(5E) MONASTIC TRADITION: The Way of Five Venoms

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Level 3: Reptilian Grace
Whenever you use step of the wind, you can move across vertical surfaces as the spell
spider climb. You can also use step of the wind while prone.

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Level 6: Iron Body
As a reaction to taking damage, you can expend 1 ki point to halve the damage taken.

Level 11: Fanged Fist
When you use stunning fist, the target is paralyzed instead of stunned. Whenever an enemy creature misses with a melee attack while you are using patient defense, they take damage equal to your unarmed strike

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Level 17: Deadly Flurry
So long as you have at least 1 ki point, you lower the threshold for a critical hit with unarmed strikes against a single target by a value equal to the number of successful unarmed strikes you’ve already made against the target. This ability resets after you make a critical hit or strike a different target.

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NEW SPELL: Teeth of Frost

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Sorcerer/Witch/Wizard (Evocation) 1

The spellcaster accumulates the moisture present in the air around them and freezes it, creating jagged ice crystals to be hurled like daggers.

The spell creates a number of projectiles equal to the caster’s level; they have a maximum range of 30 feet plus 10 feet per caster level. Each projectile deals 1d4 points of damage and the caster can direct them at the same or different targets within range. A target can avoid projectiles with a successful Dexterity check, but take a penalty to the check for every projectile targeting it.

Optional Miscast Table for LotFP (roll 1d12):

1 – The caster’s teeth turn to ice and shatter in their mouth. They suffer 1d4 damage and lose 1 point of Charisma.

2 – Moisture freezes to the caster’s body, creating a thin shell of ice. The caster moves at half-speed, but the ice will absorb 1 point of damage per caster level before shattering.

3 – The moisture condenses into a single, gigantic shard of ice that flies toward a random target within range. If the target fails their Dexterity check, the ice shard freezes them solid.

4 – After 1d4-1 rounds, the caster experiences excruciating pain in their mouth and jaw. Then, their teeth begin falling out, one per round for a number of rounds equal to their level. These teeth will feel abnormally cold; when thrown, they shatter on impact, coating everything in a 10 foot by 10 foot square with slippery hoarfrost.

5 – Teeth spontaneously sprout from the caster’s skin, covering their entire body. The caster gains a natural Armor Class equivalent to wearing chain mail, but their Charisma drops to 3. After a number of rounds equal to their level, the caster must make a saving throw versus magic; if they fail, the effect is permanent. Otherwise the teeth fall out and their Charisma returns to normal.
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6 – The casters teeth become translucent and blue, like glacial ice. They gain a bite attack that does 1d4 damage, plus another 1d4 damage each round as ice spreads out from the bite wound. On their turn, the bitten creature can make a Constitution check; with a success, they only lose 1 hit point and the ice doesn’t spread. After three successful checks, the spreading ice effect ends.

7+ – Consult generic miscast table.

 

CROWN OF THE MIND-TYRANT

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“Skull Wharf,” sculpture by H.R. Giger

The crown of the mind-tyrant is actually a helmet that fully encloses the wearer’s head.

When a character dons the crown, they lose 1 hit point as internal spikes puncture their skull; this hit point cannot be regained as long as the crown is worn.

While wearing the helmet, a character loses their senses of sight, hearing, and smell, and are unable to speak. However, they become aware of every creature within a 30-foot radius that has an Intelligence score. This awareness extends through up to 5 feet of solid material, although any thickness of lead will block this effect.

The wearer can communicate telepathically with any number of creatures with the helmet’s area of effect. Alternatively, the wearer can focus the helmet’s power to probe the mind of a single target within range. If the target fails a Wisdom check, the wearer of the helmet gains access to its thoughts and memories. Continuous use of the probe is dangerous – on the second round of probing, the target takes 1d4 damage, plus an additional 1d4 points for every subsequent round. While probing a creature, the character wearing the crown loses all awareness of everything but their target.

Wearing the crown is also hazardous. For every hour the helmet is continuously worn, a character’s Wisdom score decreases by 1. At a Wisdom score of 8, the character will refuse to take off the crown and will fight to prevent anyone else from removing it. At 0 Wisdom, the character is effectively dead, their body controlled by the crown itself.

