TEXT: 1
  
  2
  Hey Folks!
   I’m going to do something a little different here, and break character just for a moment. I’ve got the rare opportunity to speak 
  directly to my whole audience, so I want to thank you!
   I’d like to dedicate this book to every single author whose works I’ve read, every single artist whose art I have enjoyed, and every 
  single musician whose sounds have touched my ears. Your work has given me the inspiration that made this book possible. I 
  hope that it will inspire you in turn! Of course, I can’t forget all the people who’ve helped directly to make this possible. I’d like to 
  make some special mentions: I’d like to thank my father, for pushing me to make this happen, and my mother, for supporting my 
  dreams. I’d like to thank my girlfriend, for standing by my side even when she didn’t understand, and my friends, for indulging 
  my constant discussions and ramblings and for inviting me to play this wonderful game. 
    
  I couldn’t have done it without you. 
    
   
   
  -William Hudson King 
  Now for a more formal list of credits:
  The Genuine Fantasy Press LLC Founder,  
  Lead Writer, Head Designer, Chief Editor,  
  and Publisher: William H. King
  The Parents: William “Beard” & Elka King | The Best Girl: Mackenzie Mohler | The Boys: Mason “Xandith” Bell, 
  Jefferson Ingram, Lucas Dooley, Blake Poush | The Visual Aides: Blake Poush, Devin Jacobsen | The Master of Balance: 
  Nicolo M. Dela Merced. | The Excellent: Jonoman3000 | The Spell-Inspiring: Bolun Liu | The Very Helpful Folks: Drew 
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  The Uncategorized, Unedited List of Other Helpful Folks: 
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  artozi Apofiss hibbary GENZOMAN Vablo BRMC Zenwork BCPS
  ...and everyone on the Discord of Many Things!
  If you should be here and aren’t here, then contact Gen!
  The Artists of the Compendium
  Julijana Mijailovic: Cover Page, The Ashen Wolf (Main), 
  The Blackthorn Grove, The Currency Conspiracy, The Fallen 
  Exile, The Forbidden Graveyard, The Gelatinous Convocation, 
  The Perfect Chord, The Shadowcat (Main), The Wild 
  Huntsman, The Maledicti, The Statuesque, The Luminari, The 
  Oozian, The Imperial, The Nocturne, The Heraldic, Harrowing 
  Hawk, Haunted Crow, Imperial Cobra, Luminous Shard, 
  Scribeant Swarm, Shade Widow, Symphonic Songbird, Wealth 
  Mimic
  Nicolas Espinzoa: Eyeless Watcher, Record-Hunter, Spark 
  Seeker, Wiggly Cube, Animate Image, Bloodless Wanderer
  Vincent Van Hoof: The Storm Lord, The Keeper of the 
  Depths, The Weaver of Lies
  Alejandro Arevalo: The Groveborn, The Ashenspawn, Fire 
  Magic Tiefling “Wendy”
  Ben Jan: The Accursed Archive, The Eternal Citadel
  Simon Tjong: The Warrior-Saint, The Arachi
  Lidija Raletic: The Gray Portrait, The Serpent Empress
  William King: Fire Wolf, Burning Sigil, Cheshire Shadow, 
  Screaming Page, Ghost Skull
  ISBN 978-0-6921-5484-7 genfantasypress.com
  The Compendium of Forgotten Secrets: Awakening, Genuine Fantasy Press LLC, the Genuine Flame logo, all other respective Genuine Fantasy Press product names and their 
  respective logos are trademarks of Genuine Fantasy Press LLC. The 5E logo is used with the permission of Devin Jacobsen. See page 180 for additional licensing information. 
  Reproduction of content copyrighted by Genuine Fantasy Press LLC is prohibited without written permission by Genuine Fantasy Press LLC.
  The Cover:
  A seeker of 
  forbidden 
  knowledge 
  discovers an 
  ancient tome, 
  once thought 
  lost to time. The 
  light disturbs 
  the Keeper of 
  the Depths, 
  which opens an 
  unforgiving eye 
  to gaze upon the 
  daring soul.
  Illustrated 
  by Julijana 
  Mijailovic
  Disclaimer: Genuine is not responsible for the consequences of making a deal with the Weaver of Lies, putting a wiggly cube on your head, 
  eating a spark seeker, or prying into secrets best left untouched by mortal minds. If you’re found guilty of breaking a contract with an 
  Alrisen, the Convocation has first dibs on your corpse after the original holder is done with it. Praise the Jiggly Ones! Oloo! Oloo!
  
  3
  The Compendium of 
  Forgotten Secrets: 
  Awakening
  Introduction  4
  Greetings, Adventurer! .........................4
  Things To Remember ...........................5
  The Accursed Archive  6
  The Vault of Dark Secrets .....................6
  Otherworldly Patron: 
  The Accursed Archive ...........................8
  Inside the Archive .................................9
  Primal Path:  
  Path of the Accursed ............................11
  Discovering the Archive ..................... 12
  The Ashen Wolf  14
  The Hungering Flame ......................... 14
  Otherworldly Patron: 
  The Ashen Wolf ................................... 15
  Sorcerous Origin:  
  Ashen Lineage ..................................... 17
  Ignite the Ashen Wolf ......................... 18
  The Blackthorn Grove  20
  The Journey of the Lost ......................20
  Otherworldly Patron: 
  The Blackthorn Grove ......................... 21
  Sorcerous Origin: 
  Blackthorn Lineage ............................22
  The Heart of Thorns ............................ 23
  The Currency Conspiracy  27
  The Final Transactors .........................27
  Otherworldly Patron: 
  The Currency Conspiracy ...................28
  Sacred Oath: 
  Oath of Avarice ...................................30
  Uncovering the  
  Currency Conspiracy .......................... 31
  The Eternal Citadel  33
  The Bastion of Fate ............................. 33
  Otherworldly Patron:  
  The Eternal Citadel .............................34
  Martial Archetype:  
  Timeless Monumental .......................35
  Returning to the Citadel .....................36
  Rebuilding the Citadel .......................37
  The Fallen Exile  38
  The Forlorn Star ..................................38
  Otherworldly Patron:  
  The Fallen Exile ...................................40
  Monastic Tradition: 
  Path of the Black Star .........................42
  The Star of Sorrow ..............................43
  The Forbidden Graveyard  44
  The Place Before Death .......................44
  Otherworldly Patron:  
  The Forbidden Graveyard ..................45
  Roguish Archetype: 
  Graverobber ........................................47
  Dig Open the Grave .............................48
  Seal Shut the Gate ...............................49
  The Gelatinous Convocation  51
  The Slime Beyond ............................... 51
  Otherworldly Patron: 
  The Gelatinous  
  Convocation ........................................52
  Arcane Tradition: 
  Esoteric Plasmology ............................54
  Witness the Wiggly Ones ....................55
  The Gray Portrait  57
  The Inner Self ......................................57
  Otherworldly Patron:  
  The Gray Portrait ................................58
  Bardic College:  
  College of Portraiture .........................60
  Painting the Portrait ........................... 61
  The Keeper of the Depths  62
  Collector of Secrets .............................62
  Otherworldly Patron: 
  Keeper of the Depths ..........................63
  Arcane Tradition: 
  Dream Cartography ............................65
  The Nightmare of the Deep ................66
  The Perfect Chord  69
  The Sound of Creation ........................69
  Otherworldly Patron:  
  The Perfect Chord ...............................70
  Martial Archetype: 
  Discordant ...........................................72
  Hear the Chord ...................................73
  The Serpent Empress  75
  Her Imperial Majesty ..........................75
  Otherworldly Patron: 
  The Serpent Empress ..........................76
  Monastic Tradition:  
  Way of the Noble Serpent ...................78
  Enter the Imperial Court ....................79
  The Shadowcat  80
  The Midnight Paradox ........................80
  Otherworldly Patron: 
  The Shadowcat .................................... 81
  Barbarian Path:  
  Path of the Mercurial ..........................82
  Awaken the Nightmare ......................83
  The Storm Lord  84
  The Master of the Tempest .................84
  Otherworldly Patron:  
  The Storm Lord ...................................85
  Bardic College:  
  College of Harbingers .........................86
  In the Kingdom of the Lord ...............87
  The Warrior-Saint  88
  The Judge and Executioner ................88
  Otherworldly Patron: 
  The Warrior-Saint ...............................89
  Sacred Oath: 
  Oath of Judgment ............................... 91
  Justiciar of the Cosmos ......................92
  Honoring the Saint .............................93
  The Weaver of Lies  95
  The Bane of All Truth .........................95
  Otherworldly Patron:  
  The Weaver of Lies ..............................96
  Roguish Archetype:  
  Spidertouched .....................................98
  Conspire with the Weaver ..................99
  The Wild Huntsman  100
  The Master of Beasts .........................100
  Otherworldly Patron:  
  The Wild Huntsman ......................... 101
  Ranger Path: 
  Hound of the Huntsman .................. 103
  Begin the Wild Hunt ......................... 105
  Alfallen Races  106
  Descendants of the 
  Alrisen Pact-makers .........................106
  Accursed Archive: The Maledicti .....106
  Ashen Wolf: The Ashenspawn .........108
  Blackthorn Grove: The Groveborn .. 110
  Eternal Citadel: The Statuesque ........111
  Fallen Exile: The Luminari ................113
  Gelatinous Convocation: The Oozian
  .............................................................114
  Serpent Empress: The Imperial ........116
  Shadowcat: The Nocturne .................117
  Storm Lord: The Heraldic ..................119
  Weaver of Lies: The Arachi ............... 120
  Racial Origins .................................... 123
  Optional Rules  124
  Optional Rule: Long Days ................ 124
  Bargain of the Archivist .................... 124
  Bargain of the Priest ......................... 124
  New Feats .......................................... 125
  Eldritch Invocations  127
  New Invocations ............................... 127
  Master the Alrisen  129
  Expanding Your World ..................... 129
  Relationships Between  
  The Alrisen ........................................ 130
  Plots and Mysteries ........................... 134
  Warlock Familiars  138
  The Pact of the Chain  ....................... 138
  Animate Image .................................. 138
  Animate Shield ................................. 139
  Bloodless Wanderer .......................... 139
  Dimcat ...............................................140
  Emberborn .........................................141
  Eyeless Watcher ................................ 142
  Harrowing Hawk .............................. 143
  Haunted Crow ...................................144
  Imperial Cobra .................................. 145
  Luminous Shard ............................... 146
  Record-Hunter .................................. 147
  Scribeant Swarm ............................... 148
  Shade Widow .................................... 149
  Spark Seeker ...................................... 150
  Symphonic Songbird .........................151
  Wealth Mimic (Karensee) ................ 152
  Wiggly Cube  ...................................... 153
  Eldritch Magic  155
  New Spells ......................................... 158
  License Information 180
  
  4
  Introduction
  Introduction
  Greetings, Adventurer!
  You’ve discovered an unearthly tome of great power and 
  unnatural energy. Within, you will find information on some 
  of the darkest secrets that mortals have attempted to conceal 
  across the countless ages. There are forces out there that are 
  beyond our understanding and that defy the conventional 
  laws of arcanery and divinity.
   We call these forces Alrisen - entities that are powerful 
  enough to stand alone against a deity and survive, but lacking 
  in divinity themselves. Archfiends and elder creatures from 
  beyond the farthest planes would fall into the category of 
  Alrisen, as would certain celestial beings and artifacts of 
  power. Some Alrisen are spoken of in other texts, but those 
  here have never been revealed elsewhere. They have been 
  forgotten, suppressed deliberately, until this very moment.
   They are joined by the Alfallen - the races of peoples that 
  have been created from other, natural races by the powerful 
  eldritch influence of the Alrisen upon their bloodline. 
   I have compiled this Compendium of Forgotten Secrets to 
  herald the awakening of these ancient entities, and to provide 
  you with the tools you will require to combat or aid them in 
  their struggles. Use it wisely, and beware what you find inside.
  For the Player
  Warlocks are one of the few classes where conflict is built 
  into the very nature of the character. While clerics may get 
  guidance from the divine, and paladins are bound to an oath, 
  you’ve taken a darker road fraught with peril and danger just 
  for the mere ability to pursue your other goals.
  Talk to your Master
  An excellent way to ensure that you can enjoy your warlock 
  is to speak with your GM about how your pact was made, 
  what the details of the service were, and how it affected 
  your character as a person. By being upfront about what 
  kinds of expectations you and they have for interactions 
  regarding your patron, you can ensure that you are on the 
  same page, and will get the opportunity to participate in your 
  own subsection of plot - provided you and the GM are both 
  on board. This isn’t an easy thing to work out sometimes, 
  especially in premade adventures or certain settings. 
  Communication is key, even if you don’t have any specific 
  requests or desires for your character.
  Charisma and the Warlock
  It’s often discussed why the explanation of the 
  warlock class reads the same way one would expect 
  an Intelligence-based class to read. To alleviate this 
  discrepancy for those who want to play that kind of 
  character, there are defined options for Intelligence 
  and Wisdom-based warlocks listed in the Optional 
  Rules section.
       One way to consider a warlock is as an ordinary 
  person getting a loan. This fits with other 
  explanations of Charisma-based spellcasters; a 
  sorcerer is born with the power inside them, and 
  it is tied to their soul. A bard is the same: they 
  express their soul through their magic and art. A 
  paladin has made an oath that represents their 
  personal determination to act in accordance with 
  their beliefs, and that force of internal guidance 
  is expressed magically.
       So, the warlock has done the same. They’ve 
  negotiated the purchase of power and have 
  brought it into their ownership. Their patron 
  cannot take it back without using force in some 
  way, be that through a magical contract or by 
  other means.
      This makes them very different from 
  clerics in that the deity of a cleric can simply 
  stop sending them power. There is no force 
  involved, merely a halt in the flow of divine 
  essence. In this way, they are more akin to 
  sorcerers who have obtained their power in a 
  way other than by birthright or accident. 
        The studying and research they do is not 
  to gain new power from an outside source, 
  but instead to learn, grow, and control the 
  power they have already obtained or to 
  gain key insights into the construction of a 
  Hello! I’m Sylvette, and that’s Xandith - Hey - and we’re the ones 
  who discovered the old Compendium of Forgotten Secrets.
  Yeah, you don’t want to know where we found it. Seriously, don’t 
  ask. You should probably wash your hands after this.
  Anyways! We’ve gone through and expanded everything to the full 
  extent of our experiences, though I suspect there’s still some things that 
  we’ve missed! The Alrisen are mysterious, even to their servants and 
  scholars! I’ve discovered two new ones: the Blackthorn Grove and the 
  Currency Conspiracy. The latter was a real trick to find, let me tell you.
  Yeah S, a real trick when you’re not the one getting eaten 
  by mimic coins and stabbed by freaks in masks.
  Whatever! So, since the page count has tripled and the old bindings were 
  falling apart, I’ve rewritten the book and paid a few friends to give us some 
  new and more accurate illustrations of the things we’ve seen. I’ve filled in 
  what I know about each Alrisen as best I can, but it’s up to you to 
  check me on everything. It’s your world, after all!
  S is really smart, but sometimes the ooze gets to her and 
  she gets weird so just don’t question it.
  So says the infamous “Scourge of Footstools, Devourer of Chairs!”
  
  5
  new bargain. Obviously, this paradigm may not apply to all 
  warlocks. Some may be like wizards, and learn to manipulate 
  the power of their patron through study and intellectual 
  pursuit. Others may have a relationship more like that of 
  a cleric and their deity, or a druid and the forces of nature, 
  relying on constant favor and understanding.
   The soul, sold or held tight within, is the source of the power 
  of the warlock. Is the price worth it? 
   That’s for you to decide.
  For the Master
  The Alrisen within this book are generally open enough to 
  be usable (or at least adaptable enough to fit) in almost every 
  fantasy world. However, at the end of this document are a 
  few tips on possible plot potential for each one, and how they 
  might be used to provide your player with a unique experience 
  that you can tailor to your own world and theme.
  Lore and Style
  You’ll probably notice that many of these patrons have specific 
  thematic styles and are often less general in application 
  than those included elsewhere. On one hand, a series of 
  very general patrons that can apply to many different 
  warlocks is excellent for giving an overview of the class. On 
  the other hand, by being so general, they neglect to explore 
  all the different themes and features that a warlock can 
  encompass. Not all fiends are about fire and brimstone, not 
  all ethereal oddities can be explored when discussing the 
  fey, and not all nightmarish monsters can be shown with an 
  incomprehensible and incoherent entity. The Alrisen are new 
  patrons that can explore new and similar themes without 
  entering the same explicit territory. 
  Updates and Revisions
  Each of these patrons have received large amounts of feedback 
  and balancing advice from the excellent and experienced 
  community members of /r/UnearthedArcana and /r/BoH5e. 
  While some options may feel outside the norm, you’ll also find 
  design notes that shed light on the creation process.
       If you notice something that seems terribly wrong and 
  makes you want to reconsider allowing your players to use 
  this material, feel free to send a message to  
  gen@genuinefantasypress.com and we’ll discuss it. These 
  wouldn’t even exist without feedback like your own, so it is 
  more than welcome.
  Future Endeavors
  The Compendium of Forgotten Secrets: Awakening is the 
  first product of Genuine Fantasy Press, and with your help, 
  it won’t be the last! The next planned content release is the 
  Compendium of Sacred Mysteries: Resurrection, which will 
  give druids and clerics a similar treatment. If you’d like to 
  help make this possible, please purchase the Compendium 
  of Forgotten Secrets if you haven’t done so already, tell your 
  friends about it in real life and on social media, and enjoy 
  using this content in your games. 
  Things To Remember
  There’s a lot of content in the Compendium, and much of 
  relies on a strong understanding of the game mechanics. If 
  you aren’t perfectly familiar with how actions, bonus actions, 
  and reactions work, with how spell slots function and interact, 
  or with how resistances and immunities work, then you may 
  want to read on those topics.
  Alrisen and Subclasses
  The Alrisen act as Otherworldly Patrons for the warlock class, 
  and they also are associated with a second subclass for other 
  classes like fighters and wizards.
  New Spells
  Any spell that you see that is marked with an asterisk* is 
  exclusive to the Compendium of Forgotten Secrets: Awakening 
  and will not be found elsewhere. All other spells are found in 
  the System Reference Document (SRD).
  New Eldritch Invocations
  Remember that the level requirement for an invocation is 
  referencing the character’s warlock level, not their total class 
  level. Many of these invocations are restricted to specific 
  Alrisen. This is primarily to enforce the theme of each and 
  to preserve the balance of the game, however, there may 
  be circumstances where it could be appropriate for this 
  restriction to be lifted or modified. Discuss this potential 
  optional rule with your group, and be sure that you are 
  seeking this change because of creative intent, rather than 
  power or ability.
  Using the Alrisen
  Each Alrisen has a discussion on potential questions you 
  may need to answer in order to use them. The lore regarding 
  each one is kept intentionally vague on some topics in order 
  to provide you with more freedom in your implementation, 
  but you are welcome and encouraged to change any lore 
  details regarding the Alrisen to fit your world or story. Also 
  remember that you don’t need to include all 17; consider 
  implementing no more than four, unless you’d like them to 
  represent a core part of your world and plot.
  Using the Mechanics
  The mechanical features within this book have been carefully 
  reviewed and balanced, so avoid modifying them unless you 
  are certain of the consequences. If, in your modifications of 
  the Alrisen, you decide to change the elemental damage types 
  associated with that patron, please remember that certain 
  damage types are more valuable than others. For example, 
  changing fire damage to force damage is a fairly powerful 
  improvement, while changing fire to poison is relatively weak.  
  If you have questions about mechanical balance, please reach 
  out to Genuine.
  And with a measured haste propel
  Yourselves from heaven
  through the world
   to hell. 
  -Johann Wolfgang von Goethe, Faust 
  
