2 | 1 | 2 | 2 | 3| +2 | Order of Dread | 2 | 1 | 3 | 3 | 4| +2 | Ability Score Improvement | 2 | 1 | 3 | 3 | 5| +3 | Extra Attack | 3 | 1 | 4 | 4 | 2 | 6| +3 | Forbidden Knowledge | 3 | 2 | 4 | 4 | 2 | 7| +3 | Order of Dread feature | 3 | 2 | 5 | 4 | 3 | 8| +3 | Ability Score Improvement | 3 | 2 | 5 | 4 | 3 | 9| +4 | ___ | 4 | 2 | 6 | 4 | 3 | 2 | 10| +4 | ___ | 4 | 2 | 6 | 4 | 3 | 2 | 11| +4 | Order of Dread feature | 4 | 2 | 7 | 4 | 3 | 3 | 12| +4 | Ability Score Improvement | 5 | 2 | 7 | 4 | 3 | 3 | 13| +5 | ___ | 5 | 3 | 8 | 4 | 3 | 3 | 1 | 14| +5 | ___ | 5 | 3 | 8 | 4 | 3 | 3 | 1 | 15| +5 | Order of Dread feature | 5 | 3| 9 | 4 | 3 | 3 | 2 | 16| +5 | Ability Score Improvement | 5 | 3 | 9 | 4 | 3 | 3 | 2 | 17| +6 | ___ | 6 | 3 | 10 | 4 | 3 | 3 | 3 | 1 | 18| +6 | ___ | 6 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | 19| +6 | Ability Score Improvement | 6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | 20| +6 | Dreadlord Centurion | 6 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
\pagebreakNum ## Creating a Dreadlord ### Restriction: Reborn only Due to the magical nature of servitude to Westmar, the Dreadlord class is restricted to the Reborn race only.
When you creature a Dreadlord, think about who they were before they were executed. Were they a wealthy merchant? Were they actual nobles? What crimes did the kingdom find them guilty of? Do they even remember these accusations? These questions will help guide you and your Dungeon Master through creating a Dreadlord. ### Quick Build You can make a dreadlord quickly by following these suggestions. First, Strength, Dexterity, or Intelligence should be your highest ability score depending on your Order of Dread subclass choice, followed by Constitution. Second, choose the soldier background. Third, choose the bloodwrench* cantrip, along with the following first level spells: cause fear and protection from good/evil. ## Class Features As a dreadlord, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per dreadlord level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per dreadlord level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two skills from Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Religion, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor, shortbow, and 20 arrows - *(a)* arcane focus or *(b)* component pouch - *(a)* a martial weapon and shield or *(b)* two simple weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack ### Spellcasting At 1st level, you have begun to learn a certain number of spells through memorization and repetition to aid you in the service of Westmar. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the dreadlord spell list later on in the class description. **Cantrips**: You learn one cantrip of your choice from the dreadlord spell list. You learn an additional dreadlord cantrip of your choice at 6th level and an additional at 13th level. **Spells Slots**: The Dreadlord table shows how many spell slots you have to cast your dreadlord spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot. **Spells Known of 1st Level and Higher**: You know two 1st level dreadlord spells of your choice. The Spells Known column of the Dreadlord table shows when you learn more dreadlord spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the dreadlord spells you know and replace it with another spell from the dreadlord spell list, which also must be of a level for which you have spell slots. **Spellcasting Ability**: Intelligence is your spellcasting ability for your dreadlord spells, since they are gained through memorization and repetition. You use your Intelligence whenever a spell references your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dreadlord spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier ### Fighting Style Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - Arcane Warrior You learn two cantrips of your choice from the dreadlord spell list. They count as dreadlord spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list. - Archery You gain a +2 bonus to attack rolls you make with ranged weapons. - Defense While you are wearing armor, you gaina +1 bonus to AC. \pagebreakNum - Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Admonitions As you have been brought back from death to serve the City of Blackfyre, you have been granted the voice of the city in the form of Admonitions: authoritative warnings that manifest themselves in both mundane and magical abilities. A level prerequisite refers to your level in the dreadlord class. At 2nd level, you gain two admonitions of your choice. Your admonition options are detailed at the end of the class description. When you gain additional levels in the dreadlord class, you gain additional admonition options of your choice, as shown in the Admonitions column of the Dreadlord Table. Additionally, when you gain a level in this class, you can choose one of your known admonitions and replace it with another admonition that you could learn at that level. ### Order of Dread At 3rd level, you choose an Order that you serve within the Dreadlords. Choose the Order of the Mageslayer, Order of the Stalker, or Order of the Vanquisher, all detailed later on in this class description. The Order you choose grants you features at 3rd level, and again at 7th, 11th, and 15th level. Additionally, your choice in Order affects the abilities granted to you by your Dreadlord Centurion feature at 20th level. ### Ability Score Improvement When you reach 4th level in this class, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, you can increase two ability scores of your choice by 1, or if your dungeon master is allowing the use of feats, you may choose to take a feat. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Forbidden Knowledge Beginning at 6th level, your servitude to the kingdom of Westmar grants you access to forbidden knowledge. Choose two of the following Intelligence based skills to become proficient in: Arcana, History, Investigation, Nature or Religion. At 14th level, you become an expert in your chosen skill gained from Forbidden Knowledge. Your proficiency bonus is doubled for any ability check that you make using the skill chosen at 6th level.