WRETCHED DOMAIN (5E)

Domain spells
1 – animal friendship, disguise self
3 – ray of enfeeblement, suggestion
5 – fear, nondetection
7 – confusion, dominate beast
9 – dominate person, mislead

Level 1 – Deprived
A cleric of the wretched domain is only proficient with improvised weapons. They are also not proficient with any form of armor. Instead, they add their proficiency bonus to their Armor Class. They lose this bonus when ever they don any form of armor, and must perform an act of contrition before they can regain it.

Level 1 – Beneath Notice
All creatures have disadvantage on Insight and Investigation checks against the cleric – they always appear as one of the lowest of the lowly.

Level 2 – Channel Divinity: Comfort the Afflicted, Afflict the Comfortable
By expending a use of channel divinity, a cleric of the wretched domain can remove an ongoing negative condition (blindness, poisoning, curses, etc.) from one creature and transfer it to another. The cleric suffers the effects of the condition until they complete the transferal, which requires a successful touch attack against an unwilling target.

Level 6 – Sin Eater
A cleric of the wretched domain can “absorb” another character’s failed death saving throw, essentially failing it for them. When a cleric takes on a third failed death save, they die regardless of their current number of hit points. Absorbed failures reset after the cleric completes a long rest.

Level 8 – Turn the Other Cheek
As a reaction to taking damage from an attack, a cleric of the wretched domain can expend a use of channel divinity to force the attacker to re-roll the triggering attack with disadvantage.

Level 17 – Rich in Spirit
A cleric of the wretched domain no longer requires food, drink or sleep (though they still require a long rest to restore lost hit points and expended spells and channel divinity). They also take no penalties related to aging or old age, but will still die upon reaching the maximum age from their species.

Scum & Villainy

“If there’s one thing you can say about mankind,
There’s nothing kind about man.”
– Tom Waits, Misery Is the River of the World

While the unclaimed territories teem with strange beasts and unknown terrors, the danger travelers most often encounter will be their fellow humans.

A good way to populate seedy bars or add some spice to a bad guy’s gang. Player-characters could hire them as retainers, but these assholes will betray them at the first hint of a better offer.

CRAVEN BRIGAND
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No. Appearing: 
1d4+2
Hit Dice: 1; saves as Thief
Movement: Normal human
Armor: Light (Filthy jerkin)
Attack: Long knife (1d6 damage) or short bow (1d6 damage)
Morale: Low
Special:

Cheap Shot: Craven brigands add 1d6 bonus damage to attacks made with advantage.
Take the Money and Run: As a standard action, or a bonus action after a critical hit, a craven brigand can attempt an opposed Dexterity check against an adjacent target. On a success, the brigand steals a random item from the target and can move up to their speed.

I Search the Body (1d8):

1 – 4: 1d6 copper coins, 1d4 silver coins
5 – 6: half a bottle of rotgut booze
7: crumpled and creased letter from a loved one imploring them to come home
8: minor trinket worth 2d10 gold pieces

HUMORLESS ZEALOT

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“Anabaptist Emissary,” by Marko Djurdjevic

No. Appearing: 1
Hit Dice: 1 – 6; saves as Cleric
Movement: Normal human
Armor: Medium (chain mail shirt underneath cassock)
Attack: two-handed weapon
Morale: Very High
Special:

Terrible Swift Sword: The zealot can make an extra number of attacks equal to their hit dice, against the same or different targets within range.
God Wills It!: When an attack would reduce the zealot to 0 hit points, roll 1d20. If the result is 11 or higher, the zealot drops to 1 hit point instead. Each subsequent time the zealot drop to 0 hp, the target number to beat increases by 1.