  6
  The Vault of Dark Secrets
  Hidden away in a place outside the ravages of time, there is a 
  singular library, accessible to only an unfortunate few. This 
  place is known as the Accursed Archive, and it contains the 
  hidden mysteries of the world, carefully collected and curated 
  over untold centuries.
   Those who learn of this place are rarely the wise and well-
  prepared. The foolhardy and impetuous, the brave and the 
  power-hungry are far more often those who manage to find 
  their way to this place.
   The reason for this is simple: Those poor, misguided souls 
  are the ones the Archive seeks to use to fulfill its purpose: the 
  spread of ruin and suffering to every sentient being in the 
  entirety of the endless planes.
   Sadly, few of them are aware of this risk. The Archive’s 
  malevolent intelligence is cunning and alien. It does not 
  communicate by words, but instead by the small twists 
  of fate that led one to find the entrance and open the way 
  themselves.
  Entering the Archive
  A forlorn and power-hungry soul will often find the Archive 
  through what they would call sheer luck or chance. A drafty 
  window will blow down a stack of papers, causing a scholar 
  to scramble underneath a table in search of them, finding 
  an ancient tome of forbidden lore in the process. A door left 
  conveniently open will tempt a would-be thief into entering 
  a dark hallway that leads to a place darker still. A desperate 
  scion of a noble house will speak with a madman, who rants 
  about the images that plague his nightmares before guiding 
  the questing fool to a small monument carved from bone and 
  lashed together with still-living sinew.
   In all of these cases, the result is the same. The scholar shall 
  speak the words within the tome, the thief shall turn the final 
  corner, and the noble shall chant alongside the madman. In 
  an instant, they appear inside the Archive, staring around at 
  the sights to behold within the great hall.
  The Great Hall
  Whenever one enters the Archive, they will always find 
  themselves in the great hall, within which is a unique and 
  massive tome alongside a small bell mounted to a desk. 
   Beyond this, seemingly endless space is filled with dark 
  wooden shelves, alcoves, stairways, and seating areas. There 
  are no lamps or flames here. Instead, those who travel within 
  rely upon the brilliant red light of the single full moon above, 
  which shines down through the panes of unbreakable glass 
  above, or upon magical light of their own devising.
   Fire is extinguished even as it sparks within the Archive, a 
  phenomenon believed to be caused by the simple refusal of 
  the intelligence within this place to suffer the indignity of loss.
   Statues of nightmarish monstrosities and vile horrors are 
  commonplace, along with replicas of armor and weapons 
  wielded by the greatest tyrants from all worlds. Each is sealed 
  within a coating of pure force and preservation, preventing 
  them from being tampered with or damaged except in the 
  most rare of circumstance.
   Within the stacks of books, scrolls, and unbound 
  manuscripts, the darkest secrets and greatest triumphs of 
  magic, religion, philosophy, history, science, and every topic 
  ever researched or discovered by mortals can be found. 
  However, the shelves themselves are not sorted by any 
  conventional means. Many have been driven mad attempting 
  to even begin to catalogue the shelves, as they seem to move 
  and twist and distort, whenever inspected closely. One will 
  easily find completely separate topics immediately adjacent 
  to one another, uncategorized by year written or author or 
  even something as mundane as the color of ink in which they 
  were transcribed. Many of the books within are inherently 
  dangerous, bearing defenses such as sharpened steel sheets 
  instead of pages, magical glyphs of destruction and blindness, 
  living eyes and teeth that snap at observers, or poison in place 
  of ink.
  The Index Incarnatus
  In order to begin to find a particular tome by anything 
  other than sheer mad chance, one must consult the Index 
  Incarnatus, the one singular document that contains the 
  location of each and every scrap of lore within the Archive.
   To do so means to open the tome, located within the 
  entryway of the Great Hall, and expose oneself to the soul-
  scouring weight of the Archive’s malicious intent. The process 
  is exhausting and terrible, weighing heavily upon the soul. 
  Nevertheless, some believe it is a price that must be paid.
  Beyond the Archive
  In the worlds that bear the burden of the Archive’s attention, 
  there are many who have responded to this place’s presence. 
  Those who have entered and survived often go mad, rambling 
  of the things they have seen and the truths that have been 
  revealed to them. Blood sacrifice and ritualistic murders are 
  common in places where the Archive’s influence is heavily 
  felt. 
   Orders of inquisitors and heretic-hunters often arise in 
  response to these events, holding book-burnings and purges 
  to help regain control over their citizens. In places where the 
  leadership itself has been corrupted by the Archive, hellish 
  fiends and aberrations often stalk the streets and countryside, 
  feasting upon the unwary and the brave alike.
   One of the most common symbols of the Archive is a single 
  scroll, painted black and dripping with blood. Another, 
  favored by scribes and fanatics who have seen within, is a quill 
  crafted from a raven’s feather.
   When the Archive is accessed, many places nearby may 
  have reported any unattended papers becoming filled with 
  scribblings of unknown glyphs and runes, though their uneasy 
  lack of symmetry and strange fondness for long, sinuous 
  shapes causes distress and fear in most who view them.
   Those who whisper rumors in the quiet evenings may speak 
  of dark dreams characterized by a blood-red moon. Persons 
  formerly unable to read suddenly developing the ability are 
  often said to have visited the Archive, even if clear proof to 
  the contrary is easily provided. Mysterious gatherings of 
  carrion birds are sometimes called a “curse” in cultures that 
  associate them with the Archive, claiming that they feast upon 
  the bodies of the dead only as a cover for their fouler work: 
  
  7
  
  8
  stealing the secrets of goodly folk and inscribing them away 
  upon some tome to take away to the Archive.
   Nearly all cultures that have a written language of some 
  kind will have stories and tales of the Archive in some form 
  or fashion. Some feature heroes who have sought the Archive 
  in search of knowledge required to complete their quest, but 
  far more portray the terrible consequences of this knowledge 
  coming to light.
   Families are torn apart after a genealogical lie is revealed, 
  split down the middle and squabbling over inheritances lost 
  and discovered. Kingdoms are thrown into chaos when the 
  deeds of a supposedly-benevolent ruler are revealed to the 
  world. Practitioners of the arcane arts, who sought methods to 
  increase their power, reveal the disgusting madness that hid 
  within them the entire time. Clerics and priests seek the truth 
  behind the nature of the gods and fall to doubt, confusion, 
  and ruin after their core teachings are revealed to be hypocrisy 
  of the highest order. Warriors, brave and foolhardy, seek 
  the locations of weapons thought lost to time and tragedy. 
  Only too late do they realize why such things were better 
  left undiscovered. Thieves, seeking to steal the secrets of the 
  Archive, find themselves stumbling upon corruptive texts 
  that enable them to twist the minds of others. When these 
  enchantments fail, they are left to roll the dice in the devil’s 
  game. Crusaders and paladins of noble orders, desiring the 
  downfall of the forces of evil, venture into the Archive in a 
  desperate attempt to discover the means by which they may 
  defeat their foes. All too often, they fall prone to the very same 
  hubris that plagues their enemies, dragging them into the vile 
  arts unspoken by better men.
   All of these, and countless more, have found their way to 
  the Archive one way or another. The question is: What price 
  are they willing to pay, and what consequences will it reap?
  Unlocking the Archive
  If you’re interested in adding the Accursed Archive to your 
  world, you may want to consider how it has affected the 
  literary tradition of the civilizations that have arisen.
   Are scholars and sages held in high esteem, or are they 
  viewed as meddlers who undermine the will of the gods? Is 
  the Archive a new phenomenon, or has it always been present 
  and active in the world? Did writing itself come from the 
  Archive, or did the Archive manifest after the mortal races 
  began to write? Who was the first Archivist to venture inside 
  and learn the secrets of this place? Do angels and demons and 
  creatures from beyond the planes have access to the Archive? 
  What kind of relationship does it have with them? Is it viewed 
  as a treasure by the forces of evil, or is it sealed somehow 
  by the agents of good? What is the most reliable way for a 
  layperson to stumble into the Archive? Can the Archive be 
  accessed by seemingly non-magical means, or does it require 
  study and arcane intervention? 
   How do the Alrisen, the gods, and the elder races view the 
  Archive? Does the Huntsman visit in hopes of discovering a 
  new challenge? Do the servants of the Serpent Empress rely 
  upon the Archive when plotting their intrigues? Does religion 
  condemn or revere those who venture within? Did the gods 
  create the Archive, on purpose or by accident? 
  Consider all of these, when opening the Accursed Archive.
  Otherworldly Patron: 
  The Accursed Archive
  In every library, there is a book that has never been read, a 
  section that has never been seen, and a hallway that leads to 
  nowhere - yet, you have managed to read that tome of secrets 
  dark, find that shelf of unholy blasphemies, and step beyond 
  the dead-end corridor into the Accursed Archive, where you 
  have become bound to the nightmare-inducing writings 
  within. Demonology, blood magic, and the summoning of 
  things from beyond are among the most mundane of topics 
  here, but draw at the eye and call to the hand nonetheless. 
  By some malignant intelligence that selects only the most 
  desperate, the most ambitious, and the most willing to 
  sacrifice, the Accursed Archive collects souls to do its ruinous 
  work: to share the terrible truths that reside upon its endless 
  shelves, and bring chaos and upheaval to the outside world 
  through the disclosure of these forgotten secrets. 
  Expanded Spell List
  The Accursed Archive 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.
  Accursed Archive Expanded Spells
  Spell Level
  Spells
  1st
  detect evil and good, inflict wounds
  2nd
  accursed wish*, dark secret*
  3rd
  blackened heart*, blasphemy*
  4th
  black tentacles, forbidden obelisk*
  5th
  dispel evil and good, legend lore
  Tainted Knowledge
  At 1st level, you have feasted your eyes upon the books of the 
  Archive, and your mind has both withered and grown. Your 
  proficiency bonus is doubled for any ability check you make 
  that uses the Arcana or History skill if you are proficient 
  in that skill, and you gain proficiency in one skill of your 
  choosing. 
   You can use an action to enter the Accursed Archive along 
  with up to ten willing companions of your choosing that you 
  can see. Time does not pass outside the  Archive while you are 
  within, and you cannot rest, recover hit points, or maintain 
  concentration while inside. For more information on the 
  Archive, see the ”Inside the Archive” section. When you choose 
  to depart, you and your companions return instantly to the 
  point from which you entered.
   Once you use this feature, you cannot do so again until you 
  finish a long rest.
  Written in Blood
  At 6th level, you’ve learned to read your servants and 
  adversaries as easily as the scrolls located within the darkest 
  place of the Accursed Archive, and can twist them to serve 
  your cruel whims. 
   As an action, touch a creature within reach. The target 
  must make a Charisma saving throw. If they fail, they are 
  paralyzed until the end of your next turn, and their flesh 
  It’s just a snooty book-reading club 
  where a bunch of freaks hold their  
  no-whispering sessions. -X
  
  9
  peels back into the pages of a book bound underneath their 
  skin. The words within describe who they are and what they 
  have done, and you can read  up to six different sentences 
  from them, prioritizing details you wish to learn. While the 
  creature is paralyzed, you have advantage on Charisma checks 
  to interact with the creature, it has disadvantage on Charisma 
  and Wisdom checks, and you have advantage on Intelligence 
  checks relating to the creature.
      Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Vile Heresies
  At 10th level, you uncover secrets that could shatter the 
  balance of the heavens and hells. Choose any spell of 4th level 
  or lower that is not a cantrip. You can cast this spell once using 
  a warlock spell slot. 
   Once you do so, you cannot do so again until you finish a 
  long rest.
   Whenever you are within the Archive, you can exchange 
  this spell for a different one, but cannot use it until you finish 
  a long rest. Whenever you cast your chosen spell, you gain 
  immunity to the frightened condition. This immunity lasts 
  until you finish a short or long rest.
  Unspeakable Truths
  At 14th level, you discover the real purpose of the Accursed 
  Archive - the spread of information that will bring ruin to the 
  world. As an action, you can share an unspeakable truth with 
  all creatures that can hear you within 60 feet of you.
  All hostile creatures who can hear and understand your words 
  must make a Wisdom saving throw against your warlock spell 
  save DC. If they fail, they are driven mad, and suffer confusion 
  as though affected by the confusion spell for one minute. 
  They can repeat this saving throw with each time they suffer 
  damage, ending the effect on a success.  
   When you do this, choose up to four allies within 60 feet of 
  you that you can see. These allies are infused with dark power 
  that distorts the fabric of reality. Choose one spell you can cast 
  of 2nd level or lower that inflicts damage. Each infused ally 
  can use their action to cast this spell without expending a spell 
  slot during the next minute. Charisma is their spellcasting 
  modifier for this spell.
   Once you use this feature, you cannot do so again until you 
  finish a long rest.
  Eldritch Invocations
  The Archivist’s Journal
  Prerequisite: Accursed Archive patron, Pact of the Tome feature 
  You gain advantage on saving throws while within the 
  Archive.
   Whenever you cast a spell of 1st level or higher that deals 
  damage, you can use your bonus action to cause one target of 
  the spell to become vulnerable to the first instance of damage 
  from a single type, rolled randomly on the table below. If the 
  spell you cast deals that damage type, roll again until you get 
  a different result. If the creature has resistance to the damage 
  type, this resistance is ignored for the duration. 
   Once you use this bonus action, you cannot do so again until 
  you finish a short or long rest.
  Journal Damage Type
  d4
  Type
  1
  fire
  2
  cold
  3
  poison
  4
  necrotic
  Butcher’s Quill
  Prerequisite: Accursed Archive patron, Pact of the Blade feature
  Using your Pact of the Blade feature, you can create a weapon 
  wrapped in raven feathers and the hide of abominations that 
  drips and bleeds black ink. When you hit a creature with this 
  weapon, you can cast a single 1st level spell you know with a 
  casting time of one bonus action without expending a spell 
  slot. Once you cast a spell in this way, you can’t do so again 
  until you finish a short or long rest.
  Curse of Carasphyx
  Prerequisite: Accursed Archive patron, 7th level
  Your flesh grows aged in appearance but is imbued with 
  terrible might. While you are not wearing armor or using 
  a shield, you can choose to have your AC equal 10 + your 
  Strength modifier + your Charisma modifier.
  Scribe’s Adjunct
  Prerequisite: Accursed Archive patron, Pact of the Chain feature
  While you have a record-hunter as your familiar, it gains 
  additional maximum hit points equal to your warlock level, 
  and you gain the ability to cast the mending cantrip.
  Tenebrous Blast
  Prerequisite: Accursed Archive patron, 7th level
  When you deal damage with a cantrip or hit a creature with 
  a weapon attack, you can use a bonus action to unleash a 
  shadowy blast of malevolent power. Choose one target of the 
  cantrip or attack. The chosen creature suffers disadvantage on 
  attack rolls targeting lightly obscured creatures until the end 
  of their next turn.
  Inside the Archive
  While few have ventured into the Accursed Archive, those 
  who do cannot help but be drawn through the opening hall 
  to gaze upon the tome in the center of the room - the Index 
  Incarnatus  - the one, endless book that contains the location 
  and description of every single scrap of forbidden lore within 
  the Archive. Even gazing upon it for mere moments can cause 
  discomfort, and reading from it can cause agony to both the 
  body and the soul. 
   Any creature that attempts to read from the Index must 
  make a Charisma saving throw with a DC equal to the 
  required skill check DC that would be required to gain the 
  knowledge they seek through ordinary means. If they fail, 
  they gain a level of exhaustion, but might still locate the 
  correct tome or scroll. 
   All levels of exhaustion gained while within the Archive are 
  removed whenever the subject finishes a long rest.
  You’d do well to heed the Archivists, oaf. Just because the finer points 
  of the eldritch arts escape you does not mean they are without power. What 
  I’d give to see the inside and live to tell the tale... -Sylvette
  
  10
  The Silent One
  Each time a person speaks or makes noise within the Archive,  
  roll a d20. If the result is a 1, the person has attracted the 
  attention of the Silent One: a terrifying, tentacled nightmare 
  of unspeakable strength that exists with the sole purpose 
  of curating and protecting the knowledge hidden here. The 
  Silent One is blind, but has keen hearing and long tendrils 
  that cannot be truly harmed by ordinary magic or metal, only 
  driven back for mere moments. 
  Hunting Methods
  Each turn this creature is hunting the party, randomly choose 
  one target, prioritizing those who have spoken loudly or who 
  have damaged writings within the Archive. 
   The target must make an appropriate saving throw or ability 
  check with a DC equal to 10 plus the character’s level. If they 
  succeed, they manage to flee, quiet themselves sufficiently, or 
  fend off the monstrosity for a moment, buying time for the 
  rest of the party to complete their work. 
   If they fail, the dark tendrils of the creature dig into their 
  skin with unnerving ease which inflicts a level of exhaustion. 
  If a member of the party gains six levels of exhaustion, they 
  are seized by the beast and dragged into the depths of the 
  Archive to meet a dark and twisted fate.
  Fighting the Silent One
  If the party somehow gains the knowledge and skill required 
  to face the Silent One in open combat, the fight will not be an 
  easy task. The creature will make multiple attacks using its 
  tentacles, each inflicting a level of exhaustion unless the target 
  succeeds a Charisma saving throw.
   The beast may resort to hit-and-run tactics, concealing itself 
  within the endless and shadowed alcoves of the Archive before 
  lashing out in a vicious barrage of attacks. The Silent One may 
  also grapple and abduct any spellcasters within the party who 
  use spells that require verbal components, seeking to choke 
  the life from them.
   The Silent One is deliberately left without a defined 
  statistics block in this document. It is up to you to define the 
  form of the Silent One and the statistics it will use, though 
  in all cases it should be all but impossible to fight with 
  conventional means. 
  A Nightmarish Visage
  While no two accounts of the Silent One are the same, all 
  describe it as large, powerful, and extremely dangerous.
   Some claim it looks similar to a hound, blind and eyeless, 
  with massive teeth and an eerie walk that conceals its 
  speed. They say tendrils spiral from its back, laying around 
  the hallways waiting to ensnare someone walking without 
  sufficient caution.
   Others claim it looks like a bat, with large wings and ears 
  that twitch atop a mass of tentacles. Those who have seen 
  this incarnation claim it swoops down from the highest 
  bookshelves, crashing into unfortunate souls before pinning 
  them beneath its unholy mass and devouring them alive.
   Few see it as a serpent, silently flickering a tongue-like 
  tendril that enables it to seek out those who are quiet enough 
  to hide from it. A rare number call it a spider, sitting within a 
  web of limbs and tentacles, waiting for a fly to stumble upon 
  it. Those who have fallen to madness after seeing the beast 
  multiple times claim all of these answers are wrong, and 
  put forth an even more disturbing hypothesis: There is not 
  merely a single Silent One, but many. Each that greets the next 
  unfortunate soul is one of the previous victims of the beasts, 
  transformed into their worst nightmare by the unspeakable 
  powers that dwell within the darkest depths of the Archive. 
   Few believe these tales, of course, but those who have 
  attempted to resurrect individuals who’ve fallen to the beast 
  have failed, even when using the most powerful of magic.
  Leaving the Archive
  The party can depart from the Archive by returning to the 
  central hall and striking the small bell located beside the 
  Index as an action. Each person striking the bell instantly 
  departs and returns to the location from which they entered 
  the Archive, with no time having passed from the moment 
  they left.
  Traits of the Archivist
  When creating a warlock or after spending time researching 
  in the Archive, consider adding one or more of the following 
  traits to your character.
   d20
   Trait 
   1  
   You always attempt to hold books as far away from you as 
  possible when reading. 
   2  
   You’re uncomfortable in open spaces. 
   3 
   You rarely speak louder than a whisper, and 
  compulsively hush other people. 
   4 
   You’re convinced your shadow is alive and plotting 
  against you. You might be correct. 
   5 
   You can’t stand to see others handle books in your 
  presence, and take them away immediately. 
   6  
   You curse quietly when you think others aren’t listening. 
   7  
   You constantly chant a single phrase under your breath 
  in a language you don’t understand.  
   8 
   You avoid looking people in the eye. 
   9 
   Whenever you hear a secret, you write it down. 
   10 
   You keep a record of the events of each day, and store it 
  within a tome you allow no others to see. 
   11 
   An eye has grown on the back of one of your hands. You 
  can’t see from it, but something can. 
   12 
   Your skin becomes pale like parchment. 
   13 
   Thick black veins run through your arms and legs. 
  Occasionally, they twitch. 
   14 
   Blood placed on your skin appears to form runic sigils. 
  You’re not certain what they mean. 
   15 
   Your tears are black like ink, and stain heavily. 
   16  
   Your tongue becomes black and eerily long. 
   17  
   Your irises become red, with black veins running through 
  them. Sometimes you can see the veins form words.
   18 
   Your posture degrades and your back stoops heavily. 
   19 
   Your hands are always stained with ink.
   20 
   Scars you can’t explain appear and vanish at random. 
  