### Dreadlord Centurion By 20th level, you become a truly terrifying creature in servitude to Blackfyre: the Dreadlord Centurion. Your skin becomes blackened and melted. Your armor and weapons take on a glow of deathly energy. Using your action, you undergo a transformation. For 1 minute, you gain 3d10+20 temporary hit points plus additional features as granted to you by your Order choice as detailed below. #### Order of the Mageslayer - Whenever you hit a creature that is concentrating on a spell, it has disadvantage on the saving throw made to maintain concentration. - As a bonus action, you may cast the misty step spell, even if the spell is not prepared and doesn’t expend a spell slot. You may do this a number of times equal to your Intelligence modifier while this transformation lasts. - Once per turn, whenever you cast a dreadlord spell that has a casting time of 1 action, you can cast it using a bonus action instead. #### Order of the Stalker - Once per turn, whenever you hit a creature with a ranged attack weapon, it must succeed on a Constitution saving throw or become stunned for 1 minute. A creature stunned in this way may make a Constitution saving throw at the end of its turn, ending the effect on a successful save. - Once per turn, as a bonus action, you may take the Hide action. You gain advantage on attacks against creatures who are unaware of your location and deal an additional 21 (6d6) piercing damage that is considered magical for the purpose of overcoming resistances. #### Order of the Vanquisher - You gain resistance to magical bludgeoning, piercing, and slashing damage. - Your melee weapon attacks deal an additional 1d10 necrotic damage. - Whenever you hit a creature with a melee weapon attack, it must make a Wisdom saving throw equal to your dreadlord spell save DC or become frightened for 1 minute. A creature frightened in this way may make an additional saving throw at the end of each of its turns, ending the effect on a save. A creature frightened by this condition has disadvantage on the saving throw if it can see you. \pagebreakNum ## Orders of Dread ### Order of the Mageslayer Dreadlords who swear fealty to the Order of the Magelsayer are exceptional combatants excelling at destroying those who are capable of casting spells. They are sometimes called mage hunters or inquisitioners #### Subclass Spells |Dreadlord level | Spells | |:---:|:-----------:| | 3rd | *shield, hellish rebuke* | | 5th | *magic weapon, blur* | | 9th | *counterspell, dispel magic* | | 13th | *freedom of movement, fire shield* | | 17th | *cone of cold, wall of force* | As an Order of the Mageslayer dreadlord, you gain additional spells as noted by the table above. Once you gain access to these spells, you always have it prepared, and it doesn’t count against the number of spells you know. #### Dark Passenger Your mind has become mutated, altered by the process of coming back from the grave. As such, you have gained a permanent, mental familiar that only you can see and hear. You can choose to make this mental familiar visible to others, taking any form you so desire, but it has no game statistics. Your dark passenger has its own personality and can choose to communicate mentally with you capable of completing full thoughts and sentences. The Dark Passengers grants your advantage on Wisdom (Insight) and Wisdom (Perception) rolls. Additionally, it grants you resistance to psychic damage. #### Mental Fortitude Your mind is sharper than most. As a result, whenever you wear no or light armor, you can add your Intelligence modifer to your AC. #### Battle Magic Starting at 7th level, you can use your martial weapon as a spellcasting focus. Additionally, when you use your action to cast a cantrip, you can use your bonus action to make a single melee weapon attack. #### Arcane Recovery Starting at 11th level, you have learned to regain some of your magical energy through rest. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one quarter of your dreadlord level (rounded down), and none of the slots can be of third level or higher. For example, if you’re an 8th level dreadlord, you can recover up to two levels worth of spells. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
#### Elusive Mind Your training as a dreadlord has altered your mind. Beginning at 15th level, you gain proficiency in Wisdom saving throws, gain advantage on saving throws against being charmed, and magic can’t put you to sleep. ### Order of the Stalker Dreadlords who follow the Order of the Stalker creep through the night. Often solo, Stalkers specialize in hunting specific creatures. There are none better for tracking down and destroying the monsters of Westmar that plague the kingdom. #### Smoke and Steel Beginning at 3rd level, you have studied a specific fighting style of the Order of the Stalkers. You gain proficiency in firearms and can wield a melee weapon in one hand with a one handed firearm in the other. When you take the Attack action to make a melee weapon attack, you can make a single ranged weapon attack with your offhand firearm as a bonus action. #### Shots Each Stalker has a variety of tools at their disposal, but the most evocative of their tool set is their Shots. Beginning at 3rd level, you gain the ability to infuse your firearm with special shots. You have a number of shot types and a number of shot uses equal to your Proficiency Bonus. When you use your total number of shots available, you cannot use these shot features again until you complete a short or long rest. If a shot requires a saving throw, it is equal to 8 + your Proficiency Bonus + your Dexterity mod. **Blinding Shot** Your next shot is loaded with rocksalt. Instead of dealing damage, you can force a target to make a Constitution saving throw or become blind for 1 minute. A blinded target can repeat the saving throw at the end of their turn. **Hobble Shot** You aim your firearm toward a target's leg and fire, forcing them to make a Dexterity saving throw. On a failure, their speed is reduce by half for 1 minute. **Hot Shot** You imbue your next shot with arcane fire, making your next shot deal an additional 1d8 fire damage. **Power Shot** Your next shot is imbued with arcane power, dealing an additional 1d8 force damage on a hit. **Stunning Shot** You hit a target in a weak spot. They must succeed on a Constitution saving throw or become stunned until the end of your next turn. **Weakening Shot** Your next shot strikes your target true. They must succeed on a Constitution saving throw. On a failure, the next melee weapon attack they do only deals half damage. \pagebreakNum #### Slayer's Senses Beginning at 3rd level, when you choose this subclass, you have specialized in studying foes of your choice. As a bonus action on your turn, you can choose to read a target, learning certain insights above them. You retain these benefits for one minute. When you do so, you gain the following benefits: - You gain a bonus to both attack and damage rolls equal to half your Proficiency Bonus (rounded down). - You learn if your target is your equal, superior, or inferior in regard two two of the following options of your choice: Strength score, Dexterity score, Constitution score, Intelligence score, Armor class, or current Hit Point. You can read a number of targets equal to your Intelligence modifier (minimum of 1) per long rest. #### Foe's Burden Starting at 7th level, your knowledge of foes has reached a point of near magical prowess. When you cast a spell against a member of your chosen foe’s type that requires a saving throw, you can use your reaction to force the creature to roll the saving throw with disadvantage. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest. #### Know Thy Enemy Stalkers who have hunted and survived become experts in defeating their foes. Beginning at 11th level, you gain the following benefits to your Slayer's Senses feature: - When engaged in combat against a target you have read, your weapon attacks become magical for the purpose of overcoming damage resistances. - You cannot be frightened or charmed by your target. - Your damage bonus against your read target increases to your full proficiency bonus. #### Quick Reflexes Starting at 15th level, you gain proficiency in Dexterity saving throws. Additionally, you can add your Dexterity modifier for the purposes of Initiative rolls twice. ### Order of the Vanquisher Dreadlords who follow the Order of the Vanquishers are the heavy hitters of the Dreadlords. Dressed in heavy armor, wielding great weapons and shields, those who are sworn to the Order of the Vanquisher are one man armies. #### Heavily Sworn Vanquishers are powerfully built men in combat. Beginning at 3rd level, you gain proficiency in heavy armor and shields.