I Search the Body (1d12):

1 – 4: Ultra-orthodox religious text
5 – 8: Pewter holy symbol
9: Illuminated hymnal (worth at least 1d10 gold pieces)
10: Bottle of sacramental wine and pewter chalice
11: Censer and box of incense
12: Locked alms box containing 1d20 coins worth 1d12 gold pieces

FERAL WOODSMAN

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photograph by Aki Pitkänen

No. Appearing: 1d4
Hit Dice: 2 – 4; saves as Fighter
Movement: Double normal human, unaffected by naturally occurring difficult terrain
Armor Class: Medium (Tattered hides + high Dexterity)
Attack: Woodsman’s axe (1d8)
Morale: Average, or low in the presence of fire
Special:

Like a Cornered Beast: A feral woodsman gains advantage on attack rolls when they have less than half their total hit points.
Hunter’s Horn: Once per day, a feral woodsman can summon 1d4 feral woodsmen with 1 hit die each. They arrive 1d4-1 turns after the summoning.
Once a Man…: Feral woodsmen have advantage on Wisdom checks to resist mind-affecting spells and abilities

I Search the Body (roll 1d8):

1 – 2: One meal’s worth of jerkied meat from an unidentifiable animal.
3 – 4: Creepy, vaguely humanoid figurine carved from an antler.
5 – 6: Animal pelt cloak with a hood made from the animal’s head (roll 1d4 for animal: 1 – deer, 2 – wolf, 3 – cougar, 4 – bear).
7: Necklace of talons from birds of prey.
8: Braided human scalp.

CROOKED ROAD AGENT
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No. Appearing: 1, but there’s a 4-in-10 chance they’ll have 1d4 craven brigands as minions.
Hit Dice: 2 – 4; saves as Fighter
Movement: Normal human
Armor Class: Medium (Brigandine jack)
Attack: Medium melee weapon or hand crossbow (1d6+1 damage)
Morale: Average
Special:

None Shall Pass: A creature hit by the agent’s melee attack must succeed a Strength check or be unable to move until the end of the agent’s next turn. On a critical hit, the agent’s target is automatically knocked prone.
I am the Law!: As their action, a crooked road agent can attempt to impose their will on their opponents. Each creature that the agent can see and can hear them must succeed a Charisma check or suffer disadvantage on attacks against the agent for the rest of the encounter.

I Search the Body (1d10):

1 – 3: A sheaf of unserved warrants and bounty notices.
4 – 6: 1d4 pairs of iron manacles.
7 – 8: Pouch contain 1d4x10 silver coins
9: Official agent identification seal
10: Collapsible spyglass

CLERIC OF SHADOWS

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photograph by Mark Cant

No. Appearing: 1
Hit Dice: 2 – 5; saves as Cleric
Movement: Normal human
Armor Class: Light (Form-fitting leathers + high Dexterity)
Attack: Whip-dart (1d6 damage, 10-foot reach)
Morale: Average during the day or in bright light, High at night or in low light
Special:

Coils of Darkness: As their action, a priest can summon shadowy tendrils to confine one target they can see per hit die. Targets must succeed a Strength or Dexterity check or become restrained.
Fade to Black: For a total number of rounds per day equal to their hit dice, a priest of shadow can infuse their body with nethereal energy, becoming incorporeal (immune to non-magical sources of damaget, able to move through up to 5 feet of solid matter). In low-light conditions, or at night, they are also invisible.
Sight-Stealing Strike: Instead of dealing damage, a priest can choose to blind their target. Unless the target succeeds a Wisdom check, they are unable to see for a number of rounds equal to the priest’s hit dice.

I Search the Body (1d8):

1: Blacker than black silk scarf with subtle black print (worth at least 100 gold pieces).
2: Plain mask made of white material that feels like porcelain but is harder than steel.
3: Black velvet pouch contain 1d4+1 cut black stones, each worth 1d4x10 gold pieces.
4: Vial of what appears to be black ink. When exposed to air, the liquid turns into a cloud of impenetrable black fog (as the spell darkness).
5: Ring made from coil of silver and black metal wires (1-in-10 chances of enchantment).
6: Shadow cult codex written in silver ink on black pages. A priest of shadow will go to extreme lengths to reclaim it.
7: Silver wire-frame spectacles with lens of smoked glass (worth 1 gold piece).
8: A flask of sweet, dark liqueur and a box of glossy petit fours. If a creature consumes either of them, they must succeed a Wisdom check or fall into an unwakeable sleep for 1d4 hours.

CURSED KNIGHT

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illustration by Don Greer, from “Down in the Dungeon.”