  11
  Primal Path:  
  Path of the Accursed
  There is a place beyond time, filled with 
  malignant intelligence and ruinous intent. 
  This is the Accursed Archive: the singular 
  repository of all knowledge known to mortal 
  men, populated with the darkest of secrets and 
  the foulest of heresies. You managed to find a tome 
  of these blighted mysteries and stepped through the 
  door to nowhere that leads to the Archive at some point 
  in your past, yet your mind cracked under the weight of 
  the knowledge contained within and the horrible vistas of 
  forgotten power that stood just within your feeble mortal 
  grasp. Now you have finally realized that the true source 
  of your furious rage is both defiance and acceptance of the 
  madness that lies within the Accursed Archive.
  The Lurking Fear
  At 3rd level, you have yet to come to terms with what you 
  have witnessed within the Archive, and in your bouts of 
  rage you ramble about these twisted things even as your 
  tongue fights to stop. You gain resistance to all damage 
  inflicted by frightened creatures while you are raging. 
   Whenever you are raging, you can use a bonus action 
  to terrify all hostile creatures within 5 feet of you. Each 
  creature must succeed on a Wisdom saving throw (DC equal 
  to 8 + your proficiency bonus + your Charisma modifier) or 
  be frightened of you until the end of your next turn. After a 
  creature fails this saving throw, it can’t be frightened by this 
  feature again for one minute. 
   Additionally, you can use your Charisma modifier in 
  place of your Intelligence modifier when making skill 
  checks and saving throws.
  From Beyond
  Starting at 6th level, the things you witnessed can’t be brushed 
  aside easily, and thus you are vigilant against further sources 
  of corruption. You can cast detect evil and good as a ritual, and 
  it only takes one minute to cast in this way. Charisma is your 
  spellcasting ability for this spell.
  The Thing on the Doorstep
  At 10th level, your hallucinations slowly enter reality, as the 
  dark tendrils of the Silent One move at the corners of your 
  vision. Whenever you enter a rage, you can choose to unleash 
  the horrors that dwell within your mind upon the world. 
  Choose a number of creatures within 30 feet of you equal to 
  or less than your Charisma modifier. Each one is pulled to an 
  open space within 5 feet of you, or the nearest available space, 
  by massive tendrils that spawn from the air around you before 
  disappearing. Until the end of your turn, you cannot suffer 
  disadvantage from any source on any check made to grapple 
  one of these creatures.
  What the Moon Brings
  At 14th level, you finally accept the things that you have 
  learned from within the Archive, and realize that the ruinous 
  secrets it unleashes upon the world are merely the statements 
  of truth that mankind has long dreaded to learn. The Silent 
  Ones are not villains, but are guardians, destined to safeguard 
  the universe from those who would exploit the foul heresies of 
  the Accursed Archive, and so you begin your preparations to 
  join their ranks. 
   Whenever you reduce a creature to 0 hit points, you can 
  choose to allow a Silent One to lash out from within your 
  skin, ensnaring another unwary soul and twisting their flesh 
  from its good purpose. Choose a creature within 30 feet of 
  you. The target must make a Strength (Athletics) or Dexterity 
  (Acrobatics) check contested by your own Strength (Athletics) 
  check. If the target fails, the tendril snares them and drags 
  them into the closest open space near you, and the creature 
  gains one level of exhaustion. A creature cannot be affected by 
  this feature more than once per turn.
  I struck Sebastian today. He claimed he couldn’t see it, but I 
  knew he was lying. That horrible thing had slithered 
  its tendrils into his mind, and it was using him like a puppet, 
  twisting his words against me. He said I was mad! 
  MAD!
  What an inane thought devised by a moron of the highest 
  order. It’s not madness to cower, hidden in the shining light 
  when one knows what lies in the darkness beyond. 
  That thing that was hidden behind the last door of that strange 
  library knows. It knows I know. It followed me out, and it’s 
  here, sometimes. It’s watching me write this, I’m sure of it. 
  Well, the tables are about to turn. I’ve hired a few specialists 
  to accompany me on a journey to the Temple of Dienero in 
  Westbrook, where the priests there can hopefully banish the 
  horrible nightmare that plagues me. I still can’t believe I lashed 
  out in anger like that. I hope the wriggling tendrils haven’t 
  already squirmed into the minds of my new companions. 
  Maybe they’ll be able to see them… His blood is still on my 
  hands. I wonder if he will survive…
  
  12
  Discovering the Archive
  The Accursed Archive is intended to represent the dark 
  arts as something once discovered and deliberately sealed 
  away in order to keep the world safe from the harm such 
  knowledge would cause. This section discusses other possible 
  interpretations of the Archive, what themes it explores and 
  how it does so, and how you can change and adapt the Archive 
  to suite your world, game, or character.
  Adjusting the Archive
  The Accursed Archive should fit in its current state in most 
  worlds and games, but it does present a few dilemmas 
  that may warrant it being changed and modified, or even 
  excluded entirely in some circumstances. Not all Alrisen are 
  appropriate for all worlds and games, so if you’re wanting to 
  play one of these subclasses, make sure that it will be allowed.
   The first and most obvious source of difficulty would arise 
  if there isn’t a written language in the world. If there is no 
  written language, then the Archive could contain a series of 
  murals and other visual artworks that conveys its dark secrets. 
  Alternatively, you could include magical devices that orate 
  stories and knowledge, whispering silently into the minds of 
  those that look upon the paintings.
  Divine Darkness
  The second problem that the Archive can pose is one of divine 
  importance: How are the gods responsible for the domain of 
  knowledge related to the Archive? Were they the ones who 
  created it? Are they aware of its existence? How would they 
  react to a new Archivist? Evil deities may seek to gain entrance 
  to the Archive, while good deities could desire its destruction 
  or captivity. This may coincide with the burning of books 
  and other texts in order to keep the secrets from within the 
  Archive from escaping into the greater world, or it could 
  come from formal schooling and celestial guardians who 
  keep the Archive from being easily accessed. Be sure to avoid 
  preventing the party from entering the Archive, even if you do 
  create safeguards and barriers, as the Archivist is intended to 
  be someone who has gained the knowledge of how to surpass 
  these limitations by virtue of their direct and deliberate 
  connection with the Archive.
  Where beyond the World
  The third problem is one of location: Where is the Archive 
  going to actually be? In most circumstances, it’s appropriate to 
  situate the Archive on a demiplane or other extra-dimensional 
  space that could be feasibly visited via the magical means 
  described within the features of the Archivist. However, if 
  that’s not the case, then the Archive should be located at a 
  defined place that can be visited in person, and the features 
  related to visiting the Archive are adjusted to indicate that 
  the party is either instantly traveling to that location or are 
  making a sort of instantaneous spiritual journey or vision 
  quest that leads them to the knowledge they seek.
  Themes of the Accursed Archive
  The Accursed Archive is built on the idea of forbidden 
  knowledge, with secondary themes of dark magic, blood 
  sacrifice, darkness, horror, and eldritch power. It’s possible 
  to change the nature of the Archive to suit your world by 
  directly changing some of these secondary themes. 
  For example, it’s possible to change the Archive into a holy 
  sanctuary filled with knowledge only fit for the gods to know. 
  The Silent One would become a divine guardian tasked with 
  protecting the knowledge from interfering mortals. The 
  Unspeakable Truths feature could represent blessing ones 
  allies with the power of a celestial figure, or teaching them 
  the language of the gods themselves. The Path of the Accursed 
  could become the Path of the Fervent, speaking phrases of 
  holy wrath, summoning scrolls of angelic script to bind and 
  drag your enemies, and sapping the fortitude of your foes with 
  the force of your zealous might.
  Holy Power or Foul Arcana
  Re-flavoring features and subclasses is relatively easy and can 
  provide interesting and distinctive character concepts, so don’t 
  be afraid to give it a try. Here’s an example of a replacement to 
  the Path of the Accursed “What the Moon Brings” feature.
  Burdens of Knowledge
  At 14th level, your furious defense of the Archive has imbued 
  you with glorious might. Whenever you reduce a creature to 
  0 hit points, you can choose to ensnare a creature with chains 
  of holy light and drag it to you. Choose a creature within 30 
  feet of you. The target must make a Strength (Athletics) or 
  Dexterity (Acrobatics) check contested by your own Strength 
  (Athletics) check. If the target fails, the tendril snares them 
  and drags them into the closest open space near you, and the 
  creature gains one level of exhaustion. A creature cannot be 
  affected by this feature more than once per turn.
   As you can see, the mechanical outcome is identical, but the 
  flavor is completely different and provides a distinctive visual, 
  which is essential for a compelling feature.
  Interactions of the Archive
  One final thing to consider when implementing the Accursed 
  Archive in your world is understanding how it will interact 
  with the warlocks who make pacts with it. Consider if you 
  plan to have it be frequently present, occasionally present, or 
  rarely present, especially when determining how powerful 
  and important it can be. An Archive that holds all the 
  knowledge of the multiverse can be very interesting, but 
  if the story is focusing on uncovering knowledge then it 
  may provide a very easy solution to many problems unless 
  complications are presented. For example, the Silent One 
  could be particularly watchful and difficult to fool, other 
  parties could be interested in the Archive and causing it to 
  be difficult to openly discuss or utilize, or interactions with 
  The whole place was a serious fire hazard. 
  Dry, dingy books as far as the eye could see. 
  I don’t know how it didn’t catch
   - must be magic or somethin’.
  -X
  It is magic, and you’d best be
   thankful for it. Bringing flame into
   the Archive is a sure-”fire” ticket 
  to being taken by the Silent  
  One. Hah! -Sylvette
  
  13
  the Archive could be particularly straining upon the mind, 
  causing madness, hallucinations, and insanity.
   The Archive is a dark place filled with terrible things. Let it 
  shine as a beacon of that infinite horror, and your players will 
  thank you for it!
  Stories of the Accursed
  In cultures exposed to the Accursed Archive, it is commonly 
  represented as a harrowing tale of the perils of progress 
  and the consequence of delving too deeply into things that 
  should be best left buried. Some cultures that are skeptical of 
  learning, literature especially, point to legends of the Archive 
  as their reasoning for their close-mindedness.
   A popular tale depicts a priest who questions their deity, 
  asking “If the hosts of the heavens are so mighty, why have 
  they yet to defeat the wretched fiends of the hells?” The 
  answer given was unsatisfactory, so the priest began to 
  research. Seeking out ever more esoteric bits of lore, the 
  priest eventually stumbled upon a tome containing true 
  demonology, not written of in the texts of their faith.
   The tome revealed the path to the Archive one fateful night, 
  and the priest entered, eager to learn how the fiends might be 
  destroyed. Silently they researched, night after night, until the 
  madness stored within began to eat at their mind in earnest. 
  They devised a plan, and an experiment. They would summon 
  forth a fiend from the blackest pit and thus force an angelic 
  avenger to descend and do battle with the fiend. By witnessing 
  the battle, the priest would finally understand the real reason 
  that the foul hordes still existed.
  An Unfortunate End
  Plan concocted, the priest set into motion a series of events 
  that would live in infamy. The fiend was summoned, and it 
  brought with it scores of lesser fiends that quickly escaped into 
  the land, causing chaos and destruction. An angel arrived, and 
  slew the fiend, but the damage was already done. The fiends 
  began to multiply and spread, to the horror of the priest, who 
  had lived to realize what they had done. In their sorrow, they 
  begged the angel to kill them, but the celestial avenger refused. 
   Instead, the former priest was cast out and blinded, so that 
  they could never read another word of the dark arts, and was 
  tasked with the destruction of any forbidden lore that they 
  could still find in their wretched state. Whether true or myth, 
  luddites and individuals who find the arcane arts distasteful 
  will reference the parable of the priest, and curse the Archive 
  in the same breath.
  Mysteries and Plots
  The cruel secrets that lurk within the Accursed Archive go 
  beyond simple literature, however. Some claim that artifacts 
  and objects of power still can be found inside, and are waiting 
  to be set free upon the world once more.
   The phylactery of an ancient lich is said to be hidden within 
  a hollowed-out book, the clever arcanist turning the Silent 
  One into its own personal guardian.
   The true names of the most powerful fiends are located 
  within, though they are so deep and so well-guarded by 
  magical defenses that none have been able to reach them. 
  The only hint that they even exist is located within the Index 
  Incarnatus, for it cannot lie about the contents of the Archive.
   The corpse of an archangel is supposedly hidden somewhere 
  within. There’s no telling if it’s true, or how much a powerful 
  fiend would be willing to pay for it.
  Books of Forbidden Lore
  There are countless tomes and scrolls within the Archive. If 
  you need a quick one, generate it using the following table. 
  Roll on the first, second, and third columns to create a piece of 
  foul and unholy literature.
  d8
  First
  Second
  Third
  1
  The Scroll
  of Esoteric
  Hatreds
  2
  The Book
  of 
  Unknown
  Terror
  3
  The Tome
  of Spiteful
  Demons
  4
  The Notebook
  of Demonic
  Incursions
  5
  The Scrawling
  of Lost
  Mysteries
  6
  The 
  Compendium
  of Forgotten
  Secrets
  7
  The Sketches
  of Dark
  Defilement
  8
  The Tablet
  of Cruel
  Blasphemy
  Relics of the Archive
  The Accursed Archive is a repository of knowledge, but it 
  also has held countless magical objects over the eons. Many 
  Archivists are accomplished in the physical crafts, creating 
  devices and weapons to suit their needs. Some practice the art 
  of binding fiends and abominations to armor, while others 
  have created tools of great cruelty and cunning. Here are just a 
  few of the many objects associated with the Archive and those 
  who have entered it:
  The Bloodstained Quill
  wondrous item, legendary
  Whenever this quill is dipped in the blood of a living creature, 
  it can be used to write one or more words upon that creature’s 
  skin as an action. Those words become true, and act as though 
  the target was affected by the geas spell. The target can be 
  written upon multiple times, creating a series of soul-binding 
  instructions that each act as a unique instance of the geas 
  spell. If the creature is targeted with a remove curse spell, only 
  one of the writings is removed each time.
  Celestial’s Spiteful Armor
  magical armor (any), very rare (requires attunement)
  While a creature is wearing and attuned to this dark and 
  corrupted armor, they gain resistance to magical damage from 
  spells and have advantage on saving throws against spells cast 
  by non-evil creatures. A non-evil creature wearing this armor 
  cannot cast spells.
  Razor of Ink
  magical weapon (dagger), very rare (requires attunement)
  This magical dagger appears to be an inkwell, but when 
  opened, it transforms into a blade of hardened black liquid. 
  Whenever you hit a creature with this weapon, it suffers 
  disadvantage on saving throws against spells until the start of 
  your next turn.
  
  14
  The Hungering Flame
  Within every fire, there is an insatiable and gluttonous greed. 
  A simple and pure predatory urge to consume, feast, and burn 
  until nothing is left. Wood, flesh, and metal alike bow before 
  the furious supremacy of the flame.
   The Ashen Wolf is a physical manifestation of this terrible 
  hunger. Some call it a fiend from the blackest pit, others 
  call it an elemental creature. Enlightened sages call it an 
  Alrisen, placing it among the greatest of beings below the gods 
  themselves. Nevertheless, it is living, it is hungry, and it burns 
  for the thrill of the hunt.
  The Voice of the Fire
  Those who have laid eyes upon the Wolf and lived describe it 
  as a being of unquestionable presence. It is a massive lupine 
  creature, with eyes like the fires of a burning home, fur that 
  smolders in the dark, a cloak of smoky ash, teeth of sharpened 
  steel that gleam in the light, and a deep voice that carries like 
  the whisper of a struck match in a quiet forest.
   While the Wolf is ever-hungry, it seeks more than mere 
  meat. It hungers for company, companionship, and the 
  freedom to roam and burn. Often surrounded by emberborn, 
  small wolf-like fire elementals, it hunts the forests of the 
  world for ancient beasts, cunning prey, and lost wanderers.
  A Dangerous Bargain
  The Ashen Wolf is known to the mortal races primarily due to 
  the stories told of those who have gone to entreat this being, 
  begging for aid, power, or control over their own destiny. The 
  Wolf is known for granting these requests, but the price is 
  rarely one that can be paid in full, at least initially.
   Often, the payment comes in the form of a curse that 
  plagues the supplicant. The Wolf delights in the suffering 
  of mortals it does not consider within its pack, and thus 
  is known for inflicting terrible fates upon those who go to 
  bargain with it. Few are without regret, in the end.
  Sign of the Burning Harvest
  Cultures that lie within the untamed lands beyond the 
  civilized world are often more familiar with the Ashen Wolf 
  than those who dwell within the cities, though even their 
  knowledge is often rife with superstition. The Wolf seems 
  to enjoy the rituals and sacrifices made in its name, sending 
  its emberborn servants to hunt the beasts that plague the 
  supplicants or to purge exiled outcasts and criminals from 
  their lands. If their fields burn and their granaries are 
  destroyed in the process, then so be it.
   The Wolf is often symbolized with a flag coated in ash, with 
  the distinct markings of fangs or claw-prints drawn in red 
  or orange paint. In some cultures, magically-heated metal is 
  twisted into unusual shapes before being pressed into a tree, 
  marking the domain of the Wolf’s servants.
  Unleash the Ashen Wolf
  When including the Ashen Wolf in your world, decide where 
  it dwells. Does it move around, or is it fairly static? Who serves 
  it, and how do they interact with the servants of other Alrisen 
  and the creatures of the hellish and heavenly hierarchies? Is it 
  tied to the elemental forces? What does it want to accomplish? 
  Who defies the Wolf? Is it regarded as a force of evil, or a 
  protector of the natural world?
  
  15
  Otherworldly Patron: 
  The Ashen Wolf
  You’ve made a pact with a primal spirit of fire and the hunt; 
  a scourge of the forests and fields, and a harbinger of ill fate. 
  This creature is wise and cunning, making deals with those 
  who have the potential to bring ruin and change. Some 
  consider the beast to be a native to the Plane of Elemental 
  Fire; others call it a fiend from the darkest hells. Whatever 
  the origin, the ember-eyed wolf often extracts payment in the 
  form of wishes gone awry: a demand for power becomes a 
  battle to retain one’s humanity, while a request for a peaceful 
  resolution often has a price that brings constant regret.
  Expanded Spell List
  The Ashen Wolf 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.
  Ashen Wolf Expanded Spells
  Spell Level
  Spells
  1st
  hunter’s pace*, inflict wounds
  2nd
  flame blade, pass without trace
  3rd
  funeral pyre*, haste
  4th
  ashen pack*, wall of fire
  5th
  cloudkill, hungering hate*
  Breath of Smoke
  Starting at 1st level, you can exhale a 15-foot long cone of 
  blistering embers as an action. Creatures within the cone must 
  make a Constitution saving throw against your warlock spell 
  save DC. Creatures that fail take fire damage equal to your 
  warlock level + your Charisma modifier, and are blinded until 
  the end of their next turn.
   If you activate this feature a second time before finishing 
  a short or long rest, you gain one level of exhaustion for each 
  time after the first.
   Additionally, you can breathe and see normally in smoke or 
  ash-filled air. 
  Feast for the Fire
  Beginning at 6th level, you can curse one creature within 60 
  feet of you using a bonus action, marking it as a sacrifice to 
  your patron. For one minute, the target loses any resistances it 
  has to fire damage, and opportunity attacks against the target 
  are made with advantage.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest. At 10th level, this curse removes 
  immunity to fire damage as well.
  Endless Pursuit
  At 10th level, your patron grants you a portion of its primal 
  stamina. You gain resistance to fire damage. Whenever you 
  finish a short rest, you can choose to reduce your level of 
  exhaustion by one.
   Once you do this, you can’t do so again until you finish a 
  long rest. 
  Beast of the Burning End
  At 14th level, you unlock the power to incarnate in the form 
  of your patron. As an action, you assume the appearance of 
  a Medium or Large canine creature wrapped in flame. Your 
  statistics are unchanged, and your equipment merges into 
  your new form but still functions as normal. For 1 minute, 
  or until you exit this form as a bonus action, you gain the 
  following benefits.
  • You ignore your current level of exhaustion.
  • Your speed increases by 20 feet.
  • You have advantage on melee attack rolls against a 
  creature if at least one of your allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  • You are immune to fire damage.
   When you use this feature, two hell hounds burst forth 
  from your burning flesh into spaces within 5 feet of you. They 
  respond eagerly to your commands for the duration of the 
  change, act on your initiative count, have twice as many hit 
  points as normal, and are elementals, not fiends.
   When you exit this form, you immediately attempt to 
  reabsorb the hell hounds. The hell hounds instantly fall apart 
  as ash and swirl back to you from up to 300 feet away. If a hell 
  hound has died or cannot return due to distance, you gain one 
  level of exhaustion per hound that is missing.
   Once you use this feature, you cannot do so again until you 
  finish a long rest.
  Eldritch Invocations
  Chronicle of the Flame
  Prerequisite: Ashen Wolf patron, Pact of the Tome feature
  You can perform a ritual honoring your patron during a 
  short or long rest. When you do so, choose either Dexterity or 
  Strength saving throws. When you make a saving throw of this 
  type, you can use a reaction to gain advantage on that saving 
  throw and cast a cantrip with a casting time of one action. 
  Once you use this reaction, you cannot do so again until you 
  finish a short or long rest. 
  Essence of Ash
  Prerequisite: Ashen Wolf patron, Pact of the Chain feature
  If you have an emberborn as your familiar, it gains additional 
  hit points equal to your warlock level plus twice your 
  Charisma modifier.
   When you reach 11th level, the emberborn can grow in size 
  to become a Medium creature, at your discretion. While it is 
  Medium, its bite attack deals 2d6 piercing damage and 2d6 
  fire damage, and the emberborn’s speed increases to 50 feet. 
  Creatures hit by the bite attack must make a DC 13 Strength 
  saving throw or be knocked prone. At 16th level, the Medium 
  emberborn’s bite attack deals 3d6 piercing damage and 3d6 
  fire damage, and the Strength saving throw DC equals your 
  warlock spell save DC.
  Hellfire Infusion
  Prerequisite: Ashen Wolf patron
  Whenever you cast a cantrip that deals damage or make a 
  weapon attack, you can use your bonus action to empower it 
  with elemental fire. The cantrip or attack deals fire damage 
  instead of the normal type. When you do so, enemies within 
  5 feet of you take necrotic damage equal to your Charisma 
  modifier as black ash bursts from your body.
  