#### Subclass spells | Dreadlord Level | Spells | |:---:|:-----------:| | 3rd | *bane, shield of faith* | | 5th | *zone of truth, spritiual weapon (necrotic only)* | | 9th | *blinding smite, vampiric touch* | | 13th | *guardian of faith (necrotic only), phantasmal killer* | | 17th | *banishing smite, destructive wave* As an Order of the Vanquisher dreadlord, you gain additional spells as noted by the table above. Once you gain access to these spells, you always have it prepared, and it doesn’t count against the number of spells you know. #### Dark Protection Starting at 3rd level, when you choose this Order, your connection to death grants you protection. When you take damage, you can use your reaction to gain resistance to the triggering damage. You can use this feature a number of times equal to your proficiency bonus, resetting on a long rest. #### Death's Retaliation Beginning at 7th level, enemies who have the gall to attack you are touched by Death itself. When you are hit by a melee weapon or melee spell attack, the attacker takes necrotic damage equal to your Intelligence modifier (minimum of 1). #### Death's Cold Embrace Death has touched you and you have been informed that it is not your time to die. Beginning at 11th level, you regain hit points equal to your Constitution modifier at the start of your turn if you have less than half of your hit point maximum, are conscious, and aren't incapacitated. Outside of combat, you regain your Constitution modifier in hit points for every 10 minutes provided you have less than half of your hit point maximum, are conscious, and aren't incapacitated. Additionally, you gain a second extra attack for a total of three attacks when you take the Attack action. #### Strength Through Prowess Your training as a Vanquisher has begun to alter your physical form. Starting at 15th level, you gain proficiency in Strength saving throws. Additionally, choose either Strength or Constitution and increase that score and its maximum by 2. You cannot increase a score beyond 22 using this feature. \pagebreakNum ## Admonitions If an admonition has prerequisites, you must meet them to learn it. You can learn the admonitions at the same time that you meet the prerequisites. A level prerequisite refers to your level in the dreadlord class. They are listed in alphabetical order **Arcane Deflection** *Prerequisite*: 5th level When you are hit by a melee weapon attack, as a reaction, you may add your Intelligence modifier to your AC. You may do this a number of times per long rest equal to your Intelligence modifier (minimum of 1). **Arcane Identification** You can cast identify a number of times equal to your Intelligence modifier (minimum of 1) per long rest. **Arcane Rebuke** *Prerequisite*: 12th level, Order of the Mageslayer You can cast *counterspell* once per long rest without expending a spell slot. Additionally, whenever a spell attack targets you and the spellcaster is within 30 feet of you, you may use your reaction to magically teleport to the attacker and make a single melee weapon attack as part of the same reaction. You may do this a number of times equal to your Intelligence modifier (minimum of 1) per long rest. **Dark One's Empowerment** When you roll damage for a spell, you can choose to reroll any roll of 1 on the damage dice up to your Intelligence modifier (minimum of 1). You must use the new roll. You can do this a number of times per long equal to your Intelligence modifier (minimum of 1). **Dark Resilience** *Prerequisite*: 12th level Choose a damage type from the following list and gain resistance: acid, cold, fire, lightning, or thunder. **Death Speech** *Prerequisite*: 9th level You gain the ability to cast speak with dead a number of times equal to your Intelligence modifier (minimum of 1) per long rest. **Death's Guidance** *Prerequisite*: 7th level Whenever you miss an attack, you may use your reaction to reroll the attack roll. You must use the new roll. You can do this a number of times equal to your Intelligence modifier (minimum of 1) per long rest. **Death's Identity** You can cast disguise self at will, without expending a spell slot, with the following restrictions: - You magically hide your mortal wounds, if any are visible - You make minor alterations to your pre-death humanoid form, such as changing hair and eye colors, changing your hair and facial hair style, etc
**Death's Reach** *Prerequisite*: 9th level When you cast a spell that has a range of 5 feet or greater, you can instead choose to double the range of the spell. When you cast a spell that has a range of touch, you can instead choose to make the range of the spell 30 feet. When you choose either of these options, you cannot use this admonition until you finish a short or long rest. **Death's Strike** *Prerequisite*: 5th level When you take the Attack action on your turn, you may forgo one of your attacks to use your reaction to command an ally that can see or hear you within 30 feet to make a single attack. They use their reaction to attack and add your Intelligence modifier (minimum of 1) to the damage rolled. You may use this admonition a number of times equal to your Intelligence modifier (minimum of 1) per long rest. **Deathtouched Flesh** *Prerequisite*: 17th level Your AC is increased by 1. **Devil's Sight** You can see normally in darkness, both magically and non-magical, to a distance of 60 feet. **Eyes of Arcanum** You can cast *comprehend languages* a number of times per long rest equal to your Intelligence modificer (minimum of 