No. Appearing: 1, 1-in-10 chance of having a craven brigand as a “squire.”
Hit Dice: 2 – 5; saves as Fighter
Movement: 3/4ths normal human
Armor Class: Heavy (remnants of plate armor + scaly hide)
Attack: Medium melee weapon or unarmed strike (1d4 damage)
Morale: High
Special:

Hideous Strength: The knight deals extra melee damage equal to their hit dice. A creature struck by a knight’s melee attack is pushed back 5 feet.
Vitriol: The knight can spit a glob of toxic saliva (1d6 damage, 30 foot range).
With My Last Breath, I Spit at Thee: The knight makes a free attack against the creature that drops it 0 hit points; if the attack hits and deals damage, the target must succeed a Wisdom check or become cursed.

I Search the Body (roll 1d10):

1-3: A well-used misericorde dagger.
4-6: Tattered and soiled banner of a defunct knightly order
7-8: Dog-eared manual of chivalrous conduct
9: Gold signet ring bearing the crest of an extinct noble house
10: Silver locket with an engraved picture of a young woman inside

COLD-BLOODED SHARPSHOOTER

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photo model: Chiharu Okunugi

No. Appearing: 1
Hit Dice: 1 – 4; saves as Thief
Movement: Normal human
Armor Class: Light (Quilted jacket + High Dexterity)
Attack: Long bow (1d8 damage) or minor melee weapon
Morale: Average, but has advantage against fear-based spells and effects
Special:

Barbed Arrows: creature who takes damage from ranged attack gain disadvantage on attack rolls -or- halved movement until arrow removed (deals 1d6 additional damage when pulled out).
Trick Shot: Instead of dealing damage, can use ranged attack to disarm, trip, or pin target.

I Search the Body (roll 1d8):

1-3: 1d12 barbed arrowheads
4-5: Philosophical treatise; a character that reads it for at least one hour and succeeds an Intelligence check gains advantage against fear-based spells and effects for 24 hours.
6-7: Ornate lacquered case containing a single arrow with jet-black fletching.
8: Silver filigree brooch shaped like an insect with emeralds for eyes (worth 1d6x10 gold pieces)

BACKWOODS CABALIST

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costume by Colby Vincent Edwards, for “The Eighth Day”

No. Appearing: 1d3, 3-in-10 chance of having 1d6 feral woodsmans as minions
Hit Dice: 1d4; saves as Magic-User
Movement: Normal human
Armor Class: None (ragged traveling clothes)
Attack: Light melee weapon or blowgun (1 point of damage + 1d3 poison damage per round (Constitution check to negate), 30 foot range)
Morale: Average
Special:

Living Corpse Dust: The cabalist throws a handful of foul-smelling powder at an adjacent living creature with an Intelligence of at least 3. If the target fails a Constitution check, they have to obey the commands of the cabalist for a number of rounds equal to the cabalist’s hit dice.
Nightmare Dart: Special blowgun ammunition. Does no damage, but the target must succeed a Constitution check or suffer from terrifying hallucinations for a number of rounds equal to the cabalist’s hit dice.
Watcher in the Woods: Creatures have disadvantage when attempting to detect a sneaking or hiding cabalist.

I Search the Body (1d10):

1: Creepy corn-husk dolly with a lock of human hair inside.
2: leather pouch of 2d12 divinatory knuckle-bones
3: Glass jar full of (roll 1d6): 1-3 – moonshine, 4 – pickled eggs, 5 – swamp water and leeches, 6 – eyeballs
4: Flute made from a thigh bone
5: Candle made from human fat, burns with a blue flame; while lit, it reveals hidden doors and traps within a 15-foot radius
6: Goblet made from human skull
7: 2d10 blow darts and a waxy lump of poison
8: Ceremonial pipe and hallucinogenic herb mixture
9: Grimoire bound in human skin
10: Amulet containing mixture of salt and iron filings; once per day, the wearer can automatically succeed an attempt to resist possession or mind-control.

 

Several Spellcasters

Roll 1d8:

  1. Haelingas
  2. Akimu Mugulaji
  3. Melucida Pontrefax
  4. Wodus Twane
  5. Duard Estroy-Pleck
  6. Brindel Hargasp
  7. Peyonna Aduwathé
  8. Senrautha
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illustration by Oz To

Haelingas
Utterly ancient, kept alive by the power of the sentient sword Brightbane that holds him in thrall. Can burn spell slots to summon the shades of beings slain by the sword to assist him in battle. Cannot refuse a challenge of single combat.

