A primal path for barbarians.

Starting at 3rd level, whenever you make a melee attack that drops a creature to 0 HP, you gain temporary hit points equal to your Constitution modifier; while you are raging, the temporary hit points you gain are equal to your Constitution modifier plus your rage damage bonus.

If you have any temporary hit points at the start of your turn, you can expend them to gain a bonus to the damage roll of your next melee attack.

At 6th level, whenever you make an attack roll with Advantage and both results would hit, the target of the attack must succeed a Strength saving throw (DC = 8+the damage roll) or be knocked prone or moved 5 feet in the direction of your choice.

At 10th level, when you roll damage for a critical hit on a melee attack, add another die of damage for every die that rolls a maximum result.

When you reach 14th level, you can use your reaction to re-roll a failed saving throw with bonus equal to your Proficiency bonus. After using this ability, you must complete a short or long rest before you can use it again.

NEW SPELL: Abominate

image by Asher 阿舍阿舍

Warlock/Witch/Wizard (Transmutation)

Possibly created by traumaturges, abominate twists a creature into a hideous parody of its normal form.

The spellcaster can target an amount of hit dice worth of living creatures equal to their caster level that the caster can see. Unwilling targets can resist the spell with a successful Wisdom saving throw.

On a failed save, a target’s body contorts and mutates, dropping any items they are carrying. While in this form they have an effective Strength score of 18, but their Charisma score drops to 3 and their Intelligence and Wisdom scores are halved. As long as the spell persists, a target takes -2 penalty to their Armor Class and can only make unarmed attacks, but they inflict 1d8 damage per hit.

At the start of their turn, a target must succeed a Wisdom saving throw to retain control of their actions. On a failed save, they attack the nearest creature; if none are in reach, they move as far as possible in a random direction. While affected by the spell, a target is unable to cast spells or use special abilities.

Abominate lasts for a number of minutes equal to the caster’s level. This spell can be made permanent.

Internet Detritus Monstrous Compendium Supplement 4: POISON GIANT

Huge giant
AC: 15
HP: 90 + 10d10; saves as a 10th level fighter
Movement: As a normal, unencumbered human.
Attack: Punch, kick, or stomp +10 melee (10 foot reach, 1d10 damage and target must make Strength saving throw or be thrown 5 feet per point of damage rolled and knocked prone).
* Miasma: The very presence of a poison giant befouls the air, land, and water around it. Food and drink within 60 feet of the creature spoils.
* Noxious Grasp: The poison giant can flood a living creature it touches with its toxic essence. The target must succeed a Constitution saving throw or become poisoned, suffering 1d12 damage and Disadvantage on all attack and skill rolls. At the start of each round, the target can attempt another Constitution saving throw.
* Pest Lance: There’s a 1-in-10 chance a poison giant carries a gnarled staff of greasy, green-black wood. A poison giant can use the pest lance to cast any of one of the following spells as a 10th-level magic-user: acid arrow, cloudkill, envenom, neutralize poison, or stinking cloud

Poison giants are malevolent entities that revel in spreading corruption and suffering across the land.


A supple leather jacket festooned with spikes. The havoc jack provides physical protection equivalent to medium armor, but counts as light armor for the purposes of encumberance. The wearer also gains a melee attack dealing 1d4 damage.

Once per day, the wearer can enter a state of violent fury (as a barbarian (or similar class) rage). If the wearer already has a rage-type ability, the duration of their ability is doubled.

The wearer has Advantage on Charisma checks to intimidate, but Disadvantage of Charisma checks involving tact or subtlety.

NEW MONSTER: Scrapeworm

No. Appearing: 1d4
Armor Class: Light (slimy hide + low Dexterity); scrapeworms take half damage from bludgeoning weapons.
Hit Dice: 12d12 (78 hp), saves as a fighter
Movement: Half as fast as a normal human; scrapeworms can burrow through earth at their normal speed.
Morale: High
Attack: Lumpen fist +6 (1d6 damage) or Tentacle +6 (1d4 damage+grab attempt, 10 feet reach)
Discorporation: A scrapeworm can separate its body into a swarm of wriggling filaments, one for each hit point it currently has. In this state, a scrapeworm can squirm through any sized opening and burrow through dirt, mud, and soft earth at double its normal speed. It takes one action to discorporate but a full round to reform.
Engulf: Scrapeworms feed by partially discorporating and enveloping the intended prey. The target of this attack must succeed a Dexterity saving throw or be immobilized inside the scrapeworm. Every subsequent round, the target takes 1d10 damage as the scrapeworm begins digesting them.
Not of this World: When a scrapeworm is reduced to 0 hit points, it rapidly decomposes into corrosive slime and noxious vapors filling a 10-foot cube. Creatures within the area of effect at the start of their turn must succeed a Constitution saving throw or suffer 1d10 damage and Disadvantage on rolls. The poison will dissipate naturally after one minute; a strong breeze will instantly disperse the fumes.