1) without expending a spell slot. **Investiture of Binding** *Prerequisite*: 12th level, Order of the Stalker You can cast *hold monster* a number of times per long rest equal to your Intelligence modifier (minimum of 1) without expending a spell slot. **Investiture of Shadow** While in darkness or dim light, you can use an action to turn invisible. This invisibility lasts until you move, take an action, bonus action, or use a reaction. You may use this admonition a number of times equal to your Intelligence modifier (minimum of 1) per short rest. **Rend** Your attacks cause additional bleeding effects. Whenever you hit a creature with a slashing weapon, you may force them to make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or begin to bleed. A creature that is bleeding takes an additional 1d6 non-magical slashing damage at the start of their turn. This effect lasts for 1 minute. At the end of their turn, a bleeding creature may make an additional Constitution saving throw, ending the effect on a success. A bleeding creature that receives magical healing is no longer considered bleeding, ending the damage. A creature without blood cannot be affected by this admonition and a creature cannot be dealt more than 1d6 of bleeding damage at a time. \pagebreakNum **Runekeeper's Voice** *Prerequisite*: 5th level You can cast *tongues* a number of times per long rest equal to your Intelligence modificer (minimum of 1). **Secrets of the Dead** *Prerequisite*: 17th level Once per long rest, you can cast *commune* without expending a spell slot. **Shadowfire** *Prerequisite*: 17th level You can cast *shadowfire orb* * once without expending a spell slot. **Shadow's Grip** When you are reduced to 0 hit points, but not outright killed, you can drop to 1 hit point instead. This feature doesn’t function if you take damage from a critical hit or radiant damage. Once you use this feature, you cannot use it again until you finish a long rest.
**Telepathic Reach** *Prerequisite*: 9th level You can cast *sending* once per long rest. Additionally, choose a umber of creatures equal to your Intelligence modifier (minumum of 1) within 120 feet of you. You gain telepathic speech with these creatures. **Vanquisher's Presence** *Prerequisite*: 12th level, Order of the Vanquisher You gain the ability to cast *darkness*. When you cast darkness in this manner, it is centered on you, you gain see through it, and it follows your movement. Additionally, your melee weapon attacks deal an additional 1d6 necrotic damage. These effects last for 1 minute or until you dismiss it (no action required). Once you use this admonition, you can’t use it again until you finish a long rest. \pagebreakNum ## Dreadlord Spells
##### Cantrips (0 Level) - Blade Ward - Blood Rope* - Bloodwrench* - Burning blood* - Chill Touch - Claws of Darkness* - Darkbolt* - Douse Light* - Infestation - Mage hand - Spoil* - Toll the Dead ##### 1st Level - Cause fear - False life - Hex - Inflict wounds - Muscle seizure* - Protection from good and evil - Shrivel* - Sorrow* ##### 2nd Level - Darkness - Dreadlord’s protection* - Hold person - Misty step - Necrotic Ruin* - Ray of enfeeblement - Reverse Image* ##### 3rd Level - Counterspell - Dispel magic - Fear - Forbidden Release* - Remove curse - Shadow Creations* - Spirit guardians (necrotic only) - Spirit shroud - Summon shadowspawn - Vampiric touch \columnbreak ##### 4th Level - Blight - Dark Bridge* - Dimension door - Evard’s black tentacle - Shadowfire orb* - Shadow of moil ##### 5th Level - Enervation - Far step - Hallow - Legend lore - Modify memory - Negative energy field - Scrying - Teleportation circle
## Spell Descriptions
#### Blood Rope *necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a long whip of your own blood that lashes out at a target of your choice within range. The target mush make a Strength saving throw. On a failure, the creature deals 1d6 necrotic damage, and if the target is Medium or smaller, the target is grappled or pulled up to 10 feet closer to you (your choice). This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Bloodwrench *necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You reach out against a single target of your choice within range and make a magical motion with your hand. As you do so, the target must succeed on a Constitution saving throw, taking 1d10 necrotic damage on a failure. On a success, the target takes no damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
#### Burning Blood *necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You inflict a curse of blood on a target that you can see within range. The target must make a Constitution saving throwing, taking 1d6 fire damage on a failure and inflicting disadvantage on their next attack roll. On a success, the target takes no damage and doesn’t suffer disadvantage on their next attack. Creatures that don’t have blood can’t be affected by this spell. This spell’s damage increases at 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Claws of Darkness *conjuration cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You force cold, shadowy claws to sprout from your hands. As an action, you can make a melee spell attack on creatures within 5 feet of you, dealing 1d10 cold damage on a hit. Additionally, while you are grappled or restrained, you can use an action on your turn to end one of those conditions. When you use this spell to end either of those conditions, this spell ends. \pagebreakNum #### Darkbolt *evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You