diff --git a/FightClub5eXML/Sources/ThirdParty/Dark Arts Players Companion.xml b/FightClub5eXML/Sources/ThirdParty/Dark Arts Players Companion.xml new file mode 100644 index 0000000..d5c7277 --- /dev/null +++ b/FightClub5eXML/Sources/ThirdParty/Dark Arts Players Companion.xml @@ -0,0 +1,3934 @@ + + + + Mummy + M + 25 + Str 2, Con 1 + + + Darkvision + Accustomed to the eternal darkness of an ancient tomb, 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 grey. + + Source: Dark Arts Player's Companion, p. 4 + + + Dreadful Glare + As an action, you can target one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency bonus. + After you use your glare, you can't use it again until you complete a short or long rest. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Dark Arts Player's Companion, p. 4 + + + Rotting Fist + Your hands rot those they touch. When you make unarmed attacks against creatures with them, you deal necrotic damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed attack. + + Source: Dark Arts Player's Companion, p. 4 + + + Undead + You are considered undead for effects such as turn undead and many healing spells. You are immune to disease and the poisoned condition, and you have resistance to poison damage. You do not need to eat or breathe, but you can ingest food or drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, but resting in this way is otherwise identical to sleeping. Magically induced sleep can cause you to enter this inactive state. + + Source: Dark Arts Player's Companion, p. 4 + + + Languages + You can speak, read, and write Common and one other language you knew in life. + + Source: Dark Arts Player's Companion, p. 4 + + + + Shadar-Kai (Dark Arts Player's Companion) + M + 30 + Dex 2, Int 1 + Intimidation + + Superior Darkvision + Accustomed to the black skies and eternal shadow of the Shadowfell, you have superior vision in dark and dim conditions. You can see in dim light within 120 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 grey. + + Source: Dark Arts Player's Companion, p. 7 + + + Doomspeaker + You gain proficiency in the Intimidation skill. + + Source: Dark Arts Player's Companion, p. 7 + + + Shadow Jaunt + On your turn, when you reduce a creature to 0 hit points, you can use your bonus action to teleport up to 15 feet. + + Source: Dark Arts Player's Companion, p. 7 + + + Languages + You can speak, read, and write Common and one other language of your choice. + + Source: Dark Arts Player's Companion, p. 7 + + + + Wight + M + 30 + Con 2, Cha 1 + + + Darkvision + As a being forced to live in darkness, 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 grey. + + Source: Dark Arts Player's Companion, p. 5 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + Source: Dark Arts Player's Companion, p. 5 + + + Undead + You are considered undead for effects such as turn undead and many healing spells. You are immune to disease and the poisoned condition, and you have resistance to poison damage. You do not need to eat or breathe, but you can ingest food or drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, but resting in this way is otherwise identical to sleeping. Magically induced sleep can cause you to enter this inactive state. + + Source: Dark Arts Player's Companion, p. 5 + + + Life Drain + When you kill a humanoid, you can choose to have it rise 24 hours later as a zombie under your control, unless it is restored to life or its body is destroyed. Only one zombie may be created through this ability at any one time; if another is created then the first becomes inanimate. + The zombie has the statistics of the Zombie (Monster Manual pg. 316), except its hp value is instead equal to three times your level. + + Source: Dark Arts Player's Companion, p. 5 + + + Language + You can speak, read, and write Common and one other language you knew in life. + + Source: Dark Arts Player's Companion, p. 5 + + + + Barbarian + 12 + Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival + + 2 + light armor, medium armor, shields + simple weapons, martial weapons + none + 2d4x10 + + + + Primal Path: Path of Blood + The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood. + While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices. + + Source: Dark Arts Player's Companion, p. 8 + + + + + + Bloodbound (Path of Blood) + Starting when you select this path at 3rd level, you can choose to create a bond of blood between yourself and an enemy within 30 feet of you when you rage. For the duration of your rage, that enemy’s attacks deal bonus necrotic damage to you equal to 1d4 + half your barbarian level on a hit, and your attacks against that enemy also deal 1d4 + half your barbarian level bonus necrotic damage on a hit. The bonus damage dealt to you ignores resistance and immunity. + If the enemy dies before your rage ends, you can use your bonus action on a subsequent turn to create a new bond between yourself and another enemy. + + Source: Dark Arts Player's Companion, p. 8 + + + + + Power through Suffering (Path of Blood) + At 6th level, the sight of your own blood empowers your rage. When you are below half your hit point maximum, your rage damage bonus is doubled for each attack you make against the target of your Bloodbound feature. + + Source: Dark Arts Player's Companion, p. 8 + + + + + + Blood Scent (Path of Blood) + Starting at 10th level, you can smell the scent of blood from up to 5 miles away, and accurately pinpoint the direction it’s coming from. Once you get within 1 mile of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured enemy. On a failed check, you know that you failed the check and can’t make another one for 1 hour. + + Source: Dark Arts Player's Companion, p. 8 + + + + + + Duel to the Death (Path of Blood) + Beginning at 14th level, your bond with your enemy compels them to fight you. Whenever the target of your Bloodbound feature attempts to move away from you or attack a creature other than you, it must succeed on a Wisdom saving throw (DC 8 + your Constitution modifier + your Proficiency bonus) or become stunned until the start of their next turn. If you are below half your hit point maximum, they have disadvantage on this save. + + Source: Dark Arts Player's Companion, p. 8 + + + + + + + Bard + 8 + Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival + Charisma + 3 + + + Bard College: College of the Shadowfell + Bards of the College of the Shadowfell specialize in the study of that realm, gleaming great knowledge of shadow magic in the process. These bards are few in number and their study is far harder than most, for knowledge of the Shadowfell is hard to come by. These bards occasionally gather in great libraries to share their knowledge, but most of their time is spent out in the world, looking for any glimpses of knowledge that might lead them to their goal. + These bards generally do not perform music, and are instead more inclined to creating stories and manufacturing histories, with most of these stories ending as dark as the realm they study. They write the histories of the dark gods of the shadowfell and tell the stories of those that dare to reside within it, always seeking to find more knowledge of this strange plane. + + Source: Dark Arts Player's Companion, p. 9 + + + + + + Bonus Proficiencies (College of the Shadowfell) + When you join the College of the Shadowfell at 3rd level, you gain proficiency with medium armor, martial weapons, and the Stealth skill. + + Source: Dark Arts Player's Companion, p. 9 + stealth + + + + + + Shadow Stride (College of the Shadowfell) + Also at 3rd level, you learn how to empower your ally’s movement within shadows and darkness. When a creature that is in darkness or dim light and has a bardic inspiration die from you begins to move, it can choose to roll that die and add 5 times the number rolled to their speed until the end of their turn. + + Source: Dark Arts Player's Companion, p. 9 + + + + + + Shroud of Darkness (College of the Shadowfell) + Starting at 6th level, whenever a creature uses a bardic inspiration die from you or you cast a spell of 1st level or higher that targets you or another creature, you can use your reaction to imbue shadow magic into that creature. If you do so, the creature becomes enveloped in shadow, causing all attacks against it to have disadvantage and allowing it to disengage as a bonus action until the end of your next turn. + + Source: Dark Arts Player's Companion, p. 9 + + + + + + Umbral Body (College of the Shadowfell) + Beginning at 14th level, you gain the ability to transform into pure shadow. You can cast umbral form at will, without expending a spell slot or material components. When you cast the spell using this feature, you may only target yourself. + + Source: Dark Arts Player's Companion, p. 9 + + + + + Cleric + 8 + Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion + Wisdom + 2 + light armor, medium armor, shields + simple weapons + none + 5d4x10 + + + + Divine Domain: Night Domain + Gods of the night - such as Selûne, Shar, Tharizdon, Takhisis, and Hecate - serve as both creators of light and harbingers of darkness, with moon goods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge. + + Night Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared + + 1st — sleep, aura of shade + 3rd — darkness, moonbeam + 5th — fear, feign death + 7th — greater invisibility, rend shadows + 9th — dream, shadow stride + + Source: Dark Arts Player's Companion, p. 10 + + + + + + Bonus Proficiencies (Night Domain) + At 1st level, you gain proficiency with martial weapons and the Stealth skill. + + Source: Dark Arts Player's Companion, p. 10 + stealth + + + + + + Lunar Radiance (Night Domain) + Also at 1st level, you can empower your attacks with moonlight.When you hit a creature with a melee weapon attack, you ca n force them to become basked in moonlight. The next attack roll made against this target before the end of your next turn has advantage, and deals an additional 1d6 radiant damage on a hit. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Dark Arts Player's Companion, p. 10 + + + + + + + + Channel Divinity: Midnight Gloom (Night Domain) + Starting at 2nd level, you can use your Channel Divinity to harness the black gloom of midnight, banishing light and draining the life of your foes. + As an action, you present your holy symbol and all lights within 30 feet of you, magical or non-magical, are instantly put out. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d6 + your cleric level on a failed saving throw, and loses any darkvision they have for 1 minute. On a successful save, they take half as much damage and suffer no other effects.A creature can repeat this saving throw at the start of each of its turns, regaining their darkvision on a success. + + Source: Dark Arts Player's Companion, p. 10 + + + + + + + + Moonlight Strike (Night Domain) + Starting at 6th level, when you deal radiant damage to a creature you may choose to have it emit dim light in a 10 foot radius until the end of your next turn. The affected creature can’t benefit from being invisible, and if the creature is a shapeshifter it immediately shifts to its original form and can’t assume a different form until the light dissipates. + + Source: Dark Arts Player's Companion, p. 10 + + + + + + + + Divine Strike (Night Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Dark Arts Player's Companion, p. 10 + + + + + + + + Nightstalker (Night Domain) + Beginning at 17th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. + + Source: Dark Arts Player's Companion, p. 10 + + + + + + Druid + 8 + Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival + Wisdom + 2 + light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + herbalism kit + 2d4x10 + + + + + Druid Circle: Circle of Night + The Circle of Night is an ancient sect of druid, long estranged from other druidic circles due to their differing outlooks on the natural world. The Circle of Night believes that the spirits of nature need regular sacrifices of beasts, natural and unnatural, and even the occasional human sacrifice. These druids meet in old, dying forests to perform secret blood rituals — rituals which they hope will appease the cruelest gods of the Old Faith. As a member of this circle, you realize nature’s will is not of kindness and spirituality — it is of cruelty and sacrifice. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + Ritual Sacrifice (Circle of Night) + When you choose this circle at 2nd level, you learn how to perform rituals using the blood sacrifices of powerful foes. By using the body of a creature that has died within the last hour as one of your spell components, you can cast any spell with the ritual tag from any class spell list without needing to prepare it. You still need to use the other components of the ritual as normal. + In order to cast a ritual in this manner, you need the body of a creature of a CR greater than or equal to the spell level of the ritual to be cast, and the spell must be of a level you have spell slots for. The creature used cannot be a construct, an undead, or an elemental. Once you complete the ritual, that creature cannot be used in any other rituals. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + Circle Spells (Circle of Night) + The dark powers of night infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a number of circle spells, listed below in the twilight table. + Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. + + 3rd — darkness, gentle repose + 5th — speak with dead, tides of blood + 7th — dominate beast, draining thread + 9th — dominate person, insect plague. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + Eyes of Night (Circle of Night) + Starting at 6th level, you gain darkvision with a radius of 60 feet, or you increase the radius of your darkvision by 30 feet if you already have it. Additionally, you can see through magical darkness for the radius of your darkvision. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + Soulseeing (Circle of Night) + At 10th level, you gain the ability to see the souls of living creatures. As an action on your turn, you hone your senses to allow you to see the faint outline of any living creature or creature that has died within the last hour. This allows you to see any creature within the radius of your darkvision, including invisible creatures, as well as creatures that are obscured in some manner, such as being behind a wall or in murky water. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. The magical sight lasts until the end of your next turn. + You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + Ritualist (Circle of Night) + When you reach 14th level, you become a master at performing rituals. Casting a spell as a ritual now only adds 1 minute to the cast time. + Additionally, when you cast a ritual using your ritual sacrifice feature, the CR of the creature only needs to be half of the spell level of the ritual to be cast, and you may use the same creature in up to 2 different rituals. + + Source: Dark Arts Player's Companion, p. 11 + + + + + + + Fighter + 10 + Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival + Intelligence + 2 + light armor, medium armor, heavy armor, shields + simple weapons, martial weapons + none + 5d4x10 + + + + Martial Archetype: Blood Knight + The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn’t winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Hemomancy (Blood Knight) + Beginning when you choose this archetype at 3rd level, you gain the ability to cast hemomancy spells, detailed in chapter 3 of this companion. + + Spell Slots: You have 1 spell slot; you gain a second spell slot at 6th level. Your spell slots increase to second level slots at 7th level, 3rd level slots at 13th level, and 4th level slots at 19th level. To cast one of your 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. + + Spells Known of 1st Level and Higher: You know one 1st-level hemomancy spell of your choice, chosen from the hemomancy spells detailed in chapter 3. + You learn an additional spell at 7th, 13th and 19th level when your slot level increases. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. + Whenever you gain a level in this class, you can replace one of the hemomancy spells you know with another hemomancy spell of your choice. The new spell must be of a level for which you have spell slots. + + Spellcasting Ability: Constitution is your spellcasting ability for your blood knight spells, since your spells are powered through the resilience of your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a blood knight spell you cast and when making an attack roll with one. + + Spell save DC = 8 + your proficiency bonus + your Constitution modifier + + Spell attack modifier = your proficiency bonus + your Constitution modifier. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Blood Well (Blood Knight) + Also at 3rd level, you gain a well of blood magic that is fueled through special dice called blood dice. + + Blood Dice: You have three blood dice, which are d4s. A blood die is expended when you use it. You regain all of your expended blood dice when you finish a short or long rest + You gain an additional blood die at 7th, 15th, and 18th levels. + + Using Blood Dice: Blood dice can be utilized in two ways. As a bonus action on your turn, you can expend a blood die and regain a number of hit points equal to the number rolled. Also, when you hit a creature with an attack, you can choose to expend a blood die and add the number rolled to the attack’s damage roll. If you do so, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Deathseeker (Blood Knight) + Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature. + Additionally, as a bonus action on your turn you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Improved Blood Well (Blood Knight) + At 10th level, your blood dice turn into d6s. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Blood Rush (Blood Knight) + Starting at 15th level, whenever you cast a hemomancy spell of 1st level or higher, you enter a blood rush. The blood rush lasts until the end of your next turn, and for the duration your speed is doubled, you have advantage on Dexterity saving throws, and you can disengage as a bonus ation. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Strength of the Wounded (Blood Knight) + At 18th level, you gain increased power when wounded. Whenever you expend a blood die while below half your hit point maximum, you can add your Constitution modifier to the result. + + Source: Dark Arts Player's Companion, p. 12 + + + + + + Monk + 8 + Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth + + 2 + none + simple weapons, shortswords + any one type of artisan's tools or any one musical instrument of your choice + 5d4 + + + + Monastic Tradition: Way of the Bloodied Fist + Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate. + Many monks of this tradition are covered in scars - some self-inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers. + + Source: Dark Arts Player's Companion, p. 13 + + + + + + Sanguine Arts (Way of the Bloodied Fist) + Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast bloodburn, blood seal, or vampire’s kiss without providing material components. Additionally, you gain the bloodletting cantrip if you don’t already know it. You must still pay the hemomancy costs associated with each spell. + + Source: Dark Arts Player's Companion, p. 13 + + + + + + Toll of the Mystic (Way of the Bloodied Fist) + At 6th level, you gain the ability to convert your life force into ki. When you complete a short or long rest, you can choose to expend any number of your hit dice, converting them into ki points. You add 2 ki points to your pool for each hit die spent. + + Source: Dark Arts Player's Companion, p. 13 + + + + + + Transfusion (Way of the Bloodied Fist) + Beginning at 11th level, whenever you reduce a creature of size Small or larger to 0 hit points with a melee attack, you regain a number of hit points equal to 1d4 + your Wisdom modifier. + + Source: Dark Arts Player's Companion, p. 13 + + + + + + Dominion of Blood (Way of the Bloodied Fist) + At 17th level, you can take complete control of a creature by manipulating its blood. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under your control. + On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not take this action at the start of your turn, the control ends prematurely. This control can last for up to 1 minute. + Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends. + + Source: Dark Arts Player's Companion, p. 13 + + + + + + + Paladin + 10 + Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + Charisma + 2 + light armor, medium armor, heavy armor, shields + simple weapons, martial weapons + none + 5d4x10 + + + + Sacred Oath: Oath of the Grave + The Oath of the Grave is a seldom practised tradition, most commonly reserved for the followers of the Raven Queen. + Sometimes called winter knights, black knights, or grave knights, these paladins serve as protectors of the sacred passings into the afterlife. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that blight this land. They adorn themselves with images of death and winter - skulls, ravens, or similar symbols of their patron gods. + + Tenets of the Grave: + The tenets of the Oath of the grave have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead. + + Annihilate the Unholy: The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already + + Preserve the Righteous: Death should not come early to those who have led a blessed life . Preserve the righteous, so they may live on without fear. + + Let Souls Pass On: Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free. + + Accept Death: Death comes to all eventually. Accept it, and you will find a place in the afterlife. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — inflict wounds, ice knife + 5th — gentle repose, Snilloc’s snowball swarm + 9th — sleet storm, speak with dead + 13th — blight, ice storm + 17th — cone of cold, destructive wave. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + Channel Divinity: Icy Repose (Oath of the Grave) + As an action, you present your holy symbol and speak a prayer against undeath, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frozen for 1 minute or until it takes damage. + A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + Channel Divinity: Vow of Death (Oath of the Grave) + As a bonus action, you can utter a vow of death against a creature you can see within 10 feet of you, using your Channel Divinity. You add 1 + your Charisma modifier necrotic damage to your damage rolls against the creature for 1 minute or until they drop to 0 hit points or fall unconscious. + If a creature under this effect dies, it can’t become undead. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + Aura of Preservation (Oath of the Grave) + Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to necrotic damage, and cannot be charmed, frightened, or possessed by undead creatures. + At 18th level, the range of this aura increases to 30 feet. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + Soul of Demise (Oath of the Grave) + By 15th level, your vow of death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days, outside of using a wish spell. Additionally, you can use a bonus action on your next turn to mark a new creature with the vow. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + Reaper of Winter (Oath of the Grave) + At 20th level, as an action, you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 foot radius. + Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet until the start of their next turn. + In addition, whenever a creature dies within the area, you regain 20 hit points. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Dark Arts Player's Companion, p. 14 + + + + + + + + Wizard + 6 + Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion + Intelligence + 2 + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 4d4x10 + + + + Arcane Tradition: School of Hemomancy + The School of Hemomancy studies the ancient arcane art of blood magic. As you select this tradition, you learn to manipulate your own life force so that you may manipulate the life force of others. As you progress through this school, you learn how to transform that vital energy into a force of immeasurable power, capable of defeating even the greatest of foes. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Hemomancy Savant (School of Hemomancy) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the hemomancy tag into your spellbook is halved. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Arcane Endurance (School of Hemomancy) + Starting at 2nd level when you choose this school, you only need to sacrifice a fraction of your life force to cast Hemomancy spells. When you spend hit points to cast a spell with the hemomancy tag, you gain a number of temporary hit points equal to half the amount spent on the spell. These temporary hit points last for 1 minute. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Deepen Wound (School of Hemomancy) + Starting at 6th level, whenever you hit a creature that is below half their hit point maximum with a spell, that creature takes additional necrotic damage equal to your intelligence modifier. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Improved Endurance (School of Hemomancy) + At 10th level, your ability to cast Hemomancy spells is greatly augmented. When you spend hitpoints to cast a spell with the hemomancy tag, you now gain temporary hit points equal to the total amount spent. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Master of Blood (School of Hemomancy) + Beginning at 14th level, you can choose to expend a number of hit points equal to 5 times the spell’s level to cast a hemomancy spell without using a spell slot. You still need to provide more hitpoints in order to empower the spell; using this feature only removes the spell slot requirement. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Arcane Tradition: School of Reawakening + As a member of the school of reawakening, you combine the forces of necromancy with the power of conjuration. By transforming the necromantic energies of the creatures you kill into completely new conjurations, you bridge the gap between these two school of magic, creating a hybrid school that combines elements of both Conjuration and Necromancy. As you progress, you learn to shape together ever more powerful conjurations. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Reawaken Soul (School of Reawakening) + At 2nd level, you gain the ability to store the essence of a creature’s soul for later use. You gain a Soul Vial, which can be used to store the soul of a creature that has a CR less than or equal to 1/3rd your Wizard level. By using a 10 minute ritual on a creature that has died within the last hour, you can store that creature’s soul in the vial. If there is already a soul within the vial, then the new soul replaces it. + Once you have a soul contained within your Soul Vial, you can release it to reform that creature. The creature has the same statistics as the creature you gathered the soul from, but it appears slightly translucent and visibly magical. Once formed, the creature lasts for up to 1 hour, and requires your concentration to maintain. The creature is friendly to you and your companions, and obeys your spoken commands (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once the duration ends, the creature’s soul is freed and the vial is emptied. + Once you form a creature, you can’t do so again until you finish a long rest. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Conjuration/Necromancy Savant (School of Reawakening) + Beginning when you select this school at 2nd level, the time you must spend to copy a necromancy or conjuration spell into your spellbook is halved. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Volatile Soul (School of Reawakening) + Beginning at 6th level, the creatures you create through your Reawaken Soul feature can be used as arcane explosives. When one of the creatures is reduced to zero hit points, it explodes in a burst of necrotic essence. + Each creature of your choice within a 10 ft radius of the exploding creature must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 necrotic damage for every point of that creature’s CR. Creatures below CR 1 deal 1d6 necrotic damage. On a successful save, a creature takes half damage. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Consume (School of Reawakening) + Starting at 10th level, you can consume the soul within your Soul Vial to restore hitpoints to yourself. As an action, you may drink the contents of the vial, regaining 2d4 hit points for every point of that creature’s CR. This feature cannot restore hitpoints to a creature other than yourself. + Once you use this feature, you can’t use it again until you complete a short or long rest. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + Lasting Creation (School of Reawakening) + Starting at 14th level, the creature created through your Soul Reawaken feature lasts for up to 8 hours, and no longer requires concentration to maintain. + + Source: Dark Arts Player's Companion, p. 21 + + + + + + + + + Ranger + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + + + + Ranger Archetype: Nightstalker + The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadow Familiar (Nightstalker) + At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass. + When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you. + The three forms you can choose from are listed below: + + Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. + As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st. + + Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage. + As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. + + Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll. + As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadowy Transposition (Nightstalker) + Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Master of the Dark (Nightstalker) + At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Lord of the Night (Nightstalker) + When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action. + Additionally, once per long rest you can activate that action without expending a spell slot. + + Source: Dark Arts Player's Companion, p. 15 + + + + + Ranger (Revised) + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + + + + Ranger Conclave: Nightstalker + The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadow Familiar (Nightstalker Conclave) + At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral creature. You choose the form you can create when you first select this subclass. + When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls. Your shadow familiar cannot move farther than 120 feet away from you. + The three forms you can choose from are listed below: + + Cat: Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. + As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st. + + Raven: Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage. + As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 20 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. + + Wolf: Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll. + As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Extra Attack (Nightstalker Conclave) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Shadowy Transposition (Nightstalker Conclave) + Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + Master of the Dark (Nightstalker Conclave) + At 11th level, you can choose another form of shadow familiar that you can create, choosing from the same three forms described in the shadow familiar feature. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + + Lord of the Night (Nightstalker Conclave) + When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action. + Additionally, once per long rest you can activate that action without expending a spell slot. + + Source: Dark Arts Player's Companion, p. 15 + + + + + + + Rogue + 8 + Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, Stealth + Intelligence + 4 + + + + Roguish Archetype: Shadow + Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Bonus Cantrips (Shadow) + When you choose this archetype at 3rd level, you gain the umbraturgy cantrip and the dueling shadows cantrip. Charisma is your spellcasting ability for these spells. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Severed Shadow (Shadow) + Starting at 3rd level, you can separate your shadow from your body, creating a shadowy replica of yourself. This replica looks like a three-dimensional silhouette of yourself, and is completely opaque and solid. + As a bonus action on your turn, you may separate your shadow and then move it up to your speed as part of the same action. The shadow shares your statistics, and can perform all movements that you would be able to, making ability checks as normal for movements like jumping or rolling, but it cannot take any actions. The shadow is susceptible to attacks and shares your AC, and if it takes any damage it immediately disappears. + On subsequent turns until you reunite with your shadow, you may use your bonus action to move it another 30 feet, up to a maximum of 120 feet away from your current location. While your shadow is separated from you, you no longer cast a shadow. As a bonus action on your turn, you may choose to teleport to the location of your shadow, reuniting yourself with it. + Once you reunite with your shadow, you can’t separate from it again until you complete a short or long rest. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Deceiving Darkness (Shadow) + Starting at 9th level, you have advantage on Dexterity (Stealth) checks if you are in dim light or darkness. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Shadow Simulacrum (Shadow) + At 13th level, you gain greater control over your shadow. When your shadow is separated from you, you can also have it perform the Help action as part of the bonus action required to move it, and your shadow can also manipulate objects weighing up to 25 pounds. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Master of Shadows (Shadow) + When you reach 17th level, you have gained ultimate control over your shadow. When you sever your shadow, it can be separated from your current location by up to 500 feet, and you may use your bonus action to switch from using its senses to using your own, or back again. Additionally, you no longer have to complete a short or long rest to use the feature again. + + Source: Dark Arts Player's Companion, p. 16 + + + + + + Sorcerer + 6 + Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion + Charisma + 2 + + + + Sorcerous Origin: Deathtouched + Your innate magic comes from a past encounter with death. Most often, this origin is traced back to surviving an attack from an undead, such as a vampire’s bite, a ghost’s possession, or a specter’s life drain. Or, it could have originated from an imperfect revival or near-death experience. Regardless of the way you attained this dark magic, it now dictates your life and greatly augments your power. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Ghostly Concealment (Deathtouched) + Starting when you choose this origin at 1st level, you gain the ability to slowly fade into the background, concealing yourself from threats. If you remain still for 1 minute while in dim light or darkness, you become invisible until you move, enter bright light, or use an action, bonus action, or reaction. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Memories of the Fallen (Deathtouched) + Also at 1st level, you gain the ability to access the memories of the deceased. By performing a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature’s death, you instead gain another random memory from that creature. This feature can only be used once per corpse. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Necrotic Affinity (Deathtouched) + At 6th level, you learn two Necromancy spells from any class. A spell you choose must be of a level you can cast. Whenever you gain a level in this class, you may choose one of these Necromancy spells and replace it with another Necromancy spell from any class. The chosen spells count as sorcerer spells for you but don’t count against the number of sorcerer spells you know. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Shadowed Presence (Deathtouched) + Also at 6th level, you gain the ability to more quickly conceal yourself. As an action on your turn, you can expend 1 sorcery point to activate your Ghostly Concealment feature without waiting the full minute. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Incorporeal Body (Deathtouched) + Starting at 14th level, you have the ability to become temporarily incorporeal. As a bonus action on your turn, you can spend 2 sorcery points to become incorporeal, gaining resistance to all damage that is not radiant, psychic, or force damage. Additionally, you gain the ability to move through objects while incorporeal as if the object is difficult terrain, and you become immune to the grappled and restrained conditions. Your movement doesn’t provoke opportunity attacks for the duration. + The incorporeal effect ends at the start of your next turn. If you are inside an object when the effect ends, you are ejected to the nearest empty space and stunned until the end of your turn. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Possession (Deathtouched) + At 18th level, you gain the ability to take control of another creature’s body. As an action, you can spend 5 sorcery points to attempt to possess a creature of size large or smaller within 5 ft. + + Source: Dark Arts Player's Companion, p. 17 + + + + + + Sorcerous Origin: Vampiric Bloodline + Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood. This ritual is seldom practiced, and few vampires would ever even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case, vampiric magic permeates your blood, and your very being. + Vampiric sorcerers most often try to hide their ancestry, since their origins can make them as reviled as the vampires that spawned them. However, a select few embrace their vampiric ancestry, and may even seek to become true vampires in death. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Denizen of the Night (Vampiric Bloodline) + Starting when you choose this origin at 1st level, you gain darkvision out to a range of 60 feet, as described in chapter 8 of the PHB. If you already have darkvision, its range instead increases by 30 feet. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Martial Prowess (Vampiric Bloodline) + Also at 1st level, your vampiric ancestry grants you increased effectiveness in melee combat. Your unarmed strikes use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Vampiric Regeneration (Vampiric Bloodline) + At 6th level, you gain a semblance of the regenerative abilities of a vampire. At the start of each of your turns, you gain a number of temporary hit points equal to half your Sorcerer level. The amount of temporary hit points gained is halved when you are in sunlight or running water. + At the start of your turn, you can spend 2 sorcery points to double the number of temporary hit points gained. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Extra Attack (Vampiric Bloodline) + Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Shapechanger (Vampiric Bloodline) + Starting at 14th level, you can use your action to polymorph into a Tiny bat or back into your true form. + While in bat form, you can’t speak, attack, or cast spells, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you. + + Source: Dark Arts Player's Companion, p. 18 + + + + + + Misty Escape (Vampiric Bloodline) + At 18th level, you gain the ability to escape from death as a cloud of mist. When you would be reduced to 0 hit points, you can use your reaction and spend 5 sorcery points to instead be reduced to 1 hit point and immediately cast gaseous form on yourself without expending a spell slot or material components. + + Source: Dark Arts Player's Companion, p. 18 + + + + + Warlock + 8 + Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion + Charisma + 2 + + + + Otherworldly Patron: The Archlich + You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself. + + Expanded Spell List: The Archlich 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. + + 1st — inflict wounds, ray of sickness + 2nd — detect thoughts, Melf’s acid arrow + 3rd — maim, speak with dead . + 4th — Evard’s black tentacles, vitriolic sphere + 5th — cloudkill, contagion. + + Source: Dark Arts Player's Companion, p. 19 + + + + + + Bond of Unlife (The Archlich) + At 1st level, you can use a bonus action on your turn to create a bond between yourself and a willing creature. The bond lasts for 1 minute, and for the duration you can use a bonus action on each of your turns to siphon a number of hit points equal to 1d4 + your warlock level from the creature, as long as this can’t reduce the creature to 0 hit points. + Once you use this feature, you can’t use it again until you complete a short or long rest. + + Source: Dark Arts Player's Companion, p. 19 + + + + + + Pact Boon: Pact of the Cloak + You can use your action to conjure a pact cloak around yourself. The cloak has six different forms, with each form corresponding to one of the six saving throws, and you can choose which form it takes each time you conjure it. + As long as you are wearing the cloak and not any medium or heavy armor, your walking speed is increased by 10 feet. Also, when you or another creature within 5 feet of you fails the save associated with your cloak’s current form, you can use your reaction to add your proficiency bonus to that save, potentially causing it to succeed. + + Source: Dark Arts Player's Companion, p. 20 + + + + + + Undead Resilience (The Archlich) + Starting at 6th level, you can call upon your patron to bring you back from the brink of death. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. + Once you use this feature, you can’t use it again until you complete a short or long rest. + + Source: Dark Arts Player's Companion, p. 19 + + + + + + Undying Flesh (The Archlich) + By 10th level, your body has taken on the attributes of undeath. You have resistance to necrotic damage, and you age at a slower rate. For every 10 years that pass, your body ages only 1 year. + + Source: Dark Arts Player's Companion, p. 19 + + + + + + Shared Fate (The Archlich) + At 14th level, you can bind yourself to another creature with negative energy. As an action, choose a creature within 30 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target’s life becomes tethered with your own. Whenever you take damage within the next minute, the tethered creature takes the same amount of damage as necrotic damage. At the start of each of its turns, the creature can repeat the saving throw, ending the effect on a success. + You must finish a short or long rest before you can use this feature again. + + Source: Dark Arts Player's Companion, p. 19 + + + + + + + Animate Blood + 3 + N + NO + + 10 feet + V, S, M (droplets of blood) + Concentration, up to 10 minutes. + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You animate droplets of your own blood to act under your command. For every three hit points expended in the casting of this spell, you create a droplet of animated blood. + On each of your turns, you can use a bonus action to mentally command the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet. + As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. + Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. + The creature takes 4d6 necrotic damage on a failed save, or half damage on a successful one. + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 24 + + + Aura of Shade + 1 + I + NO + + 30 feet + V, S, M (a deep black onyx worth at least 25 gp, + Concentration, up to 1 minute + Bard, Druid, Ranger, Sorcerer, Warlock, Wizard + You create a 10-foot radius sphere of shadow magic centered on a point within range. The sphere appears to be an area of swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature within the radius becomes invisible at the start of each of their turns. This invisibility ends if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are. + + Source: Dark Arts Player's Companion, p. 24 + + + Aura of Shade* + 1 + I + NO + + 30 feet + V, S, M (a deep black onyx worth at least 25 gp, + Concentration, up to 1 minute + Cleric (Night) + You create a 10-foot radius sphere of shadow magic centered on a point within range. The sphere appears to be an area of swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature within the radius becomes invisible at the start of each of their turns. This invisibility ends if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are. + + Source: Dark Arts Player's Companion, p. 24 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Banshee’s Wail + 6 + N + NO + + Self (30-foot radius) + V, S, M (a strand of banshee hair) + Instantaneous + Bard, Cleric, Warlock, Wizard + You release a mournful wail that pierces into the mind of those that hear it. Each creature within 30 feet of you must make a + Constitution saving throw. On a failed save, a creature takes 6d8 psychic damage, and falls unconscious. On a success, it takes half damage and suffers no other effect. An unconscious creature wakes up if it takes any damage or if another creature uses its action to shake them awake. A deafened creature automatically succeeds on the save + + Source: Dark Arts Player's Companion, p. 24 + + + Beacon of False Life + 3 + N + NO + + Self (30-foot radius) + V, S, M (alcohol or distilled spirits) + Concentration, up to 1 minute + Cleric, Sorcerer, Warlock, Wizard + Necromantic energy emanates from you in a 30-foot radius area. + Until the spell ends, the area moves with you, centered on you. + While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area. + + Source: Dark Arts Player's Companion, p. 24 + + + Blackblood + 1 + T + NO + + Self + V, S + 1 minute + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You transform a portion of your blood into a poisonous substance. As you cast this spell, you must expend a number of hit points. You gain a number of temporary equal to the amount expended. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they become poisoned for 1 minute. A creature poisoned in this way makes a Constitution saving throw at the end of each of their turns, ending the effect on a success or taking 1d6 poison damage on a failure. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d6 for each slot level above 1st. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 24 + + + Blackflame + 1 + T + NO + + 30 feet + V, S + Instantaneous + Bard, Cleric, Sorcerer, Warlock, Wizard + You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius of the flame must make a Dexterity saving throw. The creature takes 1d6 necrotic damage and 2d6 fire damage on a failed save, or half damage on a successful one. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st. + + Source: Dark Arts Player's Companion, p. 24 + + + Blood Seal + 2 + N + YES + + 30 feet + V, S, M (an ornate dagger worth at least 25 gp) + 1 hour + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You inflict a wound upon yourself to create a protective seal on another creature within range. As you cast the spell, you expend a number of hit points and the target gains 1d8 + the number of hit points spent as temporary hit points for the duration. + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target gains 1d8 additional temporary hit points for each slot level above 2nd. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Bloodburn + 1 + N + NO + + 30 feet + V, S + Instantaneous + Fighter (Blood Knight), Sorcerer, Wizard + You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must expend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d8 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 24 + + + Bloodcurse + 5 + N + NO + + Touch + S + Varies (see below) + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You touch a creature’s open wound and bestow a curse. As you expend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target’s Wisdom (Insight) check to attempt to conceal the spell’s true nature, such as pretending to bandage their wound. + For the duration of the curse, which is a number of days equal to the amount of hit points spent, the creature can’t regain hit points and is poisoned. When the creature completes a long rest, they take 4d10 necrotic damage as the curse rots away at them. + A remove curse spell ends this effect. + At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 1st. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Bloodletting + 0 + N + NO + + Touch + V, S + Instantaneous + Fighter (Blood Knight), Sorcerer, Wizard + You touch a creature and expend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. + You have advantage on the attack roll if the target is below half its hit point maximum. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to the damage dealt. These temporary hit points last for 1 minute. + The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Bloodsight + 3 + N + NO + + Self + V, S + Concentration, up to 10 minutes + Fighter (Blood Knight), Sorcerer, Wizard + You draw out a portion of your blood, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is a number of feet equal to 5 times the number of hit points spent on this spell. + When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature’s current hit points are below one of these three thresholds: 3/4, 1/2, or 1/4 of their hit point maximum. Once a creature is below 1/4 of their hit point maximum, you can see them even through walls and invisibility. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Clinging Shadows + 2 + T + NO + + 60 feet + V, S, M (bat fur) + Concentration, up to 1 minute + Bard, Sorcerer, Warlock, Wizard + You choose an area of dim light or darkness that you can see within range and that fits within a 15-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself. + Until the spell ends, you can use a bonus action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 10 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained. + If the area becomes bathed in bright light, the spell has no effect until the bright light fades. + + Source: Dark Arts Player's Companion, p. 25 + + + Cruorwhip + 1 + N + NO + + Self + V, S + 1 minute + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You create a whip out of your own blood in your free hand. By expending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action + You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 2d6 necrotic damage. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Danse Macabre + 8 + N + NO + + 90 feet + V, S + Concentration, up to 1 minute + Fighter (Blood Knight),Sorcerer, Wizard + This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death and destruction. As you cast the spell, you must expend a number of hit points. Roll 14d8 and add double the number of hit points expended to the roll; the total is how many hit points of creatures this spell can affect. + Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). + Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. + A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren’t affected by this spell. + On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn’t receive orders from you, they attack the closest creature to them. If a creature hasn’t made an attack by the end of their turn, the spell ends for them. + If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell’s effect when the spell ends dies. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 25 + + + Dome of Night + 2 + T + YES + + 60 feet + V, S, M (owl feathers) + Concentration, up to 1 minute + Bard, Druid, Ranger, Warlock, Wizard + You create a 10-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light can’t illuminate it. + The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon. + If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + Source: Dark Arts Player's Companion, p. 26 + + + Drain Life + 9 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You open a deep wound on your body, draining the blood of another creature as your own blood leaves your body. As you cast the spell, you must expend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the number of hit points spent as necrotic damage on a failed save, or half damage on a successful one. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 26 + + + Draining Thread + 4 + N + NO + + 60 feet + V, S + Instantaneous + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must expend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 8d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, the hit point cost is refunded as blood drains through the thread back into your body. + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 26 + + + Draining Thread* + 4 + N + NO + + 60 feet + V, S + Instantaneous + Druid (Circle of Night) + You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must expend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 8d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, the hit point cost is refunded as blood drains through the thread back into your body. + At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 26 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Dueling Shadows + 0 + T + NO + + 60 feet + V, S + Instantaneous + Bard, Warlock, Wizard + Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. + If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage + The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). + + Source: Dark Arts Player's Companion, p. 26 + + + Flicker + 3 + T + NO + + Self + V, S, M (displacer beast fur) + Concentration, up to 1 minute + Bard, Sorcerer, Wizard + Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. + Otherwise, the attack hits and you teleport 5 feet shortly after. + + Source: Dark Arts Player's Companion, p. 26 + + + Hand of the Grave + 2 + N + NO + + 10 feet + V, S, M (hand of a humanoid) + 24 hours + Bard, Cleric, Warlock, Wizard + When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found. + The hand animates when a medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password. + When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Dexterity saving throw or become restrained as it is pulled into the earth. When the creature is pulled into the earth, it has total cover and begins suffocating. At the start of each of its turns, the creature can repeat the saving throw. On a successful save, the creature escapes and the hand retracts back into the ground. + + Source: Dark Arts Player's Companion, p. 26 + + + Hemoplague + 7 + N + NO + + 60 feet + V, S, (a poison or venom) + Concentration, up to 1 minute + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You infect a portion of your blood and splash it on creatures within range. As you cast this spell, you must expend a number of hit points, allowing you to target 1 creature for every 5 hit points spent. Each creature must make a Constitution saving throw. On a failed save, the target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is poisoned, can’t regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature can repeat the saving throw at the start of each of its turns to end the effect. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 26 + + + Ichorous Smite + 1 + N + NO + + Self + V, S + Concentration, up to 1 minute + Fighter (Blood Knight), Paladin + You imbue a weapon with a portion of your life force, expending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell’s duration, the attack deals additional necrotic damage equal to 2d4 + the number of hit points spent. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 27 + + + Inflict Pain + 1 + N + NO + + Touch + V, S + Instantaneous + Bard, Cleric + You attempt to touch a creature, inflicting them with negative energy and racking them with excruciating pain. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage and becomes incapacitated with pain until the start of your next turn. + + Source: Dark Arts Player's Companion, p. 27 + + + Investiture of Shadow + 6 + T + NO + + Self + V, S + Concentration, up to 10 minutes + Sorcerer, Wizard + Until the spell ends, shadows swirl around you, and you gain the following benefits: + • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends. + • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. + • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again. + + Source: Dark Arts Player's Companion, p. 27 + + + Lacerate + 0 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Sorcerer, Warlock, Wizard + Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. + If both bolts hit the target, then the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes. + The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). + + Source: Dark Arts Player's Companion, p. 27 + + + Life Thread + 0 + N + NO + + 5 feet + V, M (a red or black thread) + 1 minute + Sorcerer, Warlock, Wizard + You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If either you or the creature moves more than 5 feet away from the other, the creature that moved takes 1d12 necrotic damage. + The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). + + Source: Dark Arts Player's Companion, p. 27 + + + Maim + 3 + N + NO + + Touch + V, S, M (flake of skin or bone from an undead) + Instantaneous + Cleric, Warlock (Archlich) + You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 10d4 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a target’s hit points below 1. If the target fails the saving throw, it can’t take reactions for the next 10 minutes as the disease clouds their brain. + Any effect that removes a disease allows a creature to remove the secondary effect. + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. + + Source: Dark Arts Player's Companion, p. 27 + + + Necromantic Burst + 2 + N + NO + + 30 feet + V, S + Instantaneous + Cleric, Wizard + You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage. + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. + + Source: Dark Arts Player's Companion, p. 27 + + + Rain of Blood + 6 + N + NO + + 150 feet + V, S + Concentration, up to 1 minute + Fighter (Blood Knight), Sorcerer, Wizard + You draw out your blood, turning it into rain that pours down over a 30-foot radius area. As you cast this spell, you must expend a number of hit points. A creature that starts its turn within the rain must make a Dexterity saving throw. On a failed save, a target takes 4d6 + half the number of hit points spent as necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature’s speed below half. + At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 27 + + + Rary’s Rapid Replication + 4 + C + NO + + 20 feet + V, S, (a poison or venom) + Concentration, up to 10 minutes + Druid, Wizard + You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration. Each creature becomes a swarm, as described in the monster manual. + Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement. + A creature remains a swarm for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. + + Source: Dark Arts Player's Companion, p. 28 + + + Ray of Fatigue + 5 + N + NO + + 10 feet + V, S + Concentration, up to 1 minute + Wizard + You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. + On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. + At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. + + Source: Dark Arts Player's Companion, p. 28 + + + Reaper’s Scythe + 1 + N + NO + + Self + V, S, M (a piece of a scythe blade) + Concentration, up to 1 minute + Cleric, Warlock + You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action. + You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage. If this damage reduces the target to 0 hit points, you regain a number of hit points equal to the damage dealt. + At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. + + Source: Dark Arts Player's Companion, p. 28 + + + Rend Shadows + 4 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Wizard + Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. + As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if it's host dies. If it's host dies, a new shadow does not rise from the corpse. + The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. + They spend their turns attacking their host, without any thought for strategy or tactics. + The DM has the creature’s statistics. + At Higher Levels: When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot. + + Source: Dark Arts Player's Companion, p. 28 + + + Rend Shadows* + 4 + N + NO + + 60 feet + V, S + Concentration, up to 1 minute + Cleric (Night) + Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. + As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if it's host dies. If it's host dies, a new shadow does not rise from the corpse. + The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. + They spend their turns attacking their host, without any thought for strategy or tactics. + The DM has the creature’s statistics. + At Higher Levels: When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot. + + Source: Dark Arts Player's Companion, p. 28 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Sanguine Rope + 2 + T + NO + + Varies (see below) + V, S + Instantaneous + Fighter (Blood Knight), Sorcerer, Wizard + You draw out a portion of your blood, forming it into a rope that you can use to either pull yourself to a location, or pull an object or creature to you. As you cast the spell, you must expend a number of hit points. Then, you immediately send the rope to grab a target that you can see within a range equal to 5 times the number of hit points spent. Once you grab a target, you can either pull yourself to a location within 5 feet of the target, or you can attempt to pull the target to a location within 5 feet of you. In order to pull the target to you, it must weigh less than 100 pounds, and if it is a creature it can make a Strength saving throw to avoid being pulled. If you pull yourself to a target, you move in a straight line towards the target and take opportunity attacks as normal. + At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of weight you can pull increases by 50 pounds for each slot level above 2nd. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 28 + + + Sanguine Sanctum + 4 + A + NO + + Self (10-foot radius hemisphere) + V, S + 1 hour + Cleric, Fighter (Blood Knight), Sorcerer, Wizard + You transform your blood into a 10-foot-radius protective dome that forms around and above you and remains stationary for the duration. The dome can be damaged, and it has 15 AC and a number of hit points equal to 30 + the amount of hit points spent in the casting of this spell. Any creature within the dome cannot be targeted by creatures outside the dome, and vice versa. Spells and attacks that would pass or extend through the dome instead hit the dome and do not extend farther. As long as the dome lasts you can use your action to expend a number of hit points and add this amount to the dome’s current hit points. + Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. + The dome is semi-transparent. It can be seen through, but things seen through the walls appear distorted and blurred with the red color of the dome. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 28 + + + Shadow Stride + 5 + C + NO + + Self + V, S + Concentration, up to 1 minute + Bard, Druid, Ranger, Sorcerer, Warlock, Wizard + You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. + You can use this teleportation ability twice per round for the duration. + + Source: Dark Arts Player's Companion, p. 28 + + + Shadow Stride* + 5 + C + NO + + Self + V, S + Concentration, up to 1 minute + Cleric (Night) + You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. + You can use this teleportation ability twice per round for the duration. + + Source: Dark Arts Player's Companion, p. 28 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Tides of Blood + 3 + N + NO + + Self (20-foot radius) + V, S + 1 round + Fighter (Blood Knight), Sorcerer, Wizard + You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to expend a number of hit points, and you may also gain the hit points needed from corpses within the radius. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting of this spell, and then cannot be used to cast this spell again. + As a bonus action on your next turn, you release the blood. + Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d8 + the number of hit points spent as necrotic damage. On a success, they take half damage. + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 29 + + + Tides of Blood* + 3 + N + NO + + Self (20-foot radius) + V, S + 1 round + Druid (Circle of Night) + You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to expend a number of hit points, and you may also gain the hit points needed from corpses within the radius. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting of this spell, and then cannot be used to cast this spell again. + As a bonus action on your next turn, you release the blood. + Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d8 + the number of hit points spent as necrotic damage. On a success, they take half damage. + At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 29 + + * Oath, Domain, or Circle of the Land spell (always prepared) + + + Umbral Assault + 7 + T + NO + + Touch + V, S + Instantaneous + Bard, Warlock, Wizard + You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one. + + Source: Dark Arts Player's Companion, p. 29 + + + Umbral Form + 3 + T + NO + + Touch + V, S, M (a wisp of smoke) + Concentration, up to 1 hour + Sorcerer, Wizard + You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points. + While in this form, the target's only method of movement is a walking and climbing speed of 30 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws, and it has advantage on Dexterity (Stealth) checks. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains stuck to the ground even when stunned or otherwise incapacitated. + While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. + + Source: Dark Arts Player's Companion, p. 29 + + + Umbraturgy + 0 + T + NO + + Touch + V, S + Up to 1 hour + Bard, Cleric, Sorcerer, Warlock, Wizard + You compel shadows to create one of the following effects at a point you can see within range: + • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 minute, or until it moves. + • You cause shadows to conceal a creature in dim light or darkness, giving them advantage on their next Dexterity (Stealth) check within the next minute as long as they remain in the dim light or darkness. + • A creature or object’s shape becomes either harder or softer, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour. + If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. + + Source: Dark Arts Player's Companion, p. 29 + + + Vampire’s Kiss + 2 + EN + NO + + Touch + S + Varies (see below) + Fighter (Blood Knight), Sorcerer, Wizard + You draw out a portion of your own blood as you kiss another humanoid. As you cast the spell, you must expend a number of hit points. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour for every 3 hit points spent on the casting of the spell or until you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you. + + Hemomancy: + When you cast a spell with this tag, you must expend a number of hit points during the casting of the spell. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells. + + 1st — 1 - 10 hit points + 2nd — 4 15 hit points + 3rd — 7 20 hit points + 4th — 10 25 hit points + + 5th — 13 30 hit points + 6th — 16 35 hit points + 7th — 19 40 hit points + 8th — 22 45 hit points + 9th — 25 50 hit points + + When you cast a spell with the hemomancy tag, you must expend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must expend at least 4 hit points to cast it, though you can choose to expend up to 15 hit points in order to increase the power of the spell. + + Source: Dark Arts Player's Companion, p. 29 + + + Wall of Bones + 4 + C + NO + + 30 feet + V, S, M (a skeletal hand) + Concentration, up to 10 minutes + Sorcerer, Warlock, Wizard + A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 4 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can repeat the saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success. + The wall is an object that can be damaged and thus breached. + Each panel has AC 10 and 20 hit points per inch of thickness. + Reducing a panel to 0 hit points destroys it. + + Source: Dark Arts Player's Companion, p. 29 + + + Invocation: Cloak of the Bat + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 15th level, Pact of the Cloak feature + + You can use a bonus action on your turn to cause large, bat-like wings to sprout out of your cloak. While you wear the winged cloak, you gain a flying speed equal to your current speed. You can dismiss the wings using another bonus action. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Ghost-Iron Chains + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, Pact of the Chain feature + + Your familiar becomes ghostly in appearance, and gains the ability to become incorporeal. Your familiar can move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside an object it is immediately dismissed to its pocket dimension. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Mantle of the Everlasting + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Cloak feature + + While you are wearing your pact cloak and no other armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: March of the Restless + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level + + You can cast animate dead using a warlock spell slot. You can do so twice, and regain both uses when you complete a long rest. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Pact of Blood + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 7th level + + You can cast blood seal at will as a 2nd-level spell, without expending a spell slot or material components. You still need to pay the hemomancy cost as normal. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Sanguine Blade + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Blade feature + + When you miss a creature with your pact weapon, you can choose to roll a d4 and add it to your attack roll, potentially causing the attack to hit. If you choose to roll, you lose a number of hit points equal to the number rolled. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Sanguine Spear + 0 + NO + + + + + Eldritch Invocations + Prerequisite: eldritch blast cantrip + + When you miss a creature with eldritch blast, you can choose to roll a d4 and add it to your attack roll, potentially causing the attack to hit. If you choose to roll, you lose a number of hit points equal to 1 + the number rolled. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Tales of the Crimson Tome + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Tome feature + + You can drop a pinch of humanoid blood into your book of shadows, and then ask one question aloud. Over the next half hour, the blood manipulates itself into a language of your choice, answering your question in the process. The answer is provided using the knowledge of the humanoid that provided the blood, and is answered in less than 25 words. The blood must be from a living humanoid, and needs to be dropped into the book within 30 seconds of it leaving the body. Only one question may be processed by the book at any one time. + + Source: Dark Arts Player's Companion, p. 20 + + + Invocation: Veil of the Night + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Cloak feature + + When you are wearing your pact cloak, you can use your action to turn invisible until the start of your next turn. This feature cannot be used two turns in a row. + + Source: Dark Arts Player's Companion, p. 20 + + + Archlich (DA) + M + undead + neutral evil + 20 + 266 (28d8+140) + 30 ft. + 121820281616 + Con +14, Int +18, Wis +12 + Arcana +27, History +18, Insight +12, Perception +12 + lightning, cold, acid, force + + necrotic, poison, bludgeoning, piercing and slashing damage from nonmagical weapons + charmed, exhaustion, frightened, poisoned, paralyzed, stunned + truesight 300 ft. + 22 + All + 30 + + Source + Dark Arts Player's Companion, p. 30 + + Legendary Resistance (3/day) + If the archlich fails a saving throw, it can choose to succeed instead. + + + Death Burst + When an undead under the archlich's control is reduced to 0 hit points, it explodes in a burst of necrotic energy. Each living creature within 5 feet of the undead must make a Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save or half damage on a success. + + + Reanimating Presence + Whenever a humanoid dies within 60 feet of the archlich, it rises at the start of the archlich's next turn as a zombie under its control. If the humanoid's body was protected against raising or was too heavily damaged before being raised, such as through the disintegrate spell, the gentle repose spell, or decapitation, the rising fails. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1 d4 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Spell Mastery + The archlich can cast magic missile and mirror image at their lowest level without expending a spell slot, and may add its Intelligence modifier to any damage dealt by a spell. + + + Turn Immunity + The archlich is immune to effects that turn undead. + + + Spellcasting + The archlich is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). The archlich has the following wizard spells prepared: + + Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost + 1st level (4 slots): detect magic, magic missile, shield, thunderwave + 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image + 3rd level (3 slots): counterspell, dispel magic, fireball + 4th level (3 slots): blight, dimension door + 5th level (3 slots): cloudkill, scrying + + + 6th level (2 slots): disintegrate, globe of vulnerability + 7th level (2 slots): finger of death, plane shift + 8th level (1 slots): dominate monster, power word stun + 9th level (1 slots): power word kill + + + Multiattack + The archlich can use its Frightful Presence, and then casts 2 spells with a casting time of 1 action, one of 1st level or higher and one cantrip. It then makes an attack with its paralyzing touch. + + + Paralyzing Touch + Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|18|4d8 + + + Frightful Presence + Each creature of the archlich'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 archlich 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 archlich's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Legendary Actions (3/Turn) + The archlich 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 archlich regains spent legendary actions at the start of its turn. + + + Paralyzing Touch + The archlich uses its Paralyzing Touch. + + + Sacrifice + The archlich reduces an undead under its control to 0 hit points, and regains 2d10 + 20 hit points. + + + Disrupt Life (Costs 2 Actions) + Each living creature within 20 feet of the archlich must make a DC 20 Constitution saving throw against this magic, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. + + chill touch, mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, acid arrow, detect thoughts, invisibility, mirror image, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of vulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + 4,3,3,3,3,2,2,1,1 + + + Blood Ooze + L + ooze + unaligned + 8 + 68 (8d10+24) + 15 ft., climb 15 ft. + 17716261 + + + acid, necrotic + + lightning, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + - + 3 + + Source + Dark Arts Player's Companion, p. 42 + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Changing Form + When the ooze is reduced to half of its maximum hit points, its size becomes Medium. When it is reduced to a forth of its maximum hit points, its size becomes Small. If the ooze's hit points are restored above these thresholds, it returns to whatever size it was before. + + + Spider Climb + The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 3 (1d6) acid damage for each size category of the ooze above Tiny. If this attack reduces a creature to 0 hit points, the ooze regains a number of hit points equal to the damage dealt. + Pseudopod (Large)|5|2d6+3+3d6 + Pseudopod (Medium)|5|2d6+3+2d6 + Pseudopod (Small)|5|2d6+3+1d6 + + + + + + Bloodbeast + L + monstrosity + chaotic evil + 12 + 114 (12d10+48) + 35 ft. + 1714183105 + + Perception +2 + + + + + darkvision 60 ft. + 12 + - + 3 + + Source + Dark Arts Player's Companion, p. 32 + + Transfusion + Once per turn, when the bloodbeast hits a creature with cruorwhip or with a bite attack, the target takes an extra 10 (3d6) damage, and the bloodbeast regains hit points equal to the extra damage dealt. + + + Innate Spellcasting + The bloodbeast's spellcasting ability is Constitution (spell save DC 14). The bloodbeast can innately cast the following spells, requiring no material components: + + At will: cruorwhip + 1/day each: animate blood, tides of blood + + + Multiattack + The bloodbeast makes two bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|5|1d6+3 + + cruorwhip, animate blood, tides of blood + 0 + + + Chained One + M + fiend + lawful evil + 14 (natural armor) + 40 + 30 ft., fly 60 ft. + 171416151211 + Dex +6, Wis +5 + + cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + + + Source + Dark Arts Player's Companion, p. 38 + + Chained + A chained one acts on the same turn as its fleshfiend, and must remain within 10 feet of it. A chained one immediately disappears if it or its +fleshfiend are reduced to 0 hit points. After 24 hours, the +chained one reforms if the fleshfiend is alive. + + + Slash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Slash|7|2d10+3 + + + + + + Cruorbat (DA) + L + undead + unaligned + 13 + 30 (4d10+8) + 10 ft., fly 60 ft. + 1716156128 + + + + + + + blindsight 60 ft. + 11 + - + 1/2 + + Source + Dark Arts Player's Companion, p. 33 + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Regeneration + The bat regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the bat takes radiant damage or damage from holy water, this trait doesn't function at the start of the bat's next turn. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|5|1d6+3 + + + + + + Cruorgheist + L + undead + unaligned + 13 + 85 (9d10+36) + 30 ft., fly 50 ft. + 19161981311 + + Perception +4, Intimidation +3, Stealth +6 + bludgeoning, piercing and slashing damage from nonmagical weapons; necrotic + + + + blindsight 60 ft. + 11 + - + 5 + + Source + Dark Arts Player's Companion, p. 34 + + Echolocation + The cruorgheist can't use its blindsight while deafened. + + + Keen Hearing + The cruorgheist has advantage on Wisdom (Perception) checks that rely on hearing. + + + Regeneration + The cruorgheist regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the cruorgheist takes radiant damage or damage from holy water. this trait doesn't function at the start of the cruorgheist's next turn. + + + Multiattack + The cruorgheist makes two attacks, one with its claws and one with its bite. + + + Claws + Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. Instead of dealing damage, the cruorgheist can grapple the target (escape DC 14). + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claws| 7|2d4+4 + + + Bite + Melee Weapon Attock: + 7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. If this attack is made against a target grappled by the cruorghiest, it is made with advantage and deals an additional 4 (1d6) necrotic damage. + Bite| 7|2d6+4 + + + + + + Cruorhulk + H + undead + unaligned + 16 (natural armor) + 175 (14d12+84) + 40 ft. + 231622131615 + + Athletics +10, Intimidation +6, Perception +7 + bludgeoning, piercing and slashing damage from nonmagical weapons; necrotic + + + + blindsight 60 ft. + 17 + - + 12 + + Source + Dark Arts Player's Companion, p. 35 + + Echolocation + The cruorhulk can't use its blindsight while deafened. + + + Keen Hearing + The cruorhulk has advantage on Wisdom (Perception) checks that rely on hearing. + + + Flying Leap + Although it can no longer fly, the cruorhulk can still use its wings to increase the distance of its leaps. The cruorhulk's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Regeneration + The cruorhulk regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the cruorhulk takes radiant damage or damage from holy water, this trait doesn't function at the start of the cruorhulk's next turn. + + + Multiattack + The cruorhulk makes three attacks, two with its claws and one with its bite. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage. If the target is grappled, then this attack is made with advantage and deals an additional 11 (2d10) necrotic damage. + Bite|10|3d10+6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 15 (2d8+6) slashing damage. Instead of dealing damage, the cruorhulk can grapple the target (escape DC 18). + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claws|10|2d8+6 + + + Deadly Leap + If the cruorhulk jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 28 (4d10+6) bludgeoning damage plus 28 (4d10+6) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the cruorhulk's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the cruorhulk's space. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Cursed Oak + H + plant + chaotic evil + 16 (natural armor) + 137 (11d12+66) + 30 ft. + 19822111310 + + + bludgeoning, piercing + fire + + + + 11 + Common, Druidic, Elvish, Sylvan + 7 + + Source + Dark Arts Player's Companion, p. 36 + + False Appearance + While the cursed oak remains motionless, it is Indistinguishable from a fallen tree. + + + Siege Monster + The cursed oak deals double damage to objects and structures. + + + Multiattack + The cursed oak makes two swipe attacks. + + + Swipe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) bludgeoning damage. + Swipe|7|4d8+4 + + + Ground Slam + The cursed oak slams its arms into the ground, causing the earth to erupt around it. Each creature within 5 feet of the oak must make a DC 15 Dexterity saving throw. A creature takes 36 (8d8) bludgeoning damage and is pushed 10 feet away from the oak on a failed save, or takes half as much damage and suffers no other effect on a successful one. + + + Grasping Roots (Recharge 5-6) + Grasping roots sprout in a 30-foot radius centered on the oak, withering away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the oak's choice in that area when the plants appear must succeed on a DC 15 Strength saving throw or become restrained. A creature can use its action to make a DC 15 Strength check. freeing itself or another entangled creature within reach on a success. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + + + Deathcrest Ape + M + monstrosity + chaotic neutral + 16 (natural armor) + 65 (10d8+20) + 40 ft., climb 30 ft. + 1319148129 + + Athletics +3, Acrobatics +6, Stealth +6, Survival +3 + + + + + + 11 + - + 3 + + Source + Dark Arts Player's Companion, p. 37 + + Shadow Jaunt + When the ape hits a creature with its claw attack, it can immediately use its bonus action to teleport up to 15 feet. + + + Multiattack + The Deathcrest Ape makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. If the target is a creature. then it must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half damage on a successful one. + Claw|6|1d6+4 + + + + + + Fleshfiend + L + fiend + lawful evil + 14 (natural armor) + 127 (15d10+45) + 30 ft., fly 60 ft. + 171416151211 + Dex +6, Wis +5 + + cold, fire, lighting; bludgeoning, piercing, and slashing damage from nonmagical weapons + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 9 + + Source + Dark Arts Player's Companion, p. 38 + + Chained Ones + The fleshfiend is accompanied by two chained ones. which act on the same turn as the fleshfiend, and must remain within 10 feet of it. The chained ones have the same statistics as the fleshfiend, except they are size medium, have 40 hit points, and they have no abilities besides the slash action option. A chained one immediately disappears if they or the fleshfiend are reduced to 0 hit points. After 24 hours, both chained ones reform if the fleshfiend is alive. + + + Flesh Defenders + For each chained one that is alive, the fleshfiend gains a +2 bonus to AC for a total of -4 when both are alive. + + + Magic Resistance + The fleshfiend has advantage on saving throws against spells and other magical effects. + + + Multiattack + The flesh fiend makes two slash attacks. + + + Slash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Slash|7|2d10+3 + + + Poison Burst (Recharge 5-6) + A burst of poison extends out of either the fleshfiend or one of its chained ones. The fleshfiend chooses either itself or one of the chained ones, and each creature within 5 feet of chosen creature must make a Constitution saving throw. A creature takes 25 (7d6) poison damage on a failed save, or half damage on a successful one. + + + + + + Fleshling + M + humanoid (fleshling) + chaotic evil + 12 (leather armor) + 22 (3d8+9) + 30 ft. + 15131791210 + + Athletics +4 + + + + + + 11 + Common, Fleshling + 1/2 + + Source + Dark Arts Player's Companion, p. 39 + + Reknit Flesh + While the fleshling has half of its hit points or fewer, it gains 5 temporary hit points at the start of each of its turns. + + + Multiattack + The fleshling makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claw|4|1d6+2 + + + + + + Fleshling Bloodletter + M + humanoid (fleshling) + chaotic evil + 12 (leather armor) + 76 (8d8+40) + 30 ft. + 181220111610 + Wis +5 + Medicine +5, Athletics +6 + + + + + + 13 + Common, Fleshling + 2 + + Source + Dark Arts Player's Companion, p. 39 + + Reknit Flesh + While the fleshling has half of its hit points or fewer, it gains 10 temporary hit points at the start of each of its turns. + + + Spellcasting + The fleshling bloodletter is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The fleshling blood letter has the following cleric spells prepared: + + + + Cantrips (at will): bloodletting + + + 1st level (4 slots): bloodburn, cruorwhip + + + 2nd level (2 slots): blood seal + + + Multiattack + The fleshling makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. + Claw|4|1d6+4 + + bloodletting, cloodburn, cruorwhip, blood seal + 4,2 + + + Fleshwurm + L + monstrosity (fleshling) + chaotic evil + 14 (hide armor) + 138 (12d10+72) + 30 ft., burrow 20 ft. + 201422111810 + Wis +5 + Perception +7, Athletics +8 + + + + + tremorsense 30 ft. + 17 + Common, Fleshling + 6 + + Source + Dark Arts Player's Companion, p. 40 + + Reknit Flesh + While the fleshling has half of its hit points or fewer, it gains 20 temporary hit points at the start of each of its turns. + + + Spellcasting + The fleshwurm is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, + 7 to hit with spell attacks). The fleshwurm has the following cleric spells prepared: + + + + Cantrips (at will): bloodletting + + + 1st level (4 slots): blood burn, cruorwhip + + + 2nd level (3 slots): blood seal + + + 3rd level (2 slots): tides of blood, vampiric touch + + bloodletting, blood burn, cruorwhip, blood seal, tides of blood, vampiric touch + 4,3,2 + + + Ghost Warrior + M + undead + any alignment + 14 (chain shirt) + 45 (10d8) + 0 ft., fly 40 ft. (hover) + 161310101217 + + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + any languages it knew in life + 6 + + Source + Dark Arts Player's Companion, p. 41 + + Ethereal Sight + The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Multiattack + The ghost makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8+3) slashing damage, plus 13 (3d8) necrotic damage. + Longsword|6|1d8+3+3d8 + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. + |5|4d6+3 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Possession (Recharge 6) + One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + + + Lost Soul (DA) + M + undead + any alignment + 12 + 66 (12d8+12) + 0 ft., fly 60 ft. + 91412111218 + + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + any languages it knew in life + 5 + + Source + Dark Arts Player's Companion, p. 41 + + Ethereal Sight + The ghost can see 120 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Withering Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage. If the target is a creature, then their Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + Withering Touch|7|4d6+4 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Possession (Recharge 5-6) + One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any Attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a Bonus Action, or the ghost is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + + + Lost Soul Warrior + M + undead + any alignment + 15 (chain shirt) + 66 (12d8+12) + 0 ft., fly 60 ft. + 161412111218 + + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + any languages it knew in life + 7 + + Source + Dark Arts Player's Companion, p. 41 + + Ethereal Sight + The ghost can see 120 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Multiattack + The ghost makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8+3) slashing damage, plus 13 (3d8) necrotic damage. + Longsword|6|1d8+3+3d8 + + + Withering Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage. If the target is a creature, then their Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + Withering Touch|7|4d6+4 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Possession (Recharge 5-6) + One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any Attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a Bonus Action, or the ghost is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + + + Necrotic Slime + H + ooze + chaotic evil + 9 + 142 (15d10+60) + 25 ft., climb 25 ft. + 199188111 + + + + + acid, cold, lightning, necrotic, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 10 + - + 8 + + Source + Dark Arts Player's Companion, p. 43 + + Amorphous + The slime can move through a space as narrow as 1 inch wide without squeezing. + + + Necrotic Form + A creature that touches the slime or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage. + + + Reanimator + A humanoid that dies while engulfed by the slime and then remains within the slime for 24 hours rises as a skeleton under the the slime's control. The slime can have no more than four skeletons under its control at one time. + + + Spider Climb + The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The slime makes two attacks: one pseudopod attack and one grasp attack. + + + Pseudopod + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) necrotic damage. + Pseudopod|7|3d8+4 + + + Grasp + Melee Weapon Attack: +8 to hit, reach 5 ft., one target not already engulfed by the slime. Hit: 7 (1d6+4) bludgeoning damage and the target is engulfed by the slime, suffering the same initial and ongoing effects as the engulf action. + Grasp|8|1d6+4 + + + Engulf + The slime moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 16 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the slime enters the creature's space, and the creature takes 13 (3d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) necrotic damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it. + An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + + + Ogre Skeleton + L + undead + lawful evil + 9() + 52 (7d10+14) + 40 ft. + 19815575 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft + 8 + understands Common and Giant but can't speak + 2 + + Source + Dark Arts Player's Companion, p. 51 + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + Greatclub|6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage. + Javelin|0|2d6+4 + + + + + + Plaguebringer + G + monstrosity (shapechanger) + chaotic evil + 18 (natural armor) + 247 (15d20+90) + 40 ft. + 261623131811 + Str +14, Dex +9, Con +12, Wis +10 + Athletics +14, Perception +10 + necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons + + poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 20 + Common, Terran + 20 + + Source + Dark Arts Player's Companion, p. 44 + + Legendary Resistance (3/Day) + If the plaguebringer fails a saving throw, it can choose to succeed instead. + + + Plague Aura + At the start of each of the plaguebringer's turns, each creature within 5 feet of it takes 7 (2d6) poison damage, and becomes poisoned until the end of the plaguebringer's next turn. A creature that touches the plaguebringer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage and becomes poisoned until the end of its next turn. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Shapechanger + If the plaguebringer hasn't taken damage since the end of its last turn, it can use its action to polymorph into a Gargantuan form of magical shadow, or back into its true form. + While in shadow form, the plaguebringer can't take any actions, speak or manipulate objects. It is weightless, has a flying speed of 150 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the form can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. If the plaguebringer takes any damage while in this form, it immediately reverts back to its true form and falls to the ground, taking falling damage as normal. + + + Innate Spellcasting + The plaguebringer's spellcasting ability is Wisdom (spell save DC 18). The plaguebringer can innately cast the following spells, requiring no material components: + + + + At will: contagion, insect plague + + + Multiattack + The plaguebringer can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Bite + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) piercing damage. + Bite|14|2d8+8 + + + Frightful Presence + Each creature of the plaguebringer's choice that is within 120 feet of the plaguebringer 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, 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 plaguebringer's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Plague Breath (Recharge 5-6) + The Plaguebringer exhales a virulent plague in a 60-foot cone. Each creature in the area must make a DC 22 Constitution saving throw, taking 72 (16d8) poison damage on a failed save, or half as much damage on a successful one. + + + Legendary Actions (3/Turn) + The plaguebringer 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 plaguebringer regains spent legendary actions at the start of its turn. + + + Detect + The plaguebringer makes a Wisdom (Perception) check. + + + Claw Attack + The plaguebringer makes a claw attack. + + + Slam (Costs 2 Actions) + The plaguebringer slams its claws into the ground, creating a shockwave. Each creature within 15 feet of the plaguebringer must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + contagion, insect plague + 0 + + + Rothorror + L + undead + chaotic evil + 9 + () + 153 (18d10+54) + 25 ft. + 19816857 + Wis +2 + + + + poison + poisoned + + 9 + + - + 7 + + Source + Dark Arts Player's Companion, p. 46 + + Death Burst + When the rothorror dies, it explodes in a burst of putrid gas. Each creature within 5 feet of it must make a DC 14 Dexterity Saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Four swarms of maggots crawl out of the exploded remains, spawning in the area the rothorror once occupied. + + + Multiattack + The rothorror makes two claw attacks. If it has a creature grappled, it can also take the rotting stench action. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) slashing damage. If a Medium or smaller target is hit by both claw attacks in the same turn, it is grappled (escape DC 15) if the rothorror isn't already grappling a creature. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|7|2d10+4 + + + Rotting Stench + The rothorror releases a putrid stench on a creature it is grappling. That creature must succeed on a DC 14 Constitution saving throw or become incapacitated by the stench until the end of the rothorror's next turn. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + Dominate (Recharge 6) + The rothorror releases a maggot into the ear of an incapacitated creature that the rothorror is grappling. As the maggot reaches the brain, the creature must succeed on a Wisdom saving throw or lose control of its body as the maggot latches onto the creature's brain, taking total control of it. The creature's Intelligence, Wisdom, and Charisma scores are replaced by the rothorror's, but it otherwise retains its statistics, though it doesn't gain access to the target's knowledge, class features, or proficiencies. + If the host body or the rothorror drops to 0 hit points, the maggot disintegrates and the creature regains control. A protection from evil and good spell cast on the body drives the maggot out. The target is immune to this rothorror's dominate for 24 hours after succeeding on the saving throw or after the domination ends. + + + + + + Seafallen Captain + M + undead + neutral evil + 15 (natural armor) + 85 (9d8+45) + 20 ft., swim 20 ft. + 191220789 + Wis +1 + + + + poison + poisoned + darkvision 60 ft. + 9 + + the languages it knew in life + 4 + + Source + Dark Arts Player's Companion, p. 48 + + Undead Fortitude + If damage reduces the seafallen to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the seafallen drops to 1 hit point instead. + + + Weakly Armored + Whenever the seafallen takes more than 15 damage in a single turn, a piece of its coral armor chips off, reducing their AC by 1. This reduction is cumulative, but cannot reduce their AC below 11. + + + Multiattack + The seafallen makes two anchor attacks. + + + Anchor + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the creature was already prone, they are instead stunned until the end of their next turn on a failed save. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Anchor|6|2d12+4 + + + Water Jet (Recharge 6) + The seafallen releases a line of water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and, if it is Medium or smaller, is pushed up to 10 feet away from the seafallen and knocked prone. On a success, a target takes half damage and isn't pushed or knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + + + Seafallen Crew + M + undead + neutral evil + 12 (natural armor) + 22 (3d8+9) + 20 ft., swim 20 ft. + 131016475 + + + + + poison + poisoned + darkvision 60 ft + 8 + + understands the languages it knew in life but can't speak + 1/2 + + Source + Dark Arts Player's Companion, p. 47 + + Undead Fortitude + If damage reduces the seafallen to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the seafallen drops to 1 hit point instead. + + + Weakly Armored + Whenever the seafallen takes more than 10 damage in a single turn, a piece of its coral armor chips off, reducing their AC by 1. This reduction is cumulative, but cannot reduce their AC below 10. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + Slam|3|1d6+1 + + + Water Whip (Recharge 6) + The seafallen releases a line of water in a 10-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and, if it is Medium or smaller, is pushed up to 5 feet away from the seafallen. On a success, a target takes half damage and isn't pushed. + + + + + + Seafallen Host + M + undead + neutral evil + 13 (natural armor) + 60 (8d8+24) + 20 ft., swim 20 ft. + 151116575 + + + + + poison + poisoned + darkvision 60 ft. + 8 + + understands the languages it knew in life but can't speak + 1 + + Source + Dark Arts Player's Companion, p. 48 + + Undead Fortitude + If damage reduces the seafallen to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the seafallen drops to 1 hit point instead. + + + Weakly Armored + Whenever the seafallen takes more than 15 damage in a single turn, a piece of its coral armor chips off, reducing their AC by 1. This reduction is cumulative, but cannot reduce their AC below 10. + + + Multiattack + The seafallen makes two attacks: one with its trident, and one with its tentacles. + + + Trident + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1 d8+2) piercing damage. + Trident|4|1d8+2 + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and is restrained for the duration of the grapple. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|4|2d4+2 + + + Water Whip (Recharge 6) + The seafallen releases a line of water in a 10-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and, if it is Medium or smaller, is pushed up to 5 feet away from the seafallen. On a success, a target takes half damage and isn't pushed. + + + + + + Shadow Elemental + L + elemental + neutral evil + 14 () + 97 (13d10+26) + 0 ft., fly 60 ft. (hover) + 1619146107 + + Stealth +7 + cold, necrotic, bludgeoning, piercing and slashing damage from nonmagical weapons + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 120 ft. + 10 + + 5 + + Source + Dark Arts Player's Companion, p. 49 + + Blinding Light + When the shadow elemental takes radiant damage, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failed save, the elemental is blinded until the end of its next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Shade's Sight + Magical darkness doesn't impede the elemental's darkvision. + + + Shadow Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the shadow elemental can take the Hide action as a bonus action. + + + Multiattack + The elemental makes two tendril attacks. + + + Tendril + Melee Weapon Attack: +7 to hit, reach 10 ft., one target Hit: 13 (2d 8+4) bludgeoning damage and the creature is pulled up to 5 feet towards the elemental. + Tendril|7|2d8+4 + + + Whirling Shadows (Recharge 4-6) + A 10-foot radius of magical darkness extends out from the elemental, moves with it, and spreads around corners, lasting until the start of the elemental's next turn. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + + + + + Shadowtouched Umber Hulk + L + monstrosity + chaotic evil + 14 (natural armor) + 93 (11d10+33) + 30 ft., burrow 20 ft. + 20131691010 + + Stealth + 7 + + + + + darkvision 120 ft., tremorsense 60 ft. + 10 + Umber Hulk + 5 + + Source + Dark Arts Player's Companion, p. 50 + + Confusing Gaze + When a creature starts its turn within 30 feet of the shadowtouched and is able to see the shadowtouched's eyes, the shadowtouched can magically force it to make a DC 15 Charisma saving throw, unless the shadowtouched is incapacitated. + On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the shadowtouched until the start of its next turn. when it can avert its eyes again. If the creature looks at the shadowtouched in the meantime, it must immediately make the save. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + Reanimate Shadow + If a non-evil humanoid dies from a melee weapon attack from the shadowtouched, a shadow rises from the corpse 1d4 hours later. + + + Shadow Stealth + While in dim light or darkness, the shadowtouched can take the Hide action as a bonus action . + + + Sunlight Sensitivity + While in sunlight, the shadowtouched has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Tunneler + The shadowtouched can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. + + + Multiattack + The shadowtouched makes three attacks: two with its claws and one with its mandibles. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. + Claw|8|1d8+5 + + + Mandibles + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + Mandibles|8|2d8+5 + + + + + + Swarm of Maggots + M + swarm of tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31210171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, paralyzed, petrified, prone, res(rained, stunned + blindsight 10 ft. + 8 + + - + 1/2 + + Source + Dark Arts Player's Companion, p. 46 + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, one target. Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Bites|3|4d4 + Half Hit Points|3|2d4 + + + Infest + The swarm infests the body of a dead humanoid, causing all damage that would be dealt to them to be dealt to the body instead, and preventing them from taking any other actions. If the body takes 10 hit points of damage, the maggots are driven out, and cannot reenter that body for 24 hours. If the maggots remain in a body for 24 hours, the creature rises as a Rothorror. + + + + + + Young Black Zombie Dragon + L + undead + unaligned + 15 (natural armor) + 161 (17d10+68) + 30 ft., fly 70 ft., swim 30 Ft. + 19819365 + Wis +1 + + + + poison, acid + poisoned + darkvision 60 ft. + 8 + + understands Common and Draconic but can't speak + 7 + + Source + Dark Arts Player's Companion, p. 52 + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. + Bite|7|2d10+4+1d8 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft.. one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. + + + + +