  16
  Hide of Cinders
  Prerequisite: Ashen Wolf patron, Pact of the Blade feature
  You can summon a coating of embers and ash to cover your 
  skin, protecting you from harm. You can choose to have 
  your AC equal 10 + your Dexterity modifier + your Charisma 
  modifier. While you have this armor, any time you are hit 
  with a melee attack, you can use your reaction to cause your 
  attacker to take fire damage equal to your Charisma modifier.
  Hunger of the Wolf
  Prerequisite: Ashen Wolf patron
  Whenever you reduce a creature to 0 hit points or critically hit 
  with an attack roll, you can use a bonus action to cast a cantrip 
  targeting an enemy creature. 
   Once you use this invocation, you cannot do so again until 
  you finish a short or long rest.
  Scorched Blade
  Prerequisite: Ashen Wolf patron, Pact of the Blade feature
  You can create a wickedly-barbed one-handed or versatile 
  melee weapon made from embers and red-hot steel using 
  your Pact of the Blade feature. You can choose to have this 
  weapon deal fire damage. You can use your Charisma modifier 
  for attack and damage rolls made with this weapon. 
   Whenever a creature within your reach takes damage 
  directly due to hitting you with an attack, such as the effects 
  of the fire shield spell, you can use your reaction to make an 
  opportunity attack against the target using this weapon. If 
  you use a spell or feature that requires a reaction to inflict the 
  damage, such as the Hide of Cinders invocation, you can make 
  the opportunity attack as part of the same reaction. Once you 
  do so, you can’t do so again until you finish a short or long 
  rest.
  Through Fire and Flame
  Prerequisite: 13th level, Ashen Wolf patron
  Whenever you would take fire damage or are exposed to 
  damaging flame, you can use your reaction to absorb the 
  elemental fire as an offering to the Ashen Wolf. The damage 
  is negated, and instead you gain temporary hit points equal 
  to the amount of damage you would have taken before 
  resistances and immunities.
   The amount of temporary hit points received at one time 
  cannot exceed three times your Charisma modifier.
   You can use this feature twice, and these uses recover 
  whenever you finish a short or long rest. 
  The Festival of the Wolf
  In some cultures and locations, the Ashen Wolf is celebrated 
  either before or after a successful hunt. Some believe that by 
  praising and honoring the beast, its servants can be kept from 
  preying upon the inhabitants of the region. Others think that 
  the rites performed are to summon the beast, and to invite it 
  to carry off rivals and undesirables.
   Regardless of the intention, the rituals performed often 
  carry a common theme. Offerings of food and metal, 
  especially raw meat and rusted steel, are cast into a pyre 
  located on the edge of the city or settlement. Once the fire has 
  risen sufficiently and the meat is fully burned, a sacrificial 
  animal is brought before the pyre, faced into the wilderness, 
  and coated in a tar and oil. The celebrants then fan the flames 
  of the pyre toward the beast until the embers on the wind 
  cause the creature to ignite. The rope securing the creature 
  is cut, and it will run off into the wild, burning brightly. 
  Huntsmen and soldiers will chase the beast into the night, 
  seeking to wound it but not to kill it, as killing it may offend 
  the Wolf. Instead, it is pursued until it escapes, where it is 
  believed to be eaten whole by the Ashen Wolf. 
   Once the animal has fled into the wilderness to be 
  consumed by the flame, the supplicants feast and eat ritually-
  prepared raw meats, in an attempt to claim themselves as 
  members of the Ashen Wolf’s favored pack. Those who are 
  stricken by illness from this practice are said to be imposters, 
  and are subject to much scorn and disrespect until an offering 
  of meat and metal is presented and burned upon the ground 
  where the pyre was made using only the remaining embers 
  from the fire.
   If the fire is out, and cannot be restarted, then only an 
  offering of one’s own blood is considered sufficient. Those that 
  reach this desperate stage and fail to make the appropriate 
  offering are often never seen again.
  Traits of the Ashen
  Warlocks who have made a pact with the Ashen Wolf are 
  often known simply as ashen, and are famed and feared 
  as pyromancers and hunters of men. Consider adding one 
  or more of these traits when creating a warlock or after 
  performing an action that would please the Wolf. 
   d20
   Trait 
   1  
   You tend to pace in circles before sitting. 
   2  
   You eat your meat raw or badly burned. 
   3 
   You habitually start fires using damp or wet wood. 
   4 
   You have a strange hostility to cats. 
   5 
   Your voice is scratchy yet oddly deep. 
   6  
   You prefer to sleep on the ground rather than a bed. 
   7  
   You talk to fire, and sometimes it answers. 
   8 
   You compulsively scratch your fingers on wood. 
   9 
   You never knock before entering. 
   10 
   You always sit closest to the fire. 
   11 
   Your skin exudes a thin layer of ash. 
   12 
   Your eyes glow like hot coals. 
   13 
   Your fingernails become dark and claw-like. 
   14 
   Your teeth become eerily large and sharp. 
   15 
   Your legs become jointed like those of a wolf. 
   16 
   Your breath often comes out as a cloud of smoke. 
   17 
   Your hair becomes thick and coarse. 
   18 
   Food you eat tastes like ashes in your mouth. 
   19 
   Sparks appear when your skin is rubbed. 
   20 
   Smoke slowly flows from your head and limbs.
  
  17
  Sorcerous Origin:  
  Ashen Lineage
  Somewhere in your bloodline, one of your ancestors made a 
  pact with a powerful spirit of flame and predation known as 
  the Ashen Wolf. This elemental creature is neither fiend or 
  fey, but something primal and otherworldly nonetheless, and 
  it is honored with ritualistic immolations and sacrifices of 
  meat and metal. While the Wolf may have no hold over you, it 
  may be interested in your affairs nevertheless, and your very 
  existence could draw the ire of the Wolf’s eternal foe: the frost-
  bound Wild Huntsman. With smoke and cinders pouring 
  from your hands with each spell you cast, and a layer of ash 
  gradually creeping over your body, you are an incarnation of a 
  shining ember thrown upon a dry forest, and your power will 
  burn forth like wildfire.
  Origin Spells
  When you choose this sorcerous origin, you gain access to 
  the following spells, which do not count against your spells 
  known but can only be cast using a sorcerer spell slot.
  Ashen Lineage Origin Spells
  Spell Level
  Spells
  1st
  burning hands
  2nd
  heat metal
  3rd
  fireball
  4th
  locate creature
  5th
  commune with nature
  6th
  circle of death
  Born of Ember
  At 1st level, a thin layer of ash and charred wood begins to coat 
  your skin as you fight, gradually engulfing you yet allowing 
  you to blaze back to life with a vengeance. Whenever you are 
  below your hit point maximum, charred claws and fangs 
  sprout forth from your body.  While you have these claws, 
  you can use a bonus action to make a melee spell attack with 
  them that inflicts fire damage equal to 1d8 plus your Charisma 
  modifier. At 11th level, this damage improves to 2d8 plus your 
  Charisma modifier. 
   Whenever you have fewer than half your 
  maximum hit points remaining, the ash that coats 
  your body begins to infuse your soul. The first time 
  after each long rest that you fall below half your 
  maximum hit points, you gain resistance to fire damage 
  until you finish a long rest. At 14th level, this resistance 
  becomes immunity instead. 
   Additionally, you can speak, read, and write 
  Primordial, the language of elementals, and you learn 
  the produce flame cantrip.
  Burning Fury
  Starting at 6th level, the fire within you begins to call 
  directly to the Ashen Wolf, and it grants you strength 
  either in honor of your ancestor, or in a twisted form of 
  revenge. Whenever you reduce a creature to 0 hit points 
  with the flaming claws granted by your Born of Ember 
  feature, you gain temporary hit points equal to twice your 
  Charisma modifier as the creature is burned to ash. 
   Additionally, you can expend 1 sorcery point during your 
  turn while you are below half your maximum hit points to 
  cause the ash upon your skin to harden, increasing your AC to 
  17 until the start of your next turn. If your AC is greater than 
  17, this has no effect.
  Cinderwraith
  At 14th level, your spark has grown to a flame, burning black 
  with dark power. Any time you would inflict fire damage, you 
  can choose to inflict necrotic damage instead, and vice versa.  
   Additionally, your ash-cursed form allows you to move with 
  ease and grace, falling to dust and reforming at your whim. 
  You can ignore nonmagical difficult terrain, and can move 
  through any space at least 6 inches wide without squeezing. 
  The Wolf’s Bargain
  At 18th level, your strength has grown to surpass that of your 
  ancestor, and your power over the ancient and primal magics 
  of flame and ash is without peer. 
   As an action, you can expend 5 sorcery points to launch 
  yourself skyward in a pillar of fire and smoke before crashing 
  down at a location that you can see within 60 feet of your 
  point of origin, unleashing a hellish blast of fire and cursed 
  power at a creature within 5 feet of you. The target must make 
  a Wisdom saving throw against your sorcerer spell save DC. 
  If they fail, they suffer 6d10 fire damage, or half as much 
  damage if they succeed. 
   If the target is slain by this attack, it is consumed instantly 
  by flame, and the ashes coalesce into a hellhound. Hellhounds 
  summoned by this feature are elementals instead of fiends. 
  The hellhound obeys your orders without question, and acts 
  during your turn. You can’t have more than two hellhounds 
  at a time from this feature. Creation of a third hellhound 
  destroys the oldest one still alive. The hellhounds remain in 
  your service until slain, or at the third dawn after each was 
  summoned, after which point it disintegrates into ash. Once 
  you use this feature, you can’t do so again until you finish a 
  long rest. 
  
  18
  Ignite the Ashen Wolf
  The Ashen Wolf is a creature of elemental fire, but it can 
  become so much more. This section focuses on providing 
  you ideas about how to make the Ashen Wolf a powerful, 
  deep, and interesting character in your campaign by offering 
  optional modifications, examples of individuals who would 
  be willing to make pacts with the Wolf, artifacts that are 
  relevant to this powerful creature, locations that could be used 
  when dealing with this beast, and possible behaviors it may 
  have when interacting with the party and with other mortal 
  characters.
  Burn to Perfection
  The Ashen Wolf is presented as gender-neutral, so an effective 
  way to shape how the party may see it is to assign a gender to 
  this elemental force. A male Ashen Wolf could be presented 
  as a singular force, filled with pride and dominant cruelty, 
  and could be used to provide an adversarial relationship to 
  the party without changing a single personality trait. A female 
  Ashen Wolf could be used to display a cruelty born of hunger 
  and malice as well, but the expectation between a vicious she-
  wolf and a howling male can be different enough in the minds 
  of your players to provide a simple yet distinctive opportunity 
  to customize the Wolf to suite your roleplaying abilities and 
  personal tastes.
  Fury in the Flame
   A second parameter to decide when including the Ashen 
  Wolf in your game is the level of power that it possesses, 
  especially in relation to other elemental and celestial forces. Is 
  the Ashen Wolf relatively weak, or is it incredibly powerful? 
  A weaker Ashen Wolf would possess a small territory, and 
  would be more akin to an elemental that is awaiting a time to 
  awaken to its full power and potential. A powerful Ashen Wolf 
  could be a god in its own right, the true essence of fire upon 
  the Material Plane and one of the ancient primordials cast in 
  the form of a hunting predator. When making the Ashen Wolf 
  more powerful, it may be entertaining to tie it to the divine 
  powers in some way, as the estranged pet of a fire god or a 
  demon that has been summoned to the earth.
  The Nature of a Beast
   A third thing to decide is the actual nature of the Ashen 
  Wolf. Is it an elemental, a fiend, a dark angel, a twisted fey, or 
  some other strange and exotic entity that cannot be classified 
  so easily? How do other beings in this category view the 
  Ashen Wolf, and how do they respond to the activities of its 
  warlocks? Are they hostile to the Wolf, and seeking to destroy 
  it, or do they see it as a begrudging ally in their fight against 
  other forces? Does it have allies, or is it alone? What enemies 
  does it have, and what forces do they array against the Wolf 
  and those associated with it? Why are they hostile, and what 
  goals do they have? All of these questions are essential to 
  creating a complete picture of the inevitable conflict.
  Beyond the Wolf
  The Ashen Wolf is a relatively simple concept, and has a 
  singular core theme: fire. The secondary themes associated 
  with the Ashen Wolf are hunting, smoke, hunger, cruelty, 
  wishes gone awry, dark bargains, loyalty, wolves, and hatred. 
  In order to adjust the Ashen Wolf to fit your game, consider 
  changing one or more 
  of these secondary 
  themes to better 
  complete your personal 
  vision of the Ashen Wolf. 
  For example, changing 
  the Ashen Wolf from 
  a cruel and hate-filled 
  monster to a kind 
  and benevolent 
  spirit has a strong 
  impact on how the 
  world would interact 
  with it, especially your 
  players. A benevolent Ashen Wolf could focus on the positive 
  or neutral aspects of fire, such as warmth, cleansing, purity, 
  cauterization, valiant passion, and radiant power. A warlock 
  devoted to a benevolent Ashen Wolf would learn to exhale 
  sweet incense into the eyes of their foes, mark their enemies 
  for purification, continue on in the face of overwhelming 
  obstacles, and call upon their patron’s pack-mates for 
  assistance in the most deadly of conflicts. Instances of necrotic 
  damage inflicted by a benevolent Ashen Wolf warlock or 
  sorcerer could possibly be replaced by radiant damage, 
  symbolizing the purity of the power flowing through their 
  spellcasting.
   Another option is to replace the lupine aspects of the Ashen 
  Wolf with more human ones, changing it from a fearsome 
  beast to a loathsome pyromancer of incredible power and 
  renown. If you decide to take this path, consider changing the 
  lair of this individual to suit their more humanoid status, and 
  implement buildings or other man-made constructions in 
  your design.
  Darker Deals
  The Ashen Wolf is known for making bargains without a 
  positive outcome for those that come to call, inflicting terrible 
  curses that gradually twist the form of the recipient into an 
  ashenspawn - one of the many Alfallen races of individuals 
  who have been touched by the magic of the Alrisen. This is 
  not the only price that the Wolf will ask, but it is by far the 
  most common as it delights in the suffering, pain, and gradual 
  acceptance of the changed soul: though that acceptance rarely 
  survives the encounter with their former friends and family.
   Individuals who are willing to call upon the Ashen Wolf 
  are usually individuals with very little to lose and everything 
  to gain. Outcasts, orphans, and those left for dead are often 
  among the ranks of its warlocks, though mercenaries, 
  assassins, and other individuals who care more for violence 
  and wealth by any means than a comfortable life are also 
  drawn to the twisted power of the Wolf. Not all who go to it 
  are this dark in tone, however. Nobility and champions of 
  great fame are also known to call upon the Wolf, provided the 
  right motivation, sacrificing whatever they hold dear into the 
  fires of an offering pyre in an attempt to gain its favor. Those 
  who succeed have entertained it with their obeisance, though 
  they are rarely fortunate enough to escape entirely unscathed. 
  Most of these individuals have eyes that shine gold or red in 
  the firelight, marking their nature as pact-makers to the Wolf.
  A Warlock’s Tale
   Xandith, a mercenary and formerly-human champion 
  of the Ashen Wolf illustrates clearly how the Ashen Wolf’s 
  cursed blessings often work. Though granted powers over 
  
  19
  ash and flame, his body was still vulnerable to their scalding 
  touch. Whenever he fell in combat due to his own weakness 
  or foolhardy sense of invulnerability, that scalding ash would 
  gradually grow further over his body, continuing to cover his 
  skin with each successive failure. Eventually, it consumed his 
  form completely, transforming him irreversibly into a full 
  ashenspawn. His humanity stripped from him, he began to 
  hunger for precious metals and fine wood, which filled his 
  veins with glowing steel and replaced his teeth with scorched 
  mahogany covered in gold. Many others follow similar paths, 
  gradually being consumed by the fire within them until they 
  are no longer what they once were. 
  Items of Power
  The Ashen Wolf is rarely one for objects, fashioning 
  whatever it may require from wood and metal the moment 
  it is required, but there are many famed blacksmiths and 
  craftsmen who have sworn pacts with the Ashen Wolf, or have 
  descended from those who did. Among these objects are the 
  Arcfire Chain, the Scorched Sigil, the Stone of Braxi, and the 
  Armor of Inferno, detailed below:
  Arcfire Chain
  weapon (whip), rare (requires attunement)
  This whip appears to be made of a thick chain covered in 
  gruesome spikes. You can use this whip to cast hellfire lash* 
  without using a spell slot at will. Charisma is your spellcasting 
  ability for this spell.
  Armor of Inferno
  armor (heavy), very rare (requires attunement)
  This armor is covered with ceremonial insignias associated 
  with the Ashen Wolf, and is constantly smoking gently. 
  While you are wearing it, you gain resistance to fire damage. 
  Whenever you take damage while wearing this armor, you 
  can use your reaction to unleash a burst of flame, inflicting 
  2d10 fire damage to all other creatures and unattended objects 
  within 5 feet of you.
  Scorched Sigil
  wondrous item, common
  This twisted and bent piece of blackened metal is shaped 
  into a foreboding sigil and is constantly warm to the touch. 
  These sigils are frequently used by Ashenspawn to mark their 
  territory, and to brand their greatest warriors and adversaries 
  alike. Whenever it is pressed into a tree, it ignites and adheres 
  fully, becoming permanently affixed. If applied to living 
  flesh, it burns into the skin, inflicting 1d10 fire damage and 
  permanently branding the creature as it fuses with their body. 
  The sigil can be forcefully removed from the creature’s skin by 
  deliberately inflicting 10 slashing damage to them while they 
  are restrained or willingly allowing the removal.
  Stone of Braxi
  wondrous item, rare (requires attunement by a warlock with the 
  Pact of the Blade feature)
  This blood-red ruby is shaped into a finger-sized spike, and 
  glows with an otherworldly light. When attuned, it sinks 
  into your dominant hand until only a smooth gemstone is 
  visible at the base of your palm, where it empowers your pact 
  weapon. Once per turn, you can create your pact weapon 
  without using an action, and your pact weapon gains a +1 
  enhancement bonus, which stacks with other enhancement 
  bonuses it may have. Additionally, you can choose to have it 
  inflict fire damage instead of the normal type.
  The Wolf’s Lair
  The Ashen Wolf commonly dwells in places where fire is 
  prevalent or easy to spread, enjoying forests in dry climes or 
  volcanic regions. The area around its lair would be affected 
  similarly to the space occupied by a red dragon or powerful 
  fire elemental, becoming filled with deadly flame, hazy ash, 
  and blistering heat at all hours of the day and night. It prefers 
  natural environments, and will take up residence in caves or 
  woodland groves. It tends to avoid rivers and streams when 
  possible, though when it does interact with them, they will 
  usually dry to the bed within a mile of the Wolf’s crossing. As 
  an Alrisen, it has the capacity to teleport and burn across the 
  sky as a flaming comet, but it usually prefers to walk like a 
  natural beast when possible.
  Unfortunate Invitation
  The Ashen Wolf is typically seen as cruel and capricious, eager 
  to make a deal but only because it knows it holds all the cards. 
  Mortals that are insolent or rude occasionally entertain it, 
  but are often run down and devoured just the same. Those 
  who show the proper respect will have cordial relations with 
  the Wolf, though few who stand within its presence are able 
  to meet the furious gaze of the heart of the flames within the 
  Wolf’s burning eyes. Those who grovel and cower before it 
  are viewed as prey, and it will devour them as though they 
  were the sacrifices deliberately brought before it. The Wolf 
  will demand displays of fearlessness and bravery from those 
  it wishes to have as servants, as well as animalistic cunning. 
  Sometimes, it’s simply looking for entertainment, but other 
  times it requires a problem solved. From the weak, it will 
  simply demand payment, often with a curse attached. To seal 
  a pact with a mortal, the Wolf will breathe ash and flame upon 
  them until they are burned nearly to death, stopping only at 
  the last moment to see if they are strong enough to survive 
  and be welcomed into its pack. 
  My pact didn’t come without a 
  cost. I used to be a pretty handsome 
  guy, before all the ash. Most 
  people can’t meet my eyes for long 
  now. Unless, they’re not mortal, I 
  suppose. Still, it has its perks. 
  My sword is always on hand, and 
  I’m never on the wrong side of the 
  campfire anymore. Was it worth 
  all the pain and effort? 
   Yeah. -X
  
  20
  The Blackthorn Grove
  The Blackthorn Grove
  The Journey of the Lost
  Nature possesses a beauty that is only rivaled by the works 
  of the finest minds of men, yet it is not a beauty born from 
  will and determination, but from single-minded apathy to 
  everything but oneself. Those that wander, departing from 
  the cracks of society due to dissatisfaction or tragedy, who 
  enter the untouched wildlands to find themselves will end up 
  somewhere dark and perilous. The Blackthorn Grove is their 
  destination, whether they know it or not.
  The Maze of Blood
  Lost, stranded, yet unafraid and uncaring of the outcome, 
  the wandering soul will find themselves within a maze of 
  blood-red brambles and roses blacker than ink. Those who 
  are weakened by their journey often fall here, and are feasted 
  upon by the vines that burrow into their corpses, moving 
  with slow motions to cause the jaws to clack and the teeth to 
  grind. The ones who close their hearts to the cruelty inflicted 
  upon the dead find themselves called forward, deeper into 
  the maze. They will face obstacles that are insurmountable 
  without sacrifice, feeling their clothing and armor torn to 
  shreds by the thorns of the black roses while watching as the 
  plants feast upon their crimson bounty.
  The Fields of Acedia
  The few who manage to enter the Maze of Blood and survive 
  to find the exit are greeted by broad fields of flowers, endless 
  in variety and color. Small copses of trees bearing fruits 
  unseen by those in the outside world dot the landscape, and 
  a stream runs through the center filled with pure water. In 
  short, it would seem to be a paradise by comparison to those 
  who suffered such a harrowing journey. However, this place is 
  far more dangerous than the Maze, for it does not harvest the 
  body, but the mind. Those who enter this place and feast upon 
  the fruits and drink of the water find that the wounds they 
  suffered within the Maze of Blood shall not heal. Instead, they 
  continue to slowly drip that precious crimson ichor upon the 
  roots of the flowers and trees, the blood loss numbing the pain 
  of the journey. Those who partake do not care, however, as 
  their minds are filled with the pleasures of their meal. In the 
  center of the field, the Blackthorn Grove awaits.
  The Heart of Rebirth
  The wanderers who care not for the false temptations of the 
  Fields while seeking the true purpose of this otherworldly 
  place inevitably find themselves standing before the entrance 
  to the Blackthorn Grove. Within, they are consumed by the 
  disdain they felt for both themselves and the world, and shall 
  take the thorns as claws to tear their own heart from their 
  chest, offering it as tribute to the single flower within the 
  grove. In response, it shall burrow into the gap where once 
  their heart, filling them with purpose: to grow, to fight, to live, 
  and to see the world with eyes unclouded by hate. Thus, they 
  shall seek war and death, joy and life, reveling in the emotions 
  once abandoned within the Maze and Fields. The blackthorn 
  heart within them thirsts for blood, however, and thus will 
  often instinctively draw them towards violent conflict and 
  incite a lust for power. It is the nature of a grove to seek to 
  spread and grow, after all, and only the most powerful can 
  provide fertile soil for the seed of the Blackthorn Grove.
  