say a quick word in dark speech and gesture. You conjure a bolt of darkness and make a ranged spell attack. On a hit, the target takes 1d8 force damage per bolt. Additionally, each creature hit by a boly must succeed on a Constitution saving throw. On a failure, the creature cannot take reactions until the start of your next turn. This spell’s conjures additional bolts at 5th level (2), 11th level (3), and 17th level (4). Each bolt may be made toward a different target or the same target. Regardless of the bolts that hit a target, they only make one Constitution saving throw. #### Dark Bridge *4nd level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You conjure a bridge of darkness between two points that you can see, starting within range of you. This bridge can extend out to 120 feet, rise up 10 feet, and is no more than 10 feet wide. It can support up to ten creatures that you choose for a total of 1200 pounds. If a creature you didn’t choose touches this dark bridge, it falls through the bridge as if it were illusory terrain. If the weight limit is exceeded, the bridge is destroyed. #### Douse Light *transmutation cantrip* ___ - **Casting Time:** 1 reaction - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You can quickly extinguish a singular, small, non-magical source of light within range with a quick word and hand gesture. #### Dreadlord's Protection *2nd level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a drop of blood) - **Duration:** 1 hour ___ You conjure a protective field and necrotic energies surround you. Your AC increases by 1, you gain 5 temporary hit points, and you add half your Intelligence modifier rounded down (minimum of 1) to all saving throws you make for the duration. **At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot. #### Forbidden Release *3rd level divination* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (the target's brain) - **Duration:** Instantaneous ___ You suck or eat a portion of the target’s brain. Roll a d100. On a roll of 01-85%, you learn one of the following details of the creature's life: family history, recent events, general habits, important plans, password, or magic item command words. At DM discretion, additional options may be present not listed here. You cannot learn skills, feats, spells, or other such knowledge by using this spell. Once you successfully target a creature with this spell, you cannot learn any additional information from that creature using this spell again. #### Muscle Seizure *1st level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You reach out and force a creature’s muscle to tighten up and convulse. The targeted creature must succeed on a Constitution saving throw. On a failure, the target has disadvantage on attack rolls for the duration. **At Higher Levels**. For each level cast above 1st, you may target an additional creature. #### Necrotic Ruin *2nd level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (the caster's blood) - **Duration:** Instantaneous ___ You conjure a wave of blackened, necrotic brood centered on yourself that lashes out at all creatures within a 10 ft. sphere. Each creature must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save or half as much on a success. **At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, you can choose to increase the range by 10 feet per spell level or deal an additional 1d8 necrotic damage per spell level. #### Reverse Image *2nd level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a black hand mirror worth at least 100 gp) - **Duration:** Instantaneous ___ Channeling the mirror, you force another creature you choose to look into it. In the mirror, they see your position. You and the creature instantly swap positions. If the creature is willing, it happens immediately. If the target is unwilling, they have to make a Charisma saving throw. On a success, the spell has no effect. \pagebreakNum #### Shadow Creations *3rd level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You reach into the depths of darkness and created a 10 foot radius of darkness. Creatures within these sphere must succeed on a Wisdom saving throw, taking 2d8 psychic damage and becoming frightened of you and your creations on a failure. On a success, the target takes half damage and is not frightened. Additionally, at the center of the sphere, you conjure forth two shadowy creatures (using the *shadow mastiff* game statistics). These shadowy creatures are under your control and take their turn immediately after you in combat. As a bonus action, you can mentally command them. If you don't give them a command, they take the Dodge action. #### Shrivel *1st level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You channel necrotic energy against a target that you can see within range. They must succeed on a Constitution saving throw, taking 3d6 necrotic damage on a failure or half as much on a success. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 per each slot above 1st level. #### Sorrow *1st level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fill a target creature that you can see within range with sorrow. They must make a Wisdom saving throw. On a failure, they can’t take actions, bonus actions or reactions until the start of your next turn. #### Spoil *necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You touch a corpse that’s been dead longer than 1 minute. When you do so, the corpse immediately stinks of rotten flesh and completely decays. Undead are unaffected by this spell.