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photograph by Bobby Rogers

Akimu Mugulaji
A courtier and diplomat with impeccable taste. Blind since birth, he employs spells of scrying and concealment to disadvantage his adversaries. Visual magical effects will always involve a shade of purple.

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photograph by Greg Kadel

Melucida Pontrefax
Grew up on the streets, has numerous underground and criminal contacts. Casts spells out of a purloined grimoire.

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illustration by Tom Kilian

Wodus Twane
A jolly, if eccentric, wizard in semi-retirement, more interested in fishing. Practices a water-based form of teleportation called far-diving.

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Duard Estroy-Pleck
Failed attempt at lichdom left his consciousness in the body of a cat. Uses his imperfectly mummified body as a familiar.

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Brindel Hargasp
Half-human daughter of an infernal duke. Not evil, but her idea of socially acceptable behavior is a little warped. Her favorite spell is umbral talons.

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illustration from Suikoden III

Peyonna Aduwathé
A spell-casting prodigy still in her teens. Has very little patience for people not as intelligent as she (basically everyone). Her technique is flawless, but she lacks practical experience.

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photograph by Joe McCann

Senrautha
A steely-eyed master of esoteric fire magic. Has an epic tolerance for alcohol and loves a good drinking game.

 

 

NEW SPELL: Storm Blade

Sorcerer/Wizard 1 (Conjuration)

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Devised by disciples of Storza the Furious, this spell summons a replica of that infamous war-mage’s signature weapon.

Upon completion of the spell, a lightning bolt stabs down from the sky into the outstretched hand of the caster and coalesces into a two-handed sword. The caster is considered to be proficient with the storm blade and can use their Intelligence modifier instead of their Strength modifier for attack rolls with it.

The storm blade is considered a magical, cold iron weapon for the purposes of penetrating damage resistance/reduction. It deals a critical hit on a natural 19-20.

Once summoned, the sword remains for 1 minute plus 1 round per level of the caster, or until dismissed by the caster. Also, the caster can end the spell early by hurling the sword like a javelin, which transforms the weapon into a bolt of lightning that deals 1d6 points of damage per caster level to any creature in the bolt’s path that fails a Dexterity saving throw.

Optional spell miscast table for LotFP (roll 1d12):

1 – A garbled incantation causes blade storm to be cast instead. For one round per caster level, shards of iron rain from the sky, dealing 1d6 damage per round to everything in a 100-foot radius centered on the caster.

2 – Instead of forming into a blade, the lightning courses through and out of the caster’s body in a conical area 15 feet wide and 10 feet per caster level long. Creatures in the area must succeed a Dexterity saving throw or take 1d6 points of damage per caster level.

3 – All creatures wielding manufactured weapons within a 10-foot-per-caster-level radius of the caster must succeed a Wisdom saving throw or their respective weapons will animate and begin attacking their erstwhile owners with an attack bonus equal to the caster’s Intelligence modifier. The effect lasts for one minute.

4 – The caster is paralyzed as the shade of Storza the Furious attempts to possess their body. At the start of each turn, the caster makes a Wisdom saving throw; if they roll three success before rolling three failures, Storza retreats back to the afterworld and the caster can act normally. Otherwise, Storza takes complete control of the caster’s body and runs off to wreak havoc.

5 – A terrible thunderstorm spontaneously appears overhead, affecting a 100-ft radius area centered on the caster. Movement speed and visibility is halved within its area of effect. The size of the storm increases 100 feet per caster level and lasts for 1 hour per caster level. The storm moves with the caster, always keeping them in its center.

6 – The lightning “charges” the caster with electricity, expressed as a number of d6s equal to the caster’s level. As a standard action, the caster can release the electricity as a touch or ranged attack doing damage in increments of 1d6. In any round the caster does not discharge any of the energy, they take 1d6 damage and lose 1 die of charge.

7+ Consult generic spell mishap table.

Regalia of the War-Father

Powerful relics created to honor the War-Father, also known as the Carrion King and He That Makes Beasts of Men.

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illustration by Katsuya Terada (I think?)