  21
  Otherworldly Patron: 
  The Blackthorn Grove
  You’ve torn out your heart as an offering to the Blackthorn 
  Grove after braving the Maze of Blood and resisting the 
  temptations of the Fields of Acedia. In place of your heart, a 
  pulsing, beating, writhing mass of thorns has grown and made 
  you whole. The lifeblood of the world itself runs through your 
  veins, granting you power and passion alike to fulfill your 
  purpose, whatever that may be. The trials and suffering of 
  your past beckons you to make amends or take your revenge, 
  but the feeling of grass under your feet and the sunlight upon 
  your face is enough to help you understand the worth of life. 
  Wander alone no longer, for even in death the Grove shall 
  grant you a home.
  Expanded Spell List
  The Blackthorn Grove 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.
  Blackthorn Grove Expanded Spells
  Spell Level
  Spells
  1st
  entangle, hunter’s pace*
  2nd
  heartripper*, replenish*
  3rd
  plant growth, skewering vines*
  4th
  bloodthorn*, cage of briars*
  5th
  overwhelming emotion*, tree stride
  Blackthorn Heart
  At 1st level, you have torn out your heart and replaced it, 
  granting you power, purpose, and a will to survive. You ignore 
  nonmagical difficult terrain. Whenever you are reduced to 0 
  hit points or fail a death saving throw, your Blackthorn heart 
  bursts from your chest and lashes out with life-stealing briars 
  towards the nearest hostile creature within 5 feet of you. Make 
  a melee spell attack roll. If you hit, the creature takes magical 
  slashing damage equal to your warlock level and you regain 
  hit points equal to the damage dealt. 
   After you recover hit points using this feature, the attack roll 
  is made with disadvantage until you finish a long rest.
  Apathy is Death
  At 6th level, you can use your reaction to surge with purpose 
  and haste whenever you make an Intelligence, Wisdom, or 
  Charisma saving throw. You gain advantage on the saving 
  throw, can move up to half your speed, and can make a single 
  weapon attack before the result of the roll is revealed. 
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Arboreal Guardian
  At 10th level, your purpose is not merely to exist, but to 
  safeguard life. Whenever a creature within 5 feet of you would 
  take damage, you can choose to redirect half of the damage to 
  you by shielding them with vines from your Blackthorn heart. 
  Only the original target suffers any additional effects of the 
  damage. If this damage reduces you to 0 hit points, you gain 
  advantage on the first spell attack made by your Blackthorn 
  Heart feature.
  Seeds of Destruction
  At 14th level, you realize the reason you have been blessed 
  with this power and purpose: to spread the Blackthorn Grove. 
  Whenever you are reduced to 0 hit points and you fail to 
  recover hit points using your Blackthorn Heart feature, you 
  can choose to have the beginnings of a new Maze of Blood 
  appear around you. The area within a 30-foot radius of you 
  becomes difficult terrain, and blood-hungry vines emerge 
  from the assembled briars to drink their fill. Each creature 
  within the radius must make a Constitution saving throw at 
  the start of each of their turns while within, though allies have 
  advantage on this saving throw. Each time a creature fails 
  this saving throw, it takes slashing damage equal to 5d10 plus 
  your Charisma modifier. The Maze lasts until you recover 1 hit 
  point, or becomes permanent if you die. 
   Once you’ve summoned the Maze of Blood, you can’t do so 
  again until you finish a long rest.
  Eldritch Invocations
  Awakened Blade
  Prerequisite: Pact of the Blade feature, Blackthorn Grove patron
  You can choose to create a weapon from polished black wood 
  and wicked spines using your Pact of the Blade feature. While 
  you maintain concentration on a spell cast using a warlock 
  spell slot while wielding this weapon, dense foliage covers 
  your skin, causing your AC to equal 17 if it would normally be 
  lower.
  Book of the Blackthorn
  Prerequisite: Pact of the Tome, Blackthorn Grove patron
  During a short or long rest, you can choose to create an effigy 
  from plant material, weaving and shaping it into a heart. 
  You can only have one such effigy at a time. Over the course 
  of one minute, you can choose to replace the heart of a dead 
  creature with this effigy, causing it to rise as a zombie with 1 
  hit point. The zombie will unerringly seek a path towards a 
  destination you name at the time of this ritual, but will ignore 
  any creatures it encounters and will not pause or stop until 
  destroyed. Once the zombie reaches that destination, it will 
  fall to the ground and the sapling of a tree will sprout from the 
  corpse.
  Nightshade’s Embrace
  Prerequisite: Blackthorn Grove patron, 7th level
  Whenever you deal damage with a cantrip or weapon attack, 
  you can use a bonus action to attempt to overwhelm one 
  target with a deadly poison. The next time the target takes 
  bludgeoning, piercing, or slashing damage before the start of 
  your next turn, they must make a Constitution saving throw. 
  If they fail, they are poisoned until the end of your next turn. 
  While they are poisoned, they are also blinded. 
  United Survival
  Prerequisite: Pact of the Chain, Blackthorn Grove patron
  If you have a bloodless wanderer as your familiar, it gains 
  additional hit points equal to your warlock level.
   While you have a bloodless wanderer as your familiar, you 
  can touch a creature as an action to sacrifice a number of hit 
  points up to your warlock level. The target recovers hit points 
  equal to the amount you lost.
  
  22
  Traits of the Thornhearted
  Warlocks who draw power from the Blackthorn Grove are 
  called thornhearted, and are often secretive about their 
  origins, instead preferring to converse about more pressing 
  matters. Their secrecy is often born of necessity, as most have 
  enemies that would love to see them dead. Consider adding 
  one or more of these traits when creating a warlock or after 
  drawing heavily from the power of the Grove.
   d20
   Trait 
   1  
   You smile and laugh without reservation.
   2  
   You sleep on bare earth when outdoors.
   3 
   You weep openly whenever you feel despair.
   4 
   You eat raw meat whenever you get the chance.
   5 
   Your move constantly, even when still.
   6  
   You refuse to surrender without a fight.
   7  
   You dislike cities and urban areas.
   8 
   People often wonder about the nature of your powers.
   9 
   You make inspiring speeches with surprising frequency.
   10 
   You break into song on beautiful days.
   11 
   Your flesh seems to ripple under your skin.
   12 
   Your irises become blood red with green veins.
   13 
   You seem to fit in perfectly to natural environments.
   14 
   Your facial features become accentuated by small plant-
  like growths that cover your cheekbones or brow.
   15 
   Your limbs become long and branch-like.
   16 
   Your teeth look like wicked thorns.
   17 
   Your hair becomes long strands of grass and leaves.
   18 
   Horn-like protrusions of wood emerge from your forehead.
   19 
   Your fingernails have been replaced with barbed spines.
   20 
   Whenever you cast a spell, your Blackthorn heart pulses 
  with crimson energy.
  Sorcerous Origin: 
  Blackthorn Lineage
  Somewhere in your lineage, your ancestor entered the 
  Blackthorn Grove and made a pact within, replacing their 
  heart with one crafted from the essence of the Grove itself. 
  Working with plants has always come naturally to you, but 
  one day your magical power awakened. In defense of your 
  life or in pursuit of your heart’s deepest desires, the strange 
  arcanery of the Blackthorn Grove sprouted within your veins 
  and made its home within you, awaiting the day that you will 
  carry on its legacy and become the origin of a new Grove. 
  Origin Spells
  When you choose this sorcerous origin, you gain access to the 
  following spells, which do not count against your spells known 
  but can only be cast using a sorcerer spell slot.
  Blackthorn Lineage Origin Spells
  Spell Level
  Spells
  1st
  entangle
  2nd
  replenish*
  3rd
  plant growth
  4th
  hallucinatory terrain
  5th
  commune with nature
  6th
  transport via plants
  Blood of the Dark Forest
  When you select this origin at 1st level, your spirit aligns to the 
  power of the Grove, calling to the cycles of regrowth. You learn 
  the druidcraft cantrip. When your Spellcasting feature lets you 
  learn or replace a sorcerer cantrip or a sorcerer spell of 1st level 
  or higher, you can choose the new spell from the druid spell 
  list or the sorcerer spell list. You must otherwise obey all the 
  restrictions for selecting the spell, and it becomes a sorcerer 
  spell for you.
  Sleeper in the Field
  Also at 1st level, whenever you cast a spell using a spell slot 
  of 1st level or higher, you can choose a creature that you can 
  see within 30 feet of you. Roll 1d10 for each level of the spell 
  slot you expended. If the total is equal to or greater than the 
  number of hit points the creature has, it falls asleep as though 
  affected by the sleep spell.
  Glade Keeper
  At 6th level, your connection to the Grove allows you to 
  manipulate plants with ease. You learn the spells barkskin, 
  spike growth, and speak with plants. They count as sorcerer 
  spells for you and don’t count against your number of spells 
  known. You can expend a number of sorcery points equal to 
  the spell’s level to cast one of these spells without expending a 
  spell slot. 
  Watcher in the Woods
  At 14th level, you attune yourself to the Maze of Blood. You 
  gain immunity to difficult terrain and gain a climbing speed 
  equal to your walking speed. You also gain immunity to 
  effects that would cause plants to hinder or damage you, such 
  as the entangle spell. Additionally, you gain darkvision out 
  to 120 feet. Whenever you cast druidcraft, you can choose to 
  teleport to a location that you can see within 15 feet of you by 
  expending 1 sorcery point.
  Heart of the Wilderness
  At 18th level, whenever you cast a spell that is on the 
  druid spell list using a spell slot or sorcery points, you gain 
  temporary hit points equal to your sorcerer level that last for 
  one hour.
  
  23
  The Heart of Thorns
  The Blackthorn Grove represents a dark journey that one 
  embarks upon voluntarily, and one that would always end 
  in tragedy if not for the eldritch power contained within. 
  However, the Grove does not always need to be defined in this 
  way. This section is dedicated to provoking the questions you’ll 
  need to answer in order to make the Blackthorn Grove your 
  own, and provides information on individuals who would 
  have made pacts with the Grove, and practices surrounding 
  the Grove and its keepers.
  Opening the Heart
  One of the first things to consider when including the 
  Blackthorn Grove in your world is its location. Is the Grove 
  located on the Material Plane? Does it move around in any 
  way, or is it static? Is it located in a demiplane of some kind, 
  made especially for it? Does it reside among the courts of the 
  fey, or is it a beacon of natural disorder somewhere in the 
  outer planes? 
   Once you’ve decided upon a location for the Grove, 
  consider how someone would manage to visit it. Are they 
  shown the path by other beings, or would they be able to 
  find it themselves? Is it guarded by otherworldly forces, or 
  by mortals? Are there other obstacles that one would face on 
  the journey to the Grove, and how would an ordinary person 
  in a dark state of mind manage to overcome these obstacles 
  in order to reach the Grove? Is it even possible, or can only 
  trained warriors and mages reach the Blackthorn Grove?
   Once you’ve placed obstacles in the way, decide what the 
  return journey looks like. Do they leave the same way they 
  entered, or is there another route? What lands lie in that 
  direction, and why would a person now filled with personal 
  purpose decide to visit them? Would they go home instead? 
  What would they do when they arrived? If you can answer 
  these questions, you’ll have a good idea about how the Grove 
  can fit with your character or world.
  A Fragment of Nature
  When implementing the Grove in your world, it would 
  be useful to decide how powerful it is in relation to the 
  other forces that preside over the landscape. Is it a living 
  embodiment of all natural things, or is it merely a parasitic 
  organism clawing forth from the dirt in a desperate bid to 
  grow and survive?
   If the Grove is powerful, consider emphasizing the 
  knowledge others in the world may have about it, and 
  connecting it to deities or other higher powers. Is it the heart 
  of an ancient fey, or the soul of a woodland spirit? How was 
  it created, and where did it come from? What magic could be 
  used to make something like this, and why was it employed? 
  What kind of price would one have to pay to create such a 
  powerful and bloodthirsty force, and why would they have 
  been willing to do so? Answering these questions will help 
  determine how powerful the Grove is in your cosmology, and 
  what the end result of its desire to spread will be.
  Thorns and Leaves
  Another option to consider when including the Grove in your 
  world is changing the nature of the entity from an unfeeling 
  plant to a sentient being. What does this creature look like? 
  Is it humanoid, bestial, or something more outlandish? How 
  does it speak, and what does its voice sound like? How does 
  it behave? Is it calm and benevolent, brash and wild, or quiet 
  and scheming? Why would it be willing to accept the heart 
  of a mortal creature, and why would it offer a new one in 
  return? What does it do with the hearts it collects? Does it eat 
  them, store them, or place them into new bodies, to be reborn 
  anew? Why would it do this, and how would other forces and 
  individuals of power respond to this creature’s behavior?
  A Bringer of Death
  One of the stories told of the Blackthorn Grove is of a dwarf, 
  surprisingly enough. Broken and battered after seeing her 
  clan slaughtered before her very eyes, Fjola staggered into the 
  wilderness with the wretched look of a broken woman. For 
  days she wandered, living out the horrors of her past night 
  after night, screaming in anguish and torment. 
   Uncaring where her wanderings took her, she stumbled into 
  the Maze of Blood. The dead spoke to her, cracking their jaws 
  in the grasp of the vines, but she ignored them, for she knew 
  they were not her kin. The blood-red thorns tore at her flesh 
  and ruined her once-fine robes, but she pressed on, unwilling 
  to die. 
   She stumbled into the Fields of Acedia, but the beauty of 
  the place had no hold upon her, for her heart was cold and 
  empty. She continued, eyes blank and face slack, till she stood 
  before the massive tress that lie at the center of the Blackthorn 
  Grove, uncaring that they pulsed silently like a beating heart. 
  She entered the space within, and witnessed with unseeing 
  eyes the bloody light that shone from within bark of the trees. 
   There she felt the final urge, the dark compulsion that is 
  inescapable, and reached for the thorns. Unfeeling as they cut 
  at her flesh and ruined her hands, she fashioned a gauntlet 
  from the razor-sharp vines and plunged this terrible tool 
  into her chest, shattering bone as the living vines dove in and 
  extracted her heart. 
   Supported only by the foul foliage, she raised her arm, and 
  her still-beating heart spoke aloud, swearing vengeance upon 
  those that had wronged her. The Grove responded, diving 
  into her chest and fashioning a new heart even as it stole her 
  previous one. Thus, Fjola the Bloodstained was reborn. 
   Within a week, the orcish raiders were slain. Within a 
  month, their tribe was found massacred. Within a year, not a 
  single one was left within the dwarven lands. All were found 
  twisted and broken, with their hearts ripped from their 
  chests, with nothing left to fill the holes.
  Honestly I have a lot of respect 
  for these folks; you can’t argue 
  with that kind of commitment. I 
  don’t think it’s for me though. My 
  heart is already on fire. -X
  
  24
  Source of the Apathy
  Individuals who journey to the Blackthorn Grove are drawn 
  there instinctively, but in order to hear that subtle calling 
  within their soul, they must first be emptied of both emotion 
  and hope. When creating an individual touched by the Grove, 
  decide how they succumbed to this, or roll on the table below.
  d6
  Source
  1
  You were born uncaring and unfeeling, though you 
  concealed this fact for the entirety of their childhood.
  2
  You  were mistreated and harmed by one or more 
  people who were close to you, and lost the ability to 
  trust or care about your future.
  3
  You were cursed by a malignant entity, such as 
  a witch or genie, and lost the ability to enjoy the 
  pleasures of life.
  4
  You failed at a task of monumental importance, such 
  as protecting a loved one when they needed you most.
  5
  You lost everything to misfortune, and suffered 
  incredible adversity you could not overcome.
  6
  You were a warrior, and are the sole survivor of 
  a horrible battle that claimed the lives of their 
  comrades. The loss broke your spirit.
  Journey to the Grove
  A lone wanderer traveling to the Blackthorn Grove may face 
  many perilous obstacles before even arriving. Consult the 
  following table for potential hazards on their journey, and 
  consider how the character would overcome them.
  d10 Hazard
  1
  The exterior of the Grove is guarded by an ancient and 
  powerful monster, such as a dragon, giant, demon, or 
  celestial. It may pose riddles, or attempt to dissuade a 
  wanderer by force if they are detected.
  2
  Bandits plague the area around the Grove, seeking 
  to strip apathetic travelers of their view remaining 
  possessions.
  3
  A coven of hags lurks near the Grove, disguised as 
  beautiful women. They try to tempt travelers from 
  their path so they can boil them for stew.
  4
  The Grove is deliberately concealed by a curse or spell 
  designed to confuse the mind and baffle the senses.
  5
  The Grove is considered to be the sacred heart of an 
  eternal forest by a group of druidic elves, who refuse 
  to allow travelers near it under any circumstances.
  6
  The Grove is located in the middle of a harsh desert, 
  and is an oasis of sorts with an often-deadly price. 
  7
  The Grove is located at the peak of a mountain, and 
  can only be reached by one willing to die. Despite the 
  cold, it is warm and verdant within.
  8
  The Grove is located at the heart of a dormant 
  volcano, and the only entrance is through the caldera.
  9
  The Grove is located in a royal conservatory, and is 
  carefully guarded by the local monarchy to prevent a 
  rebellion using this power.
  10
  The Grove is not even a real place, but is instead a 
  spiritual journey that plays out in one’s dreams. The 
  exchanged heart, however, is real nonetheless.
  Awakened Motives
  Once a person has made a pact with the Blackthorn Grove 
  and exchanged their heart, they are inspired with new 
  purpose and vigor. Some may simply desire to achieve goals 
  they thought impossible before, while others have their new 
  passion for life inspire them to pursue new ones. Decide a new 
  goal for the character, or roll on the table below.
  d8
  Source
  1
  You want revenge for the injustice done to you, and 
  nothing will stand in your way.
  2
  The people who are responsible for your suffering 
  must not be allowed to hurt anyone else, and you’re 
  the one to make sure of that.
  3
  Society is damaged, hurtful, and irresponsible. You’re 
  going to be the one to make things right.
  4
  There are forces in the world beyond the knowledge 
  of mortals, and they must be opposed.
  5
  The Blackthorn Grove relies upon new hearts to grow 
  in power. You’re going to make sure it gets them, one 
  way or another.
  6
  You’ve listened to nature itself, and it cries out for you 
  to protect it from the assault of civilization.
  7
  Your new heart cries out to be taken to new lands, far 
  from the Grove, and you crave the adventure.
  8
  You want to explore the full extent of your new 
  power, and change the world to suit your whims.
  Reputation of the Blackthorn
  The Blackthorn Grove is known for being a place of both death 
  and renewal, and is often referenced in myths and legends. 
  One of the more popular myths calls it the dark heart of a 
  fallen god, bursting forth from the ground in an attempt to 
  recover its worshipers and regain power. 
   Individuals who have gone forth from the Grove rarely 
  return to it, instead establishing new sanctuaries within 
  the wilderness and devoting them to the forces beyond 
  civilization. They are viewed with both suspicion and joy, 
  depending on how those that have come before them have 
  acted. In cultures where known thornhearted have returned 
  to wreak havoc and exacted bloody revenge upon those who 
  have wronged them, most are branded criminals upon sight, 
  for fear of the retaliation they will bring. 
   However, in some places, they are seen as harbingers of 
  justice and avengers of the wronged, seeking to destroy only 
  the cruel and merciless. In these places, they are known 
  for forming bands of vigilantes to bring down tyrants, slay 
  powerful beasts, and bring order to the chaos of life.
  