All sorts of danger lurk just beyond the reach of the explorer’s light, simultaneously attracted by the novelty and repelled by the brightness.

Number of Hit Dice: 1 – 10 (die type base on size), saves as a thief
Armor Class: Medium
Movement: Double normal human
Morale: Human-sized creatures have average moral; larger creatures will have higher morale and smaller creatures have lower morale.
Attack: unarmed strike (damage based on size)
Heightened Senses – The creature is completely unhindered by darkness or lightless conditions and is immune to blindness.

Aspect (roll 1d12, 1d3 times)
1 – Bloodthirsty: Has advantage on attack rolls against creatures that have less than half their maximum hit points.
2 – Creepy: Can move up, down, or across walls and ceilings at their normal speed.
3 – Deceptive: When the creature is motionless, it bestows disadvantage on perception checks to spot it.
4 – Eerie: Can imitate voices at will.
5 – Ferocious: In any round the creature doesn’t move, it can make an additional attack.
6 – Gangrel: Can squeeze through spaces as if they were a size category smaller and has advantage on rolls to escape from grapples.
7 – Horrifying: Can frighten a creature into unconscious (if the target succeeds a Wisdom saving throw, they are merely stunned for one round instead; a creature can only be affected by this ability once per 24 hours).
8 – Infected: The creature is host to a virulent disease; any living creature that touches or is touched by it must succeed a Constitution saving throw or… 1. …contract an agonizing wasting disease, 2. …contract a highly contagious hemorrhagic fever, 3. …fall into a coma, 4. …gradually transform into the same kind of creature that gave them the disease.
9 – Slavering: Constantly drips viscous saliva; gains a secondary attack to fling a gob of sticky drool to range of 30 feet. The liquid… 1. …burns like acid, 2. …sickens like poison, 3. …hardens into a sticky crust, 4. …induces powerful hallucinations.
10 – Tricksy: Has advantage on disable device and sleight of hand checks.
11 – Umbral: Light sources within a 10-foot radius of the creatures get dimmer by one step (bright > dim > dark).
12 – Winged: Creature can fly at half its normal movement rate.

Origin (1d6)
1 – Bestial Prodigy: A monster to be sure, but one that conforms to known principles of nature. When reduced to less than half its total hit points, the creature’s damage increases by one die size.
2 – Cthonic Incursion: An invader from a lightless, subterranean realm. The creature can burrow through the earth at half its normal movement rate.
3 – Cursed Mortal: An unfortunate soul struck down by an eldritch malady. At 0 hit points, the creature only appears to die and will revive in 24 hours.
4 – Spectral Manifestation: A visitor from a shadowy parallel dimension. As a reaction to being struck by a physical attack, the creature can turn intangible and negate any damage inflicted. After using this ability, it has a 1-in-6 chance of recharging each round.
5 – Twisted Fey: Fair folk turned foul. Non-magical attacks with weapons or objects not made of iron only deal half damage.
6 – Unidentifiable Abomination: “What the hell is that?!” Foes seeing the creature for the first time must succeed an Intelligence saving throw or be stunned for one round.

Size (2d6)
2-3 – Much smaller than a human (d4 hit die, 1d3 damage)
4-6 – Smaller than a human (d6 hit die, 1d4 damage)
7 – Human size (d8 hit die, 1d6 damage)
8-10 – Larger than a human (d10 hit die, 1d8 damage)
11-12 – Much larger than a human (d12 hit die, 1d10 damage)

Bright light… (1d6)
1 – …kills them (save or die)
2 – …harms them (1d6 damage per round)
3 – …scares them (save or flee)
4 – …impairs them (disadvantage on attacks, ability and skill rolls)
5 – …weakens them (deals half damage, moves at half speed)
6 – …enrages them (will attack light source first)

NEW SPELL: Mantle of Slates

Druid / Wizard (Conjuration)

Dinner plate-sized slabs of stone emblazoned with glowing symbols rise out of the ground and begin orbiting around you. You summon three slates plus an additional one for every four caster levels you possess.

While the spell is in effect, you gain a bonus to your Armor Class equal to the number of slates currently surrounding you.