  1. The Sword: Its wielder gains advantage on attack rolls specifically targeting armor, shields, or weapons and other handheld items. On a hit, the sword deals an additional die of damage for each piece of regalia possessed on such attacks.
  2. The Shield: Grants protection equal to a standard shield. Once per day per piece of regalia possessed, its wielder can repel any one attack against their self or an adjacent target.
  3. The Armor: Grants protection equal to a full set of plate/heavy armor, while encumbering as medium/chain armor. When the wearer’s current hit points are below one third of their maximum, they gain a bonus to attack and damage rolls equal to the number of pieces of the regalia possessed.
  4. The Medallion: Once per day, the user can ignore the effects of a debilitating condition or spell effect for a number of rounds equal to pieces of regalia possessed.

All pieces of the regalia are aware of each other; the possessor of one will know the location of the other three. When all four pieces are equipped at the same time, an avatar of the War-Father will appear to challenge the possessor in single combat. The avatar has the abilities of a fighter/warrior 20 levels greater than the possessor. If they acquit themselves admirably against the avatar, the character will be allowed to keep the regalia for a year and a day, after which the avatar will return to reclaim them. If the avatar deems the possessor unworthy, it seize the regalia and the character will never again find any of its pieces.

New Monster: Dream-Feaster

for the Harry Clarke Bestiary Project

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illustration by Harry Clarke

Armor Class: As leather/light
Hit Dice: 1 to 6
Move: as human
Attacks: feeble claws (1d3 damage)
No. Appearing: Solitary
Morale: 5
Treasure: none, but magic-users might pay good money for an intact specimen
Alignment: Chaotic

The dream-feaster is a peculiar form of psychic vampire that derives sustenance from the imaginings of sleeping intelligent beings. In some places, it is blamed by those who wake up from a full night’s sleep still feeling tired. Actual sightings are rare as it is a furtive and cowardly creature, and only appears at night. Though varying on some details, accounts describe a pale, hunched and fleshy biped with an owlish face.

Typically, the dream-feaster waits until its quarry is already asleep, then creeps up and attaches its beak-like mouth to the sleeper’s head. The dream-feaster’s saliva has a soporific quality that prevents the prey from waking up (the target has disadvantage on any saving throw or ability check to attempt to rouse themselves). To adequately feed itself, the dream-feaster needs at least six hours of uninterrupted contact with its prey.

While feeding, the dream-feaster is immobilized but aware of its surroundings. If interrupted, the dream-feaster will attempt to flee; it can assume a semi-ethereal state for up to 1 minute, becoming intangible (taking half damage from non-magical physical attacks) and translucent (characters have disadvantage on attack rolls against it). While semi-ethereal, the dream-feaster can levitate and move through up to five feet of solid matter – except for pure silver.

A poor fighter, the dream-feaster will avoid combat as much as possible. It can cast illusion spells as a magic-user of a level equivalent to its hit dice.

The briefest exposure to sunlight causes it to fade into nothingness.

This work is Creative Commons under https://creativecommons.org/licenses/by/4.0/

The Damned

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photo by Rina Dragunova

Also known as the cursed, the devil-blooded, and maledictors.

The damned are individuals who, through an accident of birth or through deliberate congress, have acquired a portion of the powers of a fiendish being.

Hit Die: d6
Saves: as a Magic-User

Regardless of their professed alignment, a damned counts as an evil (and/or chaotic, depending on the world’s alignment scheme) creature for the purposes of spells and effects that relate to good and evil (and/or law and chaos).

The damned gains supernatural abilities, called diableries, based on their demonic aspect. Each diablerie has a physical deformity, a mark of the beast, associated with it that becomes more pronounced as the character gains levels.