  25
  A Cycle of Death
  When a thornhearted kills someone who has wronged them 
  with their Grove-granted magic, they will often extract the 
  heart from their foe and offer it to the Grove in a sacrificial 
  ritual, planting the heart in the earth so that it may grow the 
  first sprouts of a new Maze of Blood. 
   Maturation takes years, however, and rarely succeeds. When 
  it does, the plant appears as a small rosebush and is rarely 
  noticed, attracting attention only by botanists curious why the 
  roses possess veins filled with black. If the plant is ignored, it 
  will wither and die within the year without adverse effect. 
   If the plant is deliberately fed with fresh blood by a sentient 
  creature, then it will begin to slowly mature, causing the 
  veins within the roses to completely blacken the flowers and 
  causing the thorns upon the stems to grow longer, sharper, 
  and more insistent. If there is enough space for it to grow, it 
  will continue to in two directions over the course of years until 
  it eventually surrounds all the available territory. Once it has 
  completed the circle, a thick and heavy fog will begin to flow 
  into the center, gradually choking the life from any plants or 
  animals within. Those that try to flee will become food for the 
  increasingly aggressive vines within this new Maze of Blood. 
  Over time, the landscape within will change, becoming an 
  open field, and the Fields of Acedia will begin to grow in full, 
  sprouting the fruited trees and delicate flowers that ensnare 
  travelers in a peaceful haze. Only once all of this has grown 
  will the new Blackthorn Grove begin to burst forth from the 
  soil, a verdant replica of the original heart that gave it life, and 
  a chilling reminder of the cost that was paid in blood.
  Blades of the Blackthorn Grove
  Numerous scholars, druids, and sages of all stripes have 
  attempted to study the Blackthorn Grove, and to create 
  weapons, armor, and artifacts from the innately magical 
  foliage within. Over time, the collected eldritch energies led 
  to the creation of several magical objects, three of which are 
  known as the famous Blades of the Blackthorn.
  The Regretful Thorn
  magical dagger, very rare (requires attunement)
  This dagger is crafted from dozens of blackened thorns floating 
  together within a blood-red fog shaped into a blade. The 
  handle is covered in these same thorns, and they pierce the 
  hand of their wielder even as they cut down the foe.
   You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. Whenever a you hit a creature with 
  this weapon, you can choose to unleash the thorns within, 
  causing the target to take an additional 3d10 piercing damage. 
  When you do so, you take piercing damage equal to half the 
  additional damage.
  The Spiteful Skewer
  magical pike, very rare (requires attunement)
  This long barbed pike appears to be made from countless vines 
  wrapped and shaped into a singular core, and is capped at each 
  end with thin, needle-like leaves. 
   You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. As a bonus action, you can speak a 
  command word to transform this weapon into a longbow, 
  and in this form it generates a blackened arrow whenever it 
  is drawn. Whenever you hit a creature with this weapon in 
  either form, you can use a bonus action to skewer the target. 
  The creature must make a DC 15 Constitution saving throw. 
  If they fail, they take 1d12 piercing damage and are restrained 
  by vines until the start of their next turn. A creature within 5 
  feet of the restrained target can remove these vines using an 
  action. While you have skewered a creature, you cannot make 
  attacks with this weapon.
  The Blood Thief
  magical greatsword, very rare (requires attunement)
  This massive greatsword appears to be made of curiously-
  formed iron, as though it were forged by intent rather than 
  heat and pressure, and the handle is crafted from dark wood 
  from the heart of the Blackthorn Grove. The blood spilled by 
  this blade dries instantly, and the iron extracted from that 
  blood is slowly added to the ever-growing blade, while vines 
  feed the remainder to the wielder. 
   Whenever you hit a creature with this weapon, it inflicts 
  an additional 2d6 necrotic damage. If you are adjacent to a 
  corpse, you can use an action to impale the body and extract 
  the blood from within, granting you 10 temporary hit points. 
  Once you do this, the corpse is drained dry and cannot be used 
  again.
  Armor of the Heartless Knight
  magical plate armor, legendary (requires attunement)
  This armor appears to be made from thick brambles carefully 
  shaped into an armored carapace. The helm that accompanies 
  it is sleek and form-fitting, and must be worn with the armor 
  to unlock its magical power. While you are wearing this 
  armor, you gain temporary hit points at the start of each of 
  your turns equal to your character level, and if you would 
  be reduced to 0 hit points, you can use your reaction to be 
  reduced to 1 hit point instead and gain temporary hit points 
  equal to your hit point maximum. Once this occurs, this 
  feature cannot be used again until after the next dawn.
  The Blackthorn Guardian
  If all three of the Blackthorn Blades are gathered, and a person 
  wearing the Armor of the Heartless Knight spends one day 
  in meditation with the three blades, the Blades will combine 
  together into the following weapon, until the blade is returned 
  to the heart of the Grove and placed within.
  The Final Revenge
  magical longsword, legendary (requires attunement)
  This longsword has a blade comprised of fragments of iron 
  and black thorns floating within a red mist, shaping together 
  into a sharpened edge. The handle is made from twisting vines 
  that dig into the flesh of the wielder, harming and healing at 
  the same time.
   You gain a +3 bonus to attack and damage rolls made with 
  this magic weapon. While you are attuned to this weapon, you 
  are considered proficient with it. At the end of each of your 
  turns while you are wielding it, you take necrotic damage 
  equal to your character level, as the blade drains your blood. 
   Whenever you hit a creature with this weapon, deadly 
  thorns and sharpened metal digs into their flesh, inflicting 
  piercing damage equal to your character level. If a creature 
  is slain by this attack, you can choose to have the thorns 
  impaling them explode outward, inflicting 4d10 piercing 
  damage to hostile creatures within 10 feet of your target and 
  causing you to recover hit points equal to your character level.
  
  26
  
  27
  The Final Transactors
  In all but the most barbaric places, there is currency. A coin, a 
  bill, a gem, a shard of glass, a shell, a letter of credit - the form 
  matters little, but the power that these simple objects possess 
  matters greatly.
   The Currency Conspiracy is the name often assigned to the 
  hidden actors who work to spread these currencies far and 
  wide throughout all corners of the endless planes, until the 
  final coin rests within the last open hand. Upon that day, they 
  shall awaken to consume the world.
  The Weight of a Life
  The eldest and most influential among the conspirators are 
  referenced in hushed whispers as the Cabal, and it is their 
  duty to imbue the currencies of the worlds with fragments of 
  the greatest souls stolen, bargained for, taken, and recovered 
  by the Conspiracy. First, they weigh the value of the soul, 
  seeking to judge its level of Gilt. Those who touched the lives 
  of others in powerful ways and shaped the course of history 
  possess much of this power, while those who did nothing of 
  significance are viewed as worthless. Once the judgment is 
  complete, the soul is torn apart and reforged into creatures 
  known as “karensee” or wealth mimics in the common 
  tongue.
  A Forgotten Agreement
  Those who have power and influence are often those most 
  approached by the conspiracy, both for their ability to further 
  its inscrutable ends and for the potential end value of their 
  soul. However, the famed and wealthy are not always inducted 
  into the ranks of the conspiracy. Those with talent and skill, 
  unseen by society, are also viewed as valuable. Monsters and 
  loathsome creatures are often inducted into the ranks of the 
  conspiracy, though they are often viewed as little more than 
  collectors and agents. 
   Regardless, the conspiracy approaches in small but 
  remarkable ways. A lucky coin, a discovered gemstone, a few 
  small trinkets that seem to keep turning up again. Once taken, 
  the whispers of the Cabal’s endless schemes reach the ears of 
  the subject, and they are brought before this shrouded council 
  for an audience, carried through space and time in an instant. 
  When one arrives, a contract written in blood and arcane 
  ink is presented. One’s soul, in exchange for wealth, power, 
  and purpose. Those that sign are inducted, returned, and 
  instructed, before having their minds cleared of all but the 
  faintest inklings of the deal they have made. 
   Those who refuse have their memories purged of the event, 
  and are returned unharmed with a bag of money lying on the 
  ground before them. Most are simply struck by their apparent 
  luck, and do not question the missing moments in time. There 
  are some, however, that are not content with this explanation 
  and instead begin their investigation. These are the ones that 
  the Conspiracy seeks to silence, as they tarnish its name.
  The Reach of the Coinmakers
  Those inducted into the conspiracy are given a single coin 
  of pure Gilt, representing their own soul. It is by this coin 
  that conspirators know and forget one another, for to all 
  but those inducted the coin is naught but another ordinary 
  denomination. 
   When a conspirator claims the soul of a mortal, through 
  death or thrift, the Conspiracy may fragment the Gilt 
  collected into more karensee. A dragon’s hoard may be the 
  accumulation of the victims it has slain, the champions it has 
  vanquished, and the beasts that have sworn loyalty to it, if it 
  has joined the conspiracy. It may not truly know the nature 
  of this coinage, instead merely remarking upon its luck and 
  fortune. A king conquering a new land would find his coffers 
  filled to bursting, the creatures within waiting patiently 
  for their time to rise. Upon that dark and terrible day, the 
  karensee will awaken and feast upon the living in a grand 
  ritual that will send the power of countless souls to the Cabal, 
  making them greater than the gods themselves.
  Reveal the Conspiracy
  When including the Currency Conspiracy in your world, 
  consider what methods the Cabal may use to spread their 
  devious minions across the planes. What is their end goal? 
  Why do they wish to consume sentient life? Are the karensee 
  aware of their purpose? Can they conceal their true nature 
  fully, or are there some who have discovered the truth?
   Consider these questions when including the Currency 
  Conspiracy, and ask yourself what effect that it may have on 
  the nations, monsters, and persons of your world. 
  Gilt: The Currency of Soul
  Mortal life accumulates Gilt simply by existing, though not 
  all are possessed of great quantities. Gilt is a metaphysical 
  measure of the amount of impact that a person or entity has 
  had upon the world. Those with more Gilt have been more 
  impactful, while those with less are often merely cogs in 
  the great celestial machine, fulfilling roles simply because 
  they were born to. Heroes and villains, champions and cruel 
  tyrants alike all possess Gilt in great quantities. When Gilt is 
  made to manifest physically by the magic of the Conspiracy, 
  it appears as golden coins that shimmer and sparkle with 
  unseen light, and they feel far more burdensome than one 
  might expect from such a small object.
  A Binding Oath
  One of the easiest ways for a Conspirator to gain Gilt from 
  another creature is to have that being swear an oath of 
  fealty. The creature must speak sincerely, yet does not need 
  to be aware of the full extent of their actions. The oath must 
  contain a declaration of loyalty and a statement of intention 
  to serve, and when it is completed, the Gilt from that person 
  flows to the one who is the beneficiary of the oath. 
   Members of the Currency Conspiracy who have been 
  initiated in the secrets of Gilt can wield this power and 
  release it into the universe to manipulate magical energies. 
  Once the Gilt has been released, it will naturally flow back to 
  the person who swore the oath. 
   Those who have had their Gilt harvested from them by 
  lethal means do not recover their Gilt in the afterlife. Instead, 
  it flows about in the spaces between the planes, waiting 
  to accumulate around a new mortal soul. Gilt will always 
  continue to grow, until eventually even the lowliest soul 
  bears the Gilt of dead gods from a time long past.
  
  28
  Otherworldly Patron: 
  The Currency Conspiracy
  You’ve been inducted into the ranks of the Currency 
  Conspiracy, yet you’ve retained your memories of the deal 
  by some twist of fate. Perhaps you were knowledgeable and 
  unscrupulous, willing to bargain the life of another away 
  in exchange for your freedom. The Cabal may have a grand 
  plan that requires your action, and needs you to be aware of 
  the reality behind your deeds. Other actors, such as gods or 
  demons, may have intervened on your behalf and broken 
  the spell upon you to restore your memory. Nevertheless, 
  you now know the truth, and your ability to channel the 
  unusual power of Gilt has been made manifest, granting you 
  a measure of control over the karensee. Will you use it to 
  further the dark goals of the Conspiracy, or will you turn on 
  your former masters? The choice is yours, as the burden of the 
  consequences rests squarely upon your shoulders. 
  Expanded Spell List
  The Currency Conspiracy 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.
  Currency Conspiracy Expanded Spells
  Spell Level
  Spells
  1st
  command, identify
  2nd
  arcane lock, knock
  3rd
  clairvoyance, glyph of warding
  4th
  skin of flint*, unspoken agreement*
  5th
  dominate person, teleportation circle
  Weight of Gilt
  When you choose this patron at 1st level, you gain a single coin 
  that acts as a manifestation of your soul, known as a Gilded 
  Coin. You can summon the coin to your hand or dismiss 
  this coin as a bonus action regardless of its location. Other 
  creatures see this coin as 1 gp or other appropriate currency of 
  equivalent value. You are always aware of who is in possession 
  of your Gilded Coin.
   As an action, you can choose to convert all currency you 
  have in your possession into an equivalent value in any other 
  denomination or currency. For example, you can convert 
  gold coins into an equivalent value of silver or copper pieces, 
  or change them into other currencies you’re seen before. 
  Additionally, you can choose to conceal currency you possess 
  in a pocket dimension, which you can access using a bonus 
  action. If you die, the currency reappears on your corpse.
   Also, whenever you reduce a Small or larger creature to 0 hit 
  points using a cantrip or a spell cast using a warlock spell slot, 
  or when a creature swears a binding oath of loyalty to you, 
  you can choose to capture a fraction of their soul, granting 
  you an amount of Gilt equal to the creature’s hit point 
  maximum. Once you take Gilt from a creature, you can’t take 
  more from that creature until you have spent what you’ve 
  taken. Whenever you cast a spell using a warlock spell slot 
  that has a material component worth more than 1 gp, you can 
  choose to pay an equal amount of Gilt in place of the material 
  components. The material component appears and exists for 
  the duration of the spell, vanishing afterward.
  Gilded Shadow
  Starting at 6th level, you can choose to expend an amount of 
  Gilt equal to your warlock level as a bonus action to conceal 
  your movements for one hour. Whenever you take the Hide 
  action during this time, you become invisible and inaudible 
  to observers so long as they are farther than 15 feet away from 
  you until the start of your next turn. Once you use this feature, 
  you can’t do so again until you finish a short or long rest.
  Grand Design
  At 10th level, your connection to wealth allows you to 
  manipulate events in your favor in subtle yet surprising ways. 
  Whenever a creature is touching your Gilded Coin, you gain 
  a measure of control over them. As a bonus action while you 
  can see this creature, you can manipulate them in a subtle 
  way that cannot be detected. The target must make a Wisdom 
  saving throw. If they fail, they use their reaction to move up 
  to their speed and take the Use an Object action, performing 
  an activity of your choosing. The action cannot cause direct 
  harm to them or anyone that they are aware of, but can have 
  unforeseen consequences. Once you target a creature with 
  this feature, you can’t target them again until at least 24 hours 
  have passed.
  Conspirator’s Veil
  At 14th level, your connection to the Conspiracy enables you to 
  erase the memories of others at a whim. As an action, choose 
  any number of creatures that you can see within 60 feet of 
  you, and expend an amount of Gilt less than or equal to three 
  times your warlock level. Each creature you’ve chosen must 
  make a Wisdom saving throw against your warlock spell save 
  DC. If they fail, they forget about actions you’ve taken and 
  events that directly involved you during the past number of 
  minutes equal to the amount of Gilt expended.
   Once you use this feature, you can’t do so again until you 
  finish a long rest.
  Eldritch Invocations
  Broker’s Blade
  Prerequisite: Pact of the Blade, Currency Conspiracy patron
  You can choose to create a weapon from pure golden metal 
  covered in precious gemstones using your Pact of the Blade 
  feature. While you are wielding this weapon, you can choose 
  to make an exchanging strike in place of a normal attack. 
  Make a Charisma (Persuasion) check opposed by the target’s 
  Wisdom (Insight). If you succeed, you trade the pact weapon 
  in your hand for one object the target is currently holding, 
  passing your blade to them and taking the item in one smooth 
  motion. Creatures that are immune to the charmed condition 
  are immune to this feature.
  Contract Killer
  Prerequisite: Pact of the Tome, Currency Conspiracy patron
  During a short or long rest, you can summon a contract 
  detailing any agreement filled with your exact stipulations 
  and requests. Any creature that signs the contract is bound by 
  an obligation to fulfill the terms of the agreement for as long 
  as the contract exists or until the terms are completed. If you 
  break the agreement, you lose Gilt equal to three times your 
  character level. If the amount lost is higher than your current 
  total, you suffer force damage equal to twice the difference. If a 
  
  29
  creature other than you breaks the agreement, you can choose 
  to expend an amount of Gilt less than or equal to five times 
  your warlock level, inflicting force damage to all offending 
  parties equal to the amount spent. Once you either break 
  the contract or inflict damage using this feature, the contract 
  is destroyed and can no longer be enforced. You can have a 
  maximum number of contracts created using this invocation 
  equal to your Charisma modifier at one time.
  Emergency Fund
  Prerequisite: 7th level, Currency Conspiracy patron
  Whenever you have zero warlock spell slots remaining, you 
  can use a bonus action to expend Gilt equal to four times your 
  warlock level. When you do, you regain one warlock spell slot. 
  Once you do this, you can’t do so again until you finish a long 
  rest.
  Open Eyes
  Prerequisite: Currency Conspiracy patron, 7th level
  Whenever you make an attack with a weapon or cast a cantrip 
  that inflicts damage, you can use a bonus action to expend 
  an amount of Gilt less than or equal to your warlock level, 
  overwhelming the mind of your target with the truth of the 
  Conspiracy. When you do so, the target must make a Charisma 
  saving throw against your warlock spell save DC. If they fail, 
  they take psychic damage equal to half the amount of Gilt you 
  expended and they cannot take reactions until the start of 
  your next turn.
  Perfect Appraisal
  Prerequisite: Currency Conspiracy patron
  You can correctly judge the value of any object, compared to 
  any currency, and can tell the price that any person would be 
  willing and able to pay for an object in your possession simply 
  by looking at the person or thinking about a person you know 
  well. You are also aware of the current net worth and liquid 
  assets of any person you have met and greeted formally.
  Two of a Kind
  Prerequisite: Pact of the Chain, Currency Conspiracy patron
  If you have a wealth mimic as your familiar, it gains additional 
  hit points equal to your warlock level.
   While you have a wealth mimic as your familiar and you 
  are attuned to an object, you can have your familiar become a 
  perfect duplicate of the object. It loses its normal statistics and 
  gains any magical features of the object until it changes form.
  Traits of the Conspirator
  Warlocks who have been initiated into the Currency 
  Conspiracy are secretive about where their power comes from, 
  merely evading the question and calling to a higher authority. 
  Consider adding one or more of these traits when creating a 
  warlock or after collecting a large sum of Gilt.
  d20
   Trait 
   1  
   You incessantly count your money time and time again.
   2  
   You keep detailed records of transactions you’ve witnessed.
   3 
   You greet everyone with a large smile and a handshake.
   4 
   You always insist on the finest food and drink.
   5 
   You haggle, even when it is rude or inappropriate.
   6  
   You refuse to do something without first making a deal.
   7  
   You can’t seem to buy things for the full price.
   8 
   People instinctively wonder what you’re selling.
   9 
   You always fully inspect things before buying them.
   10 
   You habitually rush others into making decisions.
   11 
   Your skin becomes faintly golden-tinged
   12 
   Your eyes become a richer, brighter shade.
   13 
   You seem to fade into the background when you’re not 
  talking.
   14 
   Your facial features become larger and more exaggerated.
   15 
   Your stature becomes greatly exaggerated.
   16 
   Your footsteps rattle with the jingle of coins.
   17 
   Your hair becomes soft and luxurious.
   18 
   Jewels you hold always seem to sparkle more brightly.
   19 
   Coins in your hand appear more numerous than they are.
   20 
   Whenever you cast a spell with a verbal component, a 
  “Cha-Ching!” sound briefly replaces your heartbeat.
  Ugh, I’ve seen these lunatics weave webs 
  larger than the Weaver itself. Killing an 
  entire world by giving everyone money just 
  seems like a joke at first, but once the coin 
  started eating its way out of my pocket, 
  I knew there was trouble. You know how 
  hard it is to find good pants that won’t burn 
  up after a day? AND to add insult 
  to injury, I had to kill the coin, so now I 
  can’t buy new pants. These folks are the 
  worst, and that’s a fact. -X
  
  30
  Sacred Oath: 
  Oath of Avarice
  Wealth is the availability of goods and services, 
  and thus is a representation of both power and 
  opportunity. A wealthy benefactor can save a 
  civilization, while a wealthy tyrant can turn the 
  world on its head. You’ve sworn to let nothing 
  stand between you and the accumulation of wealth, 
  as any whim that takes you can be accomplished 
  with the prudent use of overwhelming financial 
  might. You may have attracted the attention of the 
  Currency Conspiracy, for if your greed blinds you 
  to the truth of their work, then they will gladly take 
  you into their ranks.
  Tenets of Avarice
  The tenets of the Oath of Avarice are often sworn only 
  to oneself, born of greed, desire, and greater goals.
  Take and Keep: The more you have, the more you 
  can do. Take what you need, and give nothing back 
  without greater gain.
  Spend and Deliver: Everything has a price. Seek 
  wealth so that you can pay it in coin, rather than 
  your own blood.
  Blood and Soul: There are currencies intangible that must be 
  obtained or protected, for wealth is worthless otherwise.
  Wealth and Unity: All the money in the world does nothing 
  if you cannot spend it. Join with others and invest in their 
  efforts, so that you may reap the rewards.
  Oath Spells
  You gain oath spells at the paladin levels listed. 
  Oath of Avarice Spells
  Paladin Level
  Spells
  3rd
  alarm, charm person
  5th
  knock, sinister threat*
  9th
  blackened heart*, detect interference*
  13th
  invitation*, unspoken agreement*
  17th
  overwhelming emotion*, nemesis*
  Channel Divinity
  When you take this oath at 3rd level, you gain the following 
  two Channel Divinity options.
  Golden Suit. As an action, you can use your Channel Divinity 
  feature to coat yourself in shining gold for one hour. You gain 
  temporary hit points equal to twice your paladin level that 
  last for the duration, and whenever a creature damages you 
  with a melee weapon attack while you have these temporary 
  hit points, gold sprays off your armor, causing the creature 
  to suffer disadvantage on their next attack before the start of 
  their next turn. 
  Hired Help. As an action, you can use your Channel Divinity 
  feature to summon a simple magical construct for one hour. 
  This construct has the statistics of a commoner (except it is a 
  construct instead of a humanoid) and it cannot attack, cast 
  spells, or activate magical items. If it dies or the duration 
  expires, it fades into mist.
  Aura of Investment
  Beginning at 7th level, you are surrounded by a 10-foot aura 
  of mutual benefit. Whenever you or a friendly creature 
  gain temporary hit points while within the aura, all other 
  friendly creatures within the aura (including you) gain an 
  equal amount of temporary hit points that last for the same 
  duration. This effect cannot cause a creature to gain more than 
  twice your Charisma modifier in temporary hit points at once.
   At 18th level, the range of this aura increases to 30 feet.
  Rate of Exchange
  Starting at 15th level, once per turn when you hit a creature 
  with an unarmed strike, you can choose to attempt to steal an 
  object or weapon from the target. The creature must make a 
  Strength saving throw. If they fail, you take the object from 
  them using a free hand. If you lack a free hand, the attempt 
  fails.
  Hidden Agenda
  At 20th level, you reveal your true desire to the world, and call 
  upon all the debts that others may owe you, drawing the life 
  force of dozens into yourself. For one minute, you gain the 
  following benefits:
  • You gain 20 temporary hit points at the start of each of 
  your turns that last for the duration of this feature.
  •  Whenever you steal a weapon using your Rate of 
  Exchange feature, you can immediately make a weapon 
  attack using it without using an action.
  •  If you hit a creature with a melee weapon attack, you 
  can choose to unleash a blast of golden light. The target 
  must make a Wisdom saving throw. If they fail, they are 
  blinded until the end of your next turn.
  