As a ranged attack, you fling any or all of the slates at one or more targets you can see within 60 feet. A single slate can only strike one target, inflicts 1d6 bludgeoning damage on a hit, and is considered a magical weapon for the purposes of damage reduction. Once used as a projectile, the slate is destroyed.

Mantle of Slates lasts for three rounds plus one round per caster level, or until all the slates are gone.

College of Clowns (5E)


Beginning at 3rd level, when making an attack with an unarmed strike or improvised weapon, you can elect to deal no damage and instead impose the deafened, grappled, poisoned, or prone condition until the start of your next turn.

When making a slapstick attack, you are considered proficient with whatever item you’re using and add your Charisma modifier to the attack roll instead of your Strength or Dexterity.

Starting at 6th level, you can use comedy to help allies stave off adverse conditions.4wli
Whenever a creature that can see and hear you fails a saving throw, you can use your reaction to expend a use of Bardic Inspiration, rolling an Inspiration die and adding the number rolled to the creature’s saving throw result.

Also at 6th level, you can now inflict the charmed, blinded, or restrained condition with a successful slapstick attack.

At 14th level, you have learned a comedy routine so funny that a creature experiencing it will laugh itself to death.


As an action, you expend a use of Bardic Inspiration, roll an Inspiration die and add the number rolled to a Performance skill check. The target of the killing joke must make a Wisdom saving throw; if it doesn’t meet or beat your Performance roll, the target begins laughing so hard that it becomes paralyzed and takes 1dX Constitution damage, where X is equal to your Bardic Inspiration die. At the start of its next turn, the target can attempt another Wisdom saving throw to end the effect.

A creature that succeeds the Wisdom saving throw is stunned for a number of rounds equal to result of the Inspiration die roll and cannot be targeted by another killing joke for 24 hours.



Untitled, Zdzislaw Beksinski

Once, there were gods in the earth. Far past any mortal memory, they cavorted and roamed in the emerald dawn of the world. But they are gone now, and little evidence of their nature or their fate remains: cryptic pictograms, ruined megalithic structures, and the land-wights.


“They Have Slept in the Forest Too Long,” by Max Ernst

Loyal servitors, each land-wight was invested with a fraction of their creators’ divine power. Some slumber, dutifully waiting for their makers’ return. Others ceaselessly carry out the last task appointed to them. A rare few, the verdighast, have gone rogue.

No. appearing: Solitary
Hit Dice: Medium-sized 3-5, Large-sized 6-9, Huge-sized 10-14, Colossal 15+; saves as fighter.
Movement: as normal human; land-wights can also burrow through the ground at their normal movement speed.
Armor: Heavy; non-magical physical and elemental attacks deal half-damage.
Attack: unarmed strike x 2 (Medium 1d6, Large 1d8, Huge 1d10, Colossal 1d12)
Morale: High

Earth-power: Land-wights can cast spells from the following list as a druid of a level equivalent to their hit dice:

    • 1st: create or destroy water, entangle, healing word, speak with animals
    • 2nd: animal messenger, gust of wind, heat metal, spike growth
    • 3rd: plant growth, speak with plants, water walk
    • 4th: control water, ice storm, stone shape
    • 5th: commune with nature, wall of stone
    • 6th: move earth, wall of thorns



“Vorstclaw,” by Lucas Graciano

While most land-wights are content to placidly abide the march of time, either dormant or in tireless labor, some succumb to despair, while others cast off their conditioning. The result is the same: a verdighast, a being that simultaneously holds the whole world in contempt and covets it as a birthright.

Verdighast have the same statistics as land-wights, but they use their power in different, more destructive ways. They cast spells from the following list as a druid of a level equivalent to their hit dice:

    • 1st: create or destroy water, entangle, inflict wounds, speak with animals
    • 2nd: flaming sphere, gust of wind, heat metal, shatter
    • 3rd: call lightning, sleet storm, wind wall
    • 4th: blight, dominate beast, wall of fire
    • 5th: contagion, insect plague
    • 6th: circle of death, sunbeam

NEW SPELL: Wrathstone


Druid/Sorcerer (Evocation)

Tapping into your anger and aggression, you wrench a jagged shard of rock out of the ground and hurl it at a target you can see within 30 feet, plus 10 feet per caster level.

On a successful ranged spell attack, the wrathstone inflicts 1d6 bludgeoning damage per level and the target must succeed a Dexterity or Strength saving throw or be knocked prone.

If the target had inflicted damage on you prior to casting the spell, you have Advantage on the ranged spell attack. When you cast this spell while you have less than half your maximum hit points, this spell inflicts 1d10 bludgeoning per caster level instead.