Demonic Aspects:

  • Brimstone
    • Mark of the Beast: Horns
    • Burning Inside: At 1st level, the damned can ignite flammable materials (dry kindling, lamp oil, paper, etc.) by touch. Also, hit point loss from fire and heat is reduced by 1 point per character level.
    • Witch-fire: At 4th level, the damned can generate bolts of hellish flame. These projectiles have a range of 10 feet per level and deal 1d4 points of damage with a successful ranged attack roll. Targets that suffer damage are also set on fire and suffer another 1d4 points of damage per round until they extinguish the flames. A damned can use this ability once per turn.
    • Boiling Blood: At 7th level, the damned can kindle a violent rage in themselves or another creature they can see. For 1 minute, the enraged creature has advantage on melee attacks and gains a bonus to melee damage rolls equal to the damned’s level. The damned can use this ability once for every two levels they possess.
    • Inferno: At 10th level, the damned can raise a curtain of fire 10 feet tall and up to 5 feet long for every level they possess. The flames last for a total number of rounds per day equal to the damned’s level. Only one instance of this ability can be active and the damned can use their turn to reposition it.
  • Darkness
    • Mark of the Beast: Eyes
    • Sight Beyond Sight: At 1st level, the damned can see perfectly in even total or magical darkness. By concentrating (not taking any other actions), the damned can see invisible objects and beings or see through illusions.
    • Shadowplay: At 4th level, the damned can manipulate and animate a number of shadows equal to their level. At night and in areas of low light, these shadows are semi-tangible (treat as illusions).
    • Cloak of Night: At 7th level, the damned can turn invisible for a number of minutes per 24-hour period equal to their level.
    • The Evil Eye:  At 10th level, the damned can attempt to dominate (as the spell) a creature that meets their gaze (a successful save versus paralysis negates). If the damned possesses a piece of the creature (like a lock of hair or vial of blood), they can make the attempt by merely observing the target from a distance (10 feet per level). The domination effect lasts for 1 round per level
  • Pestilence
    • Mark of the Beast: Claws
    • Guttertalk: At 1st level, the damned has the ability to understand and communicate with rats and other vermin (nothing bigger than say, a dog).
    • Call of the Vile: A 4th-level damned can summon a number of vermin-type creatures with total hit dice equal to their level.
    • Miasma: A 7th-level damned can exhale a cloud of noxious vapors that fills a volume of 5 cubic-feet per level. The cloud blocks line of sight and any living creature that enters it suffers 1d6 points of damage every round it remains within it. The damned is immune to this effect.
    • Creeping Doom: At 10th level, the damned can transform into a swarm of flying or crawling vermin for a number of rounds per day equal to their level.
  • Rebellion
    • Mark of the Beast: Hooves
    • Defiance: At 1st level, the damned can continue to act normally at 0 HP for 1 round per level.
    • Rebel Yell: A 4th level damned can emit a thunderous shout that affects a conical area 15 feet wide and has a range of 5 feet per level. Every creature in the area of effect is deafened for 1d10 rounds and must succeed a saving throw vs. paralysis or be knocked prone. Glass and crystalline materials in the area of effect are destroyed by the shout. This ability can be used once per day per character level.
    • Blades Turned Blunt: Starting at 7th level, the damned can make their body impervious to non-magical bludgeoning, piercing, and slashing damage for a number of rounds per day equal to their level. This ability does not require any action to use and the rounds do not have to be consecutive. However, the damned must be conscious to activate it.
    • Shake the Pillars of Heaven: At 10th level, the damned can unleash a tremendous roar that starts the ground quaking. For a number of total rounds per day equal to their level, the damned can create localized tremors in an area around them with a radius equal to 10 feet per level. The damned must be standing on earth to use this ability.
  • Temptation
    • Mark of the Beast: Tail
    • Forked Tongue: Starting at first level, other beings have disadvantage on ability checks to determine if the damned is telling the truth or not. The damned has advantage on ability checks to detect falsehoods.
    • Poisonous Words: Starting at 4th level, the damned can issue commands (as the spell) of up to four words in length. For each additional level, the damned can add another word. The total number of words of command that can be spoken in a 24-hour period cannot exceed the damned’s character level. (For example, a 4th-level damned could issue 4 one-word commands, 2 two-word commands, 1 three-word and 1 one-word, or 1 4-word command.)
    • Unearthly Delight: A 7th-level damned can alter their appearance (as the spell change self) for 1 minute per level.
    • Kiss of Death: Starting at 10th level, the damned can steal the life force from another creature. For every round of intimate physical contact, the damned drains 1 HD from the target; once it reaches 0 HD, the target is dead, reduced to an emaciated husk. For every hit die drained from the target, the damned can restore 1d6 lost hit points (if any). Alternatively, the damned can replace one meal with one complete draining.