  31
  Uncovering the  
  Currency Conspiracy
  The Conspiracy is one of the more unique Alrisen because it 
  isn’t a location or even a single entity. Instead, it’s a collection 
  of individuals who may or may not even know of their 
  involvement with this dark and secretive organization.
   When adding the Currency Conspiracy to your universe, 
  consider how far-reaching the implications could be. It’s one 
  of the Alrisen that can be fun to include even when none of 
  your players are associated with it, especially if you reveal that 
  fact later in the campaign. Therefore, it’s essential that you tie 
  it into your world in a coherent and logical way, particularly 
  because of how generally complex  and outlandish it can be.
   The first thing to do is determine if the Conspiracy is a 
  widespread group like it’s shown here, or if there’s a single 
  individual responsible for the whole thing. The Cabal stands 
  in as a group that you could reasonably assign members to, or 
  you could simply have one mastermind running it all. 
   The second thing to determine is the stage the Conspiracy 
  has reached. Are there multiple conspirators that have 
  reached positions of power, or is the plan still just beginning? 
  How much of the world’s currency has been replaced with 
  karensee? Has anyone discovered the truth, and is the 
  Conspiracy aware of their interest? How long until the 
  karensee will awaken, if they will at all? What is the goal of 
  the mastermind or Cabal after that final day dawns? Do they 
  seek ultimate power for its own sake, or do they intend to 
  use it to some unspeakable end? How does this goal affect 
  their choices in their dealings with the mortal world? Does 
  the Currency Conspiracy have allies who are aware of its 
  true nature? Are there deities or fiends that have associated 
  themselves with the Conspiracy? If you can answer some or 
  all of these questions, you’ll have a firm grasp on how you can 
  begin to use the Conspiracy in your campaign.
  Forgery and Falsehood
  If you’re less interested in exploring a broad conspiracy and 
  are more interested in looking at wealth as a singular end, it’s 
  very easy to reflavor the Currency Conspiracy as a singular 
  entity that seeks or offers wealth in exchange for souls. Many 
  fiends would be appropriate patrons to offer powers such as 
  these, granting control over the hearts and minds of others in 
  exchange for souls sworn to its service.
   This can lead to many classic plot elements, such as a person 
  selling their soul and then seeking to claim enough Gilt from 
  other people in order to repurchase their soul. It could be 
  used to tell the tale of a warlock who discovered that killing 
  could lead directly to eldritch power, and only knew that the 
  spiritual energy of others was tied to the process in a way that 
  they did not fully understand. Alternatively, in a lighthearted 
  and comedic game, someone could simply gain magic by 
  being incredibly wealthy and buying it from many different 
  sources, and these powers represent the end results of those 
  transactions.
  Knowledge of the Conspiracy
  The Currency Conspiracy really shines the more implausible 
  you decide to make it. All of the money in the world literally 
  being living beings bent on the consumption and destruction 
  of the mortal races in order to channel the power of an entire 
  world into a shadowy cabal of hidden masterminds who wipe 
  the memories of those who interact with them would sound 
  like something a madman would ramble about, but in this 
  case, it’s completely true.
   Confronting your players with this fact, and then expecting 
  them to take it seriously could be a bit of a challenge. 
  However, there’s a few secret tricks you can use to make 
  sure that this actually comes across correctly. The first and 
  foremost is to provide them with tangible, unmistakable 
  proof, and there’s one really easy way to do it: use the 
  karensee. Have your players coinage wake up and try to kill 
  them, either intentionally triggered by the Conspiracy or 
  as a side-effect of other magical energies that adventurers 
  are commonly exposed to. Don’t reveal the truth of what 
  happened until later, and constantly mention subtle 
  fragments of the Conspiracy through unreliable sources of 
  information. Either the party will fully ignore every sign until 
  they finally put it all together at the right moment, or they’ll 
  immediately jump to the conclusion but have a difficult time 
  acting on that hunch.
   The Conspiracy is relatively easy to keep hidden, simply 
  because very few of the members are even consciously aware 
  of their membership. Instead, they’re pawns strung along 
  by their own subconscious urges to seek wealth and indulge 
  in their greed. Warlocks who have sworn pacts with the 
  Conspiracy are among the few who retain their awareness 
  of their obligations and goals, and the Conspiracy chooses 
  carefully who it is willing to induct.
  Evidence of the Conspiracy
  While the Currency Conspiracy manages to keep itself well 
  hidden from mortal eyes, enough that there are few cultural 
  references to it, there are certain items and artifacts that 
  cannot be explained any other way. The following objects are 
  among those strange devices.
  Clockwork Heart
  wondrous item, very rare (requires attunement)
  This object looks like a human heart crafted from mechanical 
  components. Whenever it is placed within a living person over 
  the course of a long rest using a surgical technique that can 
  only be performed with the assistance of magical healing, it 
  begins to beat at a steady and deliberate pace. Whenever the 
  bearer of the heart would be exposed to magic that would alter 
  their memories or modify time in a way that would affect 
  them, they can choose to become immune to the effect.
  Gilt Monitor
  wondrous item, rare
  As an action while holding this fist-sized contraption of cogs 
  and antennae, you can point it at a creature within range. 
  Swirling dust will appear above this object in the shape of 
  numbers that indicate the creature’s hit point maximum.
  Blade of the Salesman
  magical weapon (dagger), very rare
  This dagger looks surprisingly ordinary, like a belt knife 
  someone had carried so long they’d forgotten about it.
  Whenever you hit a creature within this magical dagger, the 
  target immediately drops its most valuable and expensive 
  possession to the ground in an open space within 5 feet of 
  itself using its reaction.
  
  32
  
  33
  The Bastion of Fate
  Outside of time yet wandering the endless planes, there is 
  a singular fortress that acts as a monument to the power of 
  preservation. The Eternal Citadel may have been constructed, 
  but the builders of this place remain a mystery, as the final 
  stone was set at the beginning of time itself. This massive 
  construction, traveling from world to world in a seemingly 
  random pattern, is aware. Moving with inscrutable purpose, 
  it collects the lost and forlorn and deposits them elsewhere 
  in the multiverse, upon a new continent or plane long in the 
  future or even in the past.
  Harbinger of the Beginning
  The Eternal Citadel appears as a massive fortress, surrounded 
  by a moat of liquid starlight. Tall towers jut above the 
  battlements, and in the center, a massive pair of spires rise 
  and curve towards one another. At their center, a radiant 
  sphere of light shines into the ever-present clouds above, 
  illuminating them in the pure light of preservation. 
   Travelers who view the Citadel are often overwhelmed with 
  a compulsion to travel to the edge of the moat, where a bridge 
  of light begins to appear under their feet. They are drawn to 
  walk across it, only to come to their senses once they arrive 
  inside. The bridge disappears and the gate seals behind them, 
  keeping them safe inside while the Citadel decides their fate.
  The Sensation of Timelessness
  Those who find themselves trapped within the Citadel are safe 
  and unharmed, free to wander among the empty city within. 
  It is rare for more than one person to be within the Citadel at 
  a time; instead, they are left in solitude and silence, with only 
  their own shadow for company. Without the procession of 
  day into night to mark the passage of time, the poor soul is left 
  without purpose. 
   One might think years have passed, or only a few days, 
  before they find themselves feeling what some have called a 
  “timeless” sensation.
  At the Right Moment
  The lost wanderer will suddenly find themselves standing 
  upon a new world, with few memories of their experience in 
  the Citadel. Thrust into a foreign land with foreign cultures, 
  they are often noticed for their strange manner of dress 
  and unusual behavior. While they are granted the ability to 
  speak the native tongue of the place they where they have 
  been abandoned, their awareness of technologies from other 
  worlds often grants these people both remarkable insight and 
  remarkable ignorance. With their strange powers over the 
  forces of preservation, these rare people are often hailed as 
  saviors and protectors. As such, it is unusual for them to arrive 
  in a place of peace, or a time without great and ruinous evil.
  Preservation Without Regard
  The Eternal Citadel is a force of protection and stasis, seeking 
  to keep the world exactly as it is. Once a new change has 
  occurred and has become finalized, it will immediately 
  shift course and seek to maintain the new status quo. One 
  of the few things that it does not oppose in any way is the 
  construction of architecture and the creation of permanent 
  things that are designed to last for eternity. The subtle 
  consciousness within the Citadel welcomes the creation of 
  more eternal bastions, though few are ever so grand or so 
  imposing, and none match it in power.
  Defenders and Guardians
  Those who have sworn themselves to the Eternal Citadel 
  are not known for welcoming change, and are often highly 
  conflicted in their quests. They seek to end the forces of 
  ruination, constantly working against unholy powers of 
  destruction and decay. Warlocks, statuesque, and soldiers who 
  endeavor to emulate and call upon the power of the Citadel 
  are known for their patience and determination at seeking 
  their goals. They are not always gentle about their activities, 
  however. Many are known as grand architects, builders, and 
  warriors, creating fortresses in mere days and dealing death to 
  the ruinous powers from behind their new fortifications.
  Purpose in Power
  This single-minded pursuit of preservation often leads to 
  conflict between mortal ideals and those who have fully 
  embraced the intent of the Citadel. In their pursuit, they 
  will seek to build monuments that will safeguard against 
  invading hordes, granting incredible military might to those 
  that they side with. Yet, if those they support become cruel 
  and destructive thanks to their new and glorious fortresses, 
  they shall depart for the opposing ranks. It is the efforts of 
  these warlocks and guardians that have led to the creation of 
  many of the lost fortresses that dot the landscape of countless 
  worlds, gradually filling with monsters and horrors as the 
  people who once stood guard were not as enduring as the 
  constructions they once defended.
  Purifier of Souls
  The Eternal Citadel does possess a single offensive power 
  that is rarely matched, which it reserves for truly ruinous 
  wretches. A beam of spiritual light pours forth from the 
  eternal orb of glorious radiance that rests between the central 
  spires, striking down the unrepentant. Those that survive 
  are stricken blind by the terrible light, having had their souls 
  scorched as much as their bodies. Those that die from this are 
  removed from time forever, cursed to suffer eternally in the 
  purity of the lightless void for their sins against the natural 
  order of things.
  Summon the Eternal Citadel
  The Eternal Citadel moves between all worlds, so it’s easy to 
  include in yours. First, decide if it has appeared in your world 
  before, or if this is the first time. Who else has it taken? Where 
  did they end up? What does the Citadel want? Do the gods 
  care about the actions of the Citadel? Is there an organization 
  or entity dedicated to destroying it, and is it possible for them 
  to succeed? What forces of ruin are present in the world, and 
  why would the Citadel think to intervene?
  
  34
  Otherworldly Patron:  
  The Eternal Citadel
  You’ve made a pact with the Eternal Citadel, a massive 
  yet empty bastion that seems to wander between worlds, 
  collecting travelers and then releasing them again once they 
  agree to serve. The Eternal Citadel communicates through 
  the silent transferal of emotions and feelings - an instinctual 
  sense to follow a course of action, no matter how enigmatic it 
  may seem. An unknown number of people have sworn their 
  allegiance to the Citadel, and few ever meet, but they all serve 
  the same end, known or otherwise: preservation against the 
  forces that seek destruction.
  Expanded Spell List
  The Eternal Citadel 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.
  Eternal Citadel Expanded Spells
  Spell Level
  Spells
  1st
  defy ruin*, sanctuary
  2nd
  arcane lock, warding bond
  3rd
  glyph of warding, tiny hut
  4th
  resilient sphere, stoneskin
  5th
  passwall, wall of stone
  Righteous Guardian
  At 1st level, you gain the ability to shield yourself and others 
  from harm. Whenever you or an ally within 30 feet would take 
  damage, you can use your reaction to create a mystical barrier 
  of energy around them. The amount of damage the ally would 
  take is reduced by half your warlock level rounded down + 
  your Charisma modifier (minimum 1). 
   You can use this feature a number of times equal to your 
  Charisma modifier (minimum once), and you regain all 
  expended uses of it when you finish a long rest.
  Force of Preservation
  At 6th level, whenever you would take damage, you can use 
  your reaction to become immune to the damage from that 
  effect or attack, and you gain temporary hit points equal to 
  half your warlock level. 
   Once you use this feature, you cannot use it again until you 
  finish a short or long rest. 
  Builder of Walls
  At 10th level, your connection with the Eternal Citadel 
  deepens, enabling you to call upon it for defense. You learn 
  two spells with the word “wall” in their name that are of 5th 
  level or lower, they count as warlock spells for you, and they 
  do not count against your total spells known. You cannot 
  choose wall of force as one of these spells. 
   You can cast one of these two spells once without expending 
  a spell slot. Once you do so, you cannot do so again until you 
  finish a long rest.
  Bound to the Aeons
  At 14th level, your oath to the Eternal Citadel becomes 
  irrevocable. You no longer age, and cannot be magically aged. 
  You also do not require food or water.
   Additionally, you can call down an onslaught of timeless 
  power from the central spire of the Citadel to burn away 
  the souls of your foes. As an action, choose an infinitely 
  tall 10-foot-radius cylinder at a location you can see within 
  200 feet of you, which becomes gently illuminated with 
  otherworldly light. At the start of your next turn, a beam 
  of golden energy shoots down from the sky, and creatures 
  within the area must make a Charisma saving throw against 
  your warlock spell save DC. If they fail, they take 7d6 radiant 
  damage, 7d6 force damage, and are blinded until the start of 
  your next turn. If they succeed, they take half as much damage 
  and are not blinded. This beam ignores obstacles. 
   Once you do this, you cannot do so again until you finish a 
  long rest.
  Eldritch Invocations
  Alliance Upheld
  Prerequisite: Eternal Citadel patron, 7th level
  Whenever you use the Righteous Guardian feature on an ally 
  other than yourself who has at least 1 hit point, they recover 
  hit points equal to your Charisma modifier.
  Steadfast Companion
  Prerequisite: Eternal Citadel patron, Pact of the Chain feature
  If you have an animate shield as your familiar, it gains 
  additional hit points equal to you warlock level. While you 
  have this familiar, you can cast the mending and light cantrips.
  Hammer of Dawn
  Prerequisite: Eternal Citadel patron, Pact of the Blade feature
  You can create a weapon that inflicts bludgeoning damage 
  from worked stone infused with golden metal using your Pact 
  of the Blade feature. When you do so, you can choose to have 
  the weapon deal force damage instead of bludgeoning damage. 
  You can choose to use your Charisma modifier for attack and 
  damage rolls made with this weapon. If you hit a creature 
  with it, it cannot make opportunity attacks targeting creatures 
  other than you until the start of your next turn.
  Invested Defense
  Prerequisite: Eternal Citadel patron, Pact of the Blade feature
  You gain proficiency in shields. While you are wielding your 
  pact weapon, you are considered to have a shield equipped.
  Preserved Document
  Prerequisite: Eternal Citadel patron, Pact of the Tome feature
  Whenever you sign a contract or otherwise make a deal, 
  you are instantly aware of any attempt by the other parties 
  involved of anything that would explicitly break the written 
  agreement.
  Servants of the Citadel
  Prerequisite: Eternal Citadel patron
  Whenever you deal damage to an enemy creature with a 
  cantrip or weapon attack, you can use your bonus action to 
  grant temporary hit points equal to your Charisma modifier 
  to one ally that you can see within 60 feet of you. These 
  temporary hit points last for one minute.
  
  35
  Inside the Citadel
  Though the Eternal Citadel often lacks inhabitants, it is 
  far from empty. The bridge of golden light leads to a large 
  courtyard around which the central spires stand. Outside this 
  lies a diamond-shaped street filled with empty storefronts, 
  taverns, and residences. Staircases within the spires lead to 
  beautiful homes built like balconies and to galleries of art and 
  cultural achievement from eras past and future. A bottomless 
  pit located in the heart of the central courtyard, directly below 
  the orb of radiant light, and a passage that lies within the 
  one destroyed building within the Citadel are the only places 
  that resist exploration, and none who have entered have ever 
  returned. The only thing that stands out is a strange sigil 
  carved into the stone at both locations, indicating that there is 
  a power of ruin within the world with the ability to mark the 
  living rock of the Citadel itself. This is the Citadel’s eternal foe.
  Traits of the Timeless
  Warlocks who have made a pact with the Eternal Citadel are 
  often known as timeless, and are known for their strangeness 
  and unusual habits, given many are stolen from other worlds. 
  Consider adding one or more of these traits when creating a 
  warlock or after performing one of your duties as a servant of 
  the Citadel. 
   d20
   Trait 
   1  
   You tend to assess doorways before walking through them. 
   2  
   You often forget which language is being spoken. 
   3 
   You occasionally awaken confused about where you are. 
   4 
   You strongly dislike being alone or confined. 
   5 
   You are hesitant to destroy any objects. 
   6 
   You are anxious when outdoors. 
   7 
   You talk to structures and expect an answer. 
   8 
   You often stroke stone as though it were a pet. 
   9 
   You sketch architectural designs in your sleep. 
   10 
   Your skin appears to be made of marble, in the right light. 
   11 
   Your skin is always cool to the touch. 
   12 
   Your eyes glow with a soft, golden light. 
   13 
   Your flesh chips and cracks rather than being cut in the 
  normal way. 
   14 
   Your facial structure is oddly statuesque. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes increasingly thick and durable. 
   16 
   Your skin tone slowly adapts to appear identical to any 
  stone that you are touching while you are asleep. 
   17 
   Your hair remains in a single shape, no matter how hard 
  you try to change it. 
   18 
   A scent of freshly-cut stone seems to follow you. 
   19 
   When you cast a spell, a soft halo of light appears over you.
   20 
   Walls seem to reach out to caress you when you lean 
  against them. 
  Martial Archetype:  
  Timeless Monumental
  Wandering between worlds, a massive fortress known as the 
  Eternal Citadel collects forlorn travelers, hermits, and sole 
  survivors to work in its service. Trapping these lost souls 
  within its walls until they agree to follow the strange instincts 
  brought on by the emotions and feelings the Citadel silently 
  sends, this mysterious bastion works to preserve and protect 
  all things, destroying only that which would bring ruin and 
  desolation to the world. You are one of the few who have 
  wandered inside at some point in your life, seeking shelter 
  or knowledge, and now the influence of this place becomes 
  clearly felt, granting you power and longevity to fight the 
  forces of destruction for all eternity.
  Statuesque Physique
  At 3rd level, your body begins to gradually become more 
  refined, made perfect and whole in preparation for your work. 
  Any physical deformities that you may have are replaced 
  with whole and solid flesh. Lost limbs reform, blemishes 
  vanish, and your visage becomes timeless and clean. You 
  gain advantage on Charisma (Persuasion) and Charisma 
  (Performance) checks. If you take no damage for seven 
  consecutive days, this process of purification and renewal 
  occurs again at sunset.
  Gaze of Eternity
  Also at 3rd level, your defensive prowess allows you to halt 
  the progress of your foes. Hostile creatures cannot move 
  through your space. If a hostile creature is within 10 feet of 
  you, the weight of countless ages bears down upon them. If 
  they attempt to move to another space that is further than 10 
  feet from you, they must first make a Wisdom saving throw 
  with a DC equal to 8 + your proficiency bonus + your Charisma 
  modifier. If they fail, they lose the ability to move farther away 
  from you for the remainder of their turn unless they inflict 
  damage upon you after failing their saving throw.
  Witness to Ruin
  At 7th level, your transformation continues as you become 
  further attuned to the Citadel. You no longer need to eat 
  or drink, and you no longer require air to breathe. You no 
  longer require sleep, but must still perform only light activity, 
  such as standing watch, to gain the benefits of a rest. Your 
  eyes see the small cracks and wear upon everything around 
  you, allowing you to mark the passage of time with perfect 
  accuracy. You can unerringly identify the true age of any 
  person or object that you can clearly see, and you can choose 
  to know the time that the person will die of old age based on 
  their current health, diet, and lifespan, down to the day.
  Radiance of the Spire
  At 10th level, your body and soul are bathed in the glorious 
  light of the Citadel, granting you immortality. You no longer 
  age and cannot be magically aged. 
   Whenever you are reduced to 0 hit points, you are 
  automatically stabilized. Once this occurs, you can’t gain this 
  benefit again until you finish a short or long rest.
  
  36
  Titan’s Virtue
  At 15th level, you learn to call upon the triumphant power of 
  the lost ages to contain the ruinous corruption wrought by 
  mortality. Whenever you hit a creature that is within 10 feet 
  of you with a weapon attack, it cannot choose to move to a 
  location farther than 10 feet away from you during its next 
  turn. If you move to a location farther than 10 feet away from 
  it, then this restriction is lifted.
  Price of Preservation
  At 18th level, you truly comprehend the nature of the Eternal 
  Citadel, fusing the radiant light of purification with your flesh.
   Whenever an ally within 15 feet of you would take damage 
  from an attack, you can use your reaction to rush to their 
  defense, teleporting with a flash of light to an open space 
  within 5 feet of their attacker. You take any damage that the 
  ally would have taken in their stead. When you do so, the ally 
  you protected can use their reaction to make a single weapon 
  attack against their original attacker.
  Maneuvers
  Presented here are several maneuvers unique to the Timeless 
  Monumental, allowing them to call on the power of the 
  Citadel’s endless intent. If you are not using a Variant Fighter 
  that supports maneuvers in this way, such as Layhnet’s 
  Variant Fighter, then ignore this section.
  Aegis Strike
  Prerequisite: Timeless Monumental archetype
  When you make a weapon attack on your turn, you can choose 
  to wreathe your weapon in the pure light of preservation. This 
  attack deals radiant damage instead of its regular type.
  Superiority. You create a barrier of energy around the target 
  of this attack, punishing them for bringing ruin to the world. 
  The first time the target makes an attack before the start of 
  your next turn, it takes radiant damage equal to 1d6 + your 
  Charisma modifier.
  Fortification
  Prerequisite: Timeless Monumental archetype
  When you use the Attack action on your turn, you can forgo 
  one of your attacks in order to summon a wall of magical 
  stone in an open space within 10 feet of you. The wall has AC 
  equal to your AC, has hit points equal to your fighter level, 
  and it is up to 5 feet long, 5 feet tall and 1 foot thick. At the 
  start of your next turn, the wall instantly crumbles into dust 
  before vanishing.
  Superiority. The wall becomes permanent and cannot be 
  dispelled.
  Steadfast Defense
  Prerequisite: Timeless Monumental archetype
  Whenever you take damage from a spell attack, you can use 
  your reaction to reduce the amount of damage taken by your 
  Charisma modifier.
  Superiority. The damage is halved instead.
  Watchtower Guardian
  Prerequisite: Timeless Monumental archetype
  You gain a climb speed equal to your walking speed.
  Superiority. When you are standing at an altitude higher 
  than that of your target, you can use a bonus action to gain 
  advantage on your first attack against that target before the 
  end of your current turn so long as you do not move before 
  making the attack. If the attack is a weapon attack and it hits, 
  this attack deals an extra 1d8 radiant damage.
  Returning to the Citadel
  The Eternal Citadel is typically something that one sees only 
  once in their lifetime, carrying them away to a new world 
  before departing forever.
   Those who are left upon strange shores are often left 
  without guidance, simply cast out without regard to when or 
  if they will ever see home again. The Citadel is apathetic to 
  their emotional struggles, as it does not care about the feelings 
  of mortals. It is a cold and distant thing, shining with a warm 
  light of immortality even as it rips wanderers from their 
  homelands and the worlds they once knew.
   Those who complete great tasks and monuments are often 
  left alone, simply protecting what they have created and the 
  peace and stability of the land. Those who fail, or worse, turn 
  aside from their assigned task face a different fate.
  The Displeasure of the Silent
  The Citadel does not speak, but communicates instead in pure 
  sensations of desire and belief. The subtle consciousness of the 
  place is not bound by the mortal constraint of time, but it does 
  know that the minds of others are vulnerable to its passing.
   Warlocks who turn against the pact and shatter the deal 
  are often the first to be granted what some call the Citadel’s 
  darkest curse: false immortality.
   Tales are told of individuals who grow old, feeble, and weak. 
  Their minds suffer under the weight of eons, trapping them 
  in a state of helpless confusion. Their bodies become thin and 
  skeletal no matter how much they eat, and their breathing 
  becomes slow and painful. Yet, no matter how agonized or 
  miserable they are, they cannot die. The Citadel will not allow 
  it. They must be preserved, for they have been marked by that 
  shining and terrible fortress.
  Triumphant in Pursuit
  Not all tales of the Citadel are so steeped in suffering. Most are 
  joyous ones: riveting legends of saviors and champions, heroic 
  struggles, and valiant last stands against the forces of ruin.
   Some who survive and act in the Citadel’s eternal name are 
  allowed to return within it, guiding new companions to join 
  them in service to its cause. It is welcoming to individuals of 
  all but the foulest disposition, and when they are accompanied 
  by a champion of the Citadel it does not press its purpose so 
  forcefully upon them.
  Onward Again
  When they arrive at a new world, filled with conflict and 
  destruction, the Citadel will depart once more. Those 
  who have entered a second time are blessed with true 
  immortality, never aging or growing weak and infirm. Many 
  find themselves restored and preserved, the Citadel’s magic 
  maintaining their minds even as their bodies are healed.
  What? A pact with a building? Really? 
  Seriously? Who comes up with this garbage? 
  I swear, this world is a joke. -X
  
  37
  Rebuilding the Citadel
  The Eternal Citadel has two primary themes that make it 
  unique among the Alrisen: preservation, and construction. 
  This gives you quite a bit of opportunity to tie it into your 
  world, and many enemies for its champions to battle.
   The first thing to do when including the Citadel is to decide 
  if it’s still actually just a building. Is the Citadel a fortress, as it 
  is presented here, or a person who lives within the fortress? Is 
  there even a fortress at all? Would this person be a guardian or 
  sentinel, or an architect of incredible skill? Where would they 
  live, what would they look like, and how would they behave?
   Once you’ve decided what the Citadel actually is, consider 
  what impact it will have had on the world. Have its champions 
  constructed countless monuments and cities? Are those 
  fortresses still inhabited by civilized societies, or have they 
  been overtaken by monsters and brigands? Are some lost to 
  time, having become known as mere myth and legend?
  Wanderers of Worlds
  Once you’ve determined what the Citadel has created, 
  consider how it could be related the divine powers of your 
  world. Are they in favor of its actions? Is it directly associated 
  with one of the gods of light, creation, or travel? Is it opposed 
  to the gods, seeking to maintain their creations without 
  allowing them to change and grow as they should? Have 
  its champions disrupted a natural cycle of destruction and 
  creation, or are they saviors against the forces of ancient 
  powers? Have there even been any champions in the past? 
  If there weren’t any, how would the world react to this new 
  force meddling with its affairs? Once you’ve considered these 
  questions, you can really start to tie the Citadel into your 
  world and bring it to life.
  Adjusting the Citadel
  The Eternal Citadel has additional themes of light, radiance, 
  time, peace, souls, and compulsion. If you’re interested 
  in changing the Citadel without modifying the mechanics 
  associated with it, you can easily change one or more of these 
  themes to suit your tastes. For example, by replacing its 
  themes of light and peace with ones of darkness and war, you 
  can easily create a horrifying fortress of black magic. Statues 
  of petrified heroes would stand before the gates, screaming 
  silently for all eternity. Thunderclouds would boom overhead, 
  and the galleries within the spires would be filled with scenes 
  of torture and war, executions and massacres. Champions 
  from the citadel would be undying conquerers, seeking to rule 
  and construct civilizations that would dominate and control 
  all others. An empire ruled by a powerful warlock who would 
  never die of age nor change for the better would present an 
  excellent foe for a party of benevolent adventurers, and would 
  present a very different take on the Citadel.
  A Gray Light
  Alternatively, you could shift the focus to something more 
  ambiguous, such as preservation without thought for the 
  consequences. Maintaining a status quo that is unjust and 
  unfair is certainly preservation, even at the cost of the people 
  it may seek to preserve. However, breaking the system would 
  cause chaos, harm, and confusion, which would not be 
  beneficial either. These champions would be the old guard, 
  only allowing incremental improvements to the existing 
  structure. The choice is yours, and that of your players.
  Constructing a Fortress
  The timeless champions of the Eternal Citadel are known 
  for constructing imposing structures in fractions of the 
  time it would take ordinary masons, and out-pacing even 
  practitioners of the arcane arts. Consider this: a warlock of the 
  Citadel who could cast wall of stone could reasonably expect to 
  do so at least sixteen times within one day, assuming they did 
  nothing else. Each casting produces 1000 square feet of solid 
  stone that they can easily manipulate for their uses, and it 
  becomes permanent almost instantly. 
   Within one week, they could cast the spell over 112 times, 
  leading to over 112,000 square feet of stone. Within a month, 
  it becomes more than 448,000 square feet of stone. Within 
  a year, and you could produce a fortress comprised of over 
  5,376,000 square feet of permanent stone. By contrast, the 
  largest buildings in the real world have around 4,000,000 
  square feet of usable space. One single warlock of the Eternal 
  Citadel could construct that building in a year. This provides 
  easy explanations for why a massive dungeon exists in the 
  middle of nowhere without anyone around to know who built 
  all of that: only one person was involved.
   Additionally, they gain access to the spell defy ruin, which 
  enables you to easily preserve and fortify an object against 
  damage, including the strains of bearing a heavy load. So, not 
  only could you make a fortress that is larger than our world’s 
  largest building, you could make it last forever and look pretty 
  much however you wanted it to. A single warlock could build 
  a staircase to the moon in just over a century, assuming they 
  were sufficiently powerful.
   That’s the beauty of the Citadel.
  Artifacts of the Eternal
  While the timeless are mostly known for their architecture, 
  some become smiths or enchanters of magical items. These 
  are among their most notable creations:
  Mason’s Hammer
  wondrous item, very rare (requires attunement)
  You can strike the ground with this simple hammer as an 
  action to cast wall of stone without using a spell slot. Once you 
  do so, the hammer cannot be used again in this way until after 
  the next sunrise.
  Eternal Armor
  magical armor (any), very rare (requires attunement)
  This magical armor appears to be crafted from fine golden 
  material and shimmers with a glittering light. While you 
  are wearing it, you do not age, you suffer no penalties from 
  advanced age, and you cannot be magically aged. Additionally, 
  you gain resistance to necrotic damage and to damage from 
  critical hits.
  I wonder who created the Citadel? Was it even made, or did 
  it simply manifest? It’s supposed to last forever, so perhaps some 
  strange civilization in the far future created it and sent it back to 
  make sure they would be able to easily colonize new worlds when 
  they began to emerge? Well, speculation is pointless. I probably 
  wouldn’t live long enough to see that, and I’m an elf! - Sylvette
  
  38
  The Fallen Exile
  The Fallen Exile
  The Forlorn Star
  The void between worlds is filled with countless stars, born 
  when time began and the multiverse was still young. They 
  are nigh-immortal, burning bright for uncountable ages 
  within the pure blackness that separates them. All things that 
  exist with such fire and light and primal power cannot stay 
  complacent for long, however. 
   Over the millennia, these stars gained sentience and 
  knowledge, watching and speaking with one another of the 
  countless worlds they watch, glaring balefully or benevolently 
  at the lives of the mortals below, witnessing them appear 
  and disappear what seems to be mere moments. The Fallen 
  Exile was one of these stars, though it is counted among their 
  number no longer.
  The Lonely Wanderer
  The Fallen Exile was a star of golden radiance, but one without 
  a world to claim as its own. It was a lonely thing, without even 
  a constellation of its companions to keep it company, and it 
  longed constantly to experience something other than the 
  endless bleakness and dim shine of its distant companions. 
   So, the star began to move, mustering its power to burn a 
  path across the cosmos. This was met with much disapproval 
  by the other stars, but the Exile was careful, and remained 
  in the far corners of the multiverse in its travels, seeing only 
  worlds left lightless. Those mortals that traveled in the distant 
  reaches of space occasionally tried to reach out to the Exile, 
  and it spoke with them gladly, eager for any semblance of 
  companionship, fleeting as it may be. 
   Years may pass between each word the star spoke during 
  that ageless period, but it was famed for the wisdom and 
  guidance it offered. Things were peaceful for the Exile, but 
  it was not contented. It desired more, for the barren worlds 
  deprived of light held little mystery after close inspection, and 
  the infrequent passage of mortal life was only entertaining so 
  long as they brought new stories and knowledge to share. 
  The Seeker
  The Exile’s wanderings took it ever closer to the center of the 
  multiverse, where radiant light and everdark void danced and 
  spun like the threads of a weaver’s loom. There it sought the 
  wisdom of the core of the universe, which had existed from 
  the first moment. The core spoke to the Exile in a conversation 
  that lasted countless years, foretelling a great and passionate 
  love that the Exile will discover, and giving it direction on the 
  path. The Exile, overcome with an emotion it had never felt, 
  rushed away before the core could deliver the final part of its 
  prophecy: the love it found would mean the end of the Exile, 
  and perhaps the end of the stars themselves. 
  The Passionate Spark
  The Exile flew through the void, leaving a trail of blistering 
  fire behind it as it raced through the cosmos on a path towards 
  the world the core had spoke of, unaware of the inevitable 
  price. It became timid, however, as it neared the mighty star 
  that stood near the world, and thus hung in the sky just far 
  enough away that it could clearly see. As it waited, brimming 
  with anticipation, it flashed and spun gently in place, eager 
  to see its prophesied love. Ages passed as it waited, filled with 
  confidence that the core’s words were true. The other stars 
  nearby grew curious, and asked after the Exile’s purpose. 
  When it replied, they marked it off as harmless insanity or a 
  simple game that it would eventually tire of. However, it did 
  not tire, nor did it rest, until one moment, when it heard a 
  sound it had never heard before.
  The Curious Flame
  The sound the Exile heard was a song, bright and brilliant and 
  filled with life. Its majesty floated through the void of space 
  unhindered by the distance, filling the Exile with passion and 
  adoration. It was filled with a compulsion, overwhelming and 
  dire, to see the source of the sound and to hear it more clearly. 
  Thus, it moved ever-closer to the world that the sound came 
  from, drawing the attention of the star who resided closest. 
  The other star spoke, expressing its intent to jealously guard 
  such an interesting world, though it seemed to be unable to 
  hear the glorious sound the Exile had so clearly heard. The 
  Exile, however, was undeterred. Using the eldritch magics 
  that it had learned in its travels across the infinite multiverse, 
  it grew smaller and cooler, hiding behind the planet’s moon 
  so that the other star would not see it. Thus, it only emerged 
  at night, constantly seeking to the source of the sound that 
  echoed forth at the dawn. The Exile became frustrated and 
  pained, so eager but so terrified of the wrath of the greater 
  star. Upon the hundredth such dawn, the Exile could stand the 
  solitude no longer and flew across the sky looking everywhere 
  to try to find the source of that great beauty. At last, it found 
  what it was looking for. A beautiful mortal arose each 
  morning to sing, captive in a prison made by a cruel captor. 
  The song was defiant, filled with life and hope and glorious 
  righteousness, and the Exile was so moved upon seeing this 
  injustice that it burned away the prison in a furious display of 
  magical power, saving the captive within. 
  The Fall of the Exile
  The two spoke for a time, and upon the confession of their 
  mutual love and adoration, the sky was filled with a frenzied 
  radiance unlike any seen before or since. The great star that 
  watched over the world had called the others that were tasked 
  with keeping the order of things, and in their judgment, the 
  Exile was found to have acted against what was righteous 
  and pure. Thus, in a terrible display of fury, the mortal was 
  destroyed, erased from the face of the world and rendered less 
  than ash. The Exile was stripped of its power and trapped in 
  the weak form it assumed, cursed to stay by the world that is 
  its paramour’s grave for eternity, held captive by the great star 
  that shines above and constantly fleeing its malignant gaze. 
  The void where the Fallen Exile should have remained since 
  the beginning now grows even as the hate within this cast-
  down star burns brighter, for it now seeks both the return of 
  its lost love and revenge against the stars themselves.
  
  39
  
  40
  Otherworldly Patron:  
  The Fallen Exile
  Stars beyond measure populate the void beyond the world, 
  while celestial spheres circle above. You have met with one 
  of their number, cast down by the many cold and unfeeling 
  suns above for the sin of falling in love with a mortal. As 
  punishment, the spiteful and envious stars shined their pale 
  fury upon the paramour, destroying them utterly. The Exile 
  now wanders the world it has been cast upon, appearing as 
  a shimmer of light. Its goal is known only to those whom it 
  trusts, and it grants power to them as it is powerless itself, 
  stripped of interaction with the mortal world for its hubris. 
  It endlessly searches, seeking either a soul of great kindness 
  to help it find the knowledge and power to resurrect its fallen 
  love, or one unscrupulous enough to wage war upon the very 
  stars themselves. The light shines, but that fire can be cold and 
  merciless, like the wrath of a love destroyed.
  Expanded Spell List
  The Fallen Exile 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.
  Fallen Exile Expanded Spells
  Spell Level
  Spells
  1st
  color spray, faerie fire
  2nd
  continual flame, see invisibility
  3rd
  blink, daylight
  4th
  divination, greater invisibility
  5th
  dispel evil and good, falling star*
  Cosmic Conduit
  At 1st level, the Exile’s duality of betrayal and compassion 
  infuses your spellcasting, enabling you to reach into the world 
  in the same way that it does. Whenever you cast a spell using 
  a warlock spell slot, you can choose to cast the spell as though 
  you were located in the space of an enemy or ally that you can 
  see within 60 feet. When you cast from the space of an enemy, 
  that enemy takes 1d6 radiant damage. When you cast from the 
  space of an ally, that ally gains 1d6 temporary hit points.
  Stardust Crusader
  At 6th level, the Exile grants you a portion of the power it stole 
  from the other stars as it fell, allowing access to their spirits. 
  Choose two of the following Dawn Constellations.
  The Chariot: When you use the Attack action, you can use the 
  Dash action as a bonus action.
  Death: You gain proficiency in death saving throws.
  The Emperor: Fire, cold and lightning damage you deal 
  ignores resistances.
  The Fool: Whenever you cast a spell that does not deal 
  damage, you can take the Disengage action as a bonus action.
  The Hanged Man: You have advantage on ability checks and 
  saving throws to see through illusions. 
  The Lovers: You have advantage on saving throws against the 
  charmed condition.
  The Magician: Your spells of 1st level and higher ignore half 
  and three-quarters cover so long as there is nothing between 
  the sky and the target.
  The Sun: You can cast feather fall  at will without expending a 
  spell slot, and you gain immunity to falling damage.
  Temperance: You gain advantage on Wisdom (Insight) checks 
  made to discern the motives of creatures.
  The Tower: Damage you deal to unattended objects is tripled.
  The World: You learn one cantrip on the wizard spell list. You 
  can replace this cantrip with a different one from the wizard 
  spell list whenever you finish a long rest. 
  Under the Night Sky
  At 10th level, you wrest power from the Exile’s true foes with 
  ease. Whenever you finish a long rest, you can exchange your 
  chosen Constellations for different ones. Additionally, you 
  gain resistance to radiant damage.
  Astrological Savant
  At 14th level, you have finally usurped the celestial spheres. 
  You can choose two of the following Dusk Constellations.
  The Devil: You have advantage on Persuasion checks to make 
  a bargain with another creature.
  The Empress: When you finish a short or long rest, you gain 
  temporary hit points equal to half your warlock level.
  The Hierophant: You can cast water walk targeting only 
  yourself without expending a spell slot at will. You also gain 
  resistance to fire and acid damage.
  Justice: Whenever you cast a spell using a spell slot, you 
  regain hit points equal to the level of the spell slot used.
  The Moon: You can cast enlarge/reduce without expending a 
  spell slot. Once you do so, you cannot do so again until you 
  finish a short or long rest.
  The Priestess: You gain one additional maximum hit point 
  per warlock level you possess so long as you have this 
  Constellation selected.
  The Star: As a bonus action, you can choose to end any effect 
  that would cause you to be charmed or frightened. Once you 
  do so, you cannot do so again until you finish a short or long 
  rest.
  Strength: You are considered to be one size category larger for 
  the purposes of lifting, encumbrance, grappling, and shoving.
  The Wheel of Fortune: You can use a bonus action to generate 
  items worth 25 gp. or less. Doing so a second time destroys the 
  previous items.
  Eldritch Invocations
  Astrological Chart
  Prerequisite: Fallen Exile Patron, Pact of the Tome feature
  Whenever you are attacked, you can use a reaction to unleash 
  a wave of sparkling light around yourself in a 10-foot radius. 
  All invisible creatures and objects within the area are 
  highlighted in glowing motes of stardust. Hostile creatures 
  within the radius must make a Wisdom saving throw against 
  your warlock spell save DC. On a failed save, creatures are 
  blinded until the start of your next turn. 
  
  41
   Once you do this, you cannot do so again until you finish a 
  short or long rest.
   Additionally, you cannot become lost whenever you have an 
  unobstructed view of the night sky, and you gain advantage on 
  checks made to navigate at night.
  Speck of Sunlight
  Prerequisite: Fallen Exile Patron, Pact of the Chain feature
  If you have a luminous shard as your familiar, it gains 
  additional hit points equal to your warlock level, and it can 
  teleport up to 30 feet using a bonus action.
  Stolen Heart
  Prerequisite: Fallen Exile Patron, Pact of the Blade feature
  You can create a two-handed weapon made from smooth 
  black metal impaling a gleaming gemstone using your Pact 
  of the Blade feature. While you are wielding this weapon, 
  you can choose to cast cantrips through your Cosmic Conduit 
  feature, though the additional radiant damage or temporary 
  hit points do not apply and you cannot do so with cantrips 
  that require a weapon attack. You can choose to use your 
  Charisma modifier for attack and damage rolls with this 
  weapon.
  The Exile’s Demand
  Prerequisite: Fallen Exile Patron, 20th level
  You can cast wish once without expending a spell slot. Once 
  you do so, you cannot do so again until seven days have 
  passed, and the sun rises on the seventh day. 
  An Elvish Legend of the Exile
  Once, there was a nameless star that hung above the world, 
  shining among all its brothers and sisters. All of them spoke to 
  one another and watched the universe, as they had since the 
  beginning of time and in the countless eons since.
  They performed their celestial dances with precision and 
  inscrutability, circling and shifting without a single thought for 
  the worlds that orbited them.
  However, this star was not like the others. It looked upon the 
  world we walk upon, and saw that there was life upon it. 
  Intrigued, it continued to watch, creeping ever so slowly towards 
  the world, so that it might see better into their lives that came and 
  spun past in what seemed to be mere moments to the timeless and 
  cosmic being.
  With great hope and sadness it watched as countless creatures 
  rose and fell before it, and it became numb to the violent lives of 
  lesser things, until one fateful moment.
  A mortal, singing a song of all the things that made life so 
  bittersweet caught the attention of this nameless star, and so with 
  an effort of will it shifted ever closer, and sought to hear.
  The song had pulled it from the endless cycle of apathy that had 
  grown within the heart of the star, and it began to care about the 
  life of the mortal. It shined brightly in the nights and competed 
  with the sun during the day, and its well wishes blessed the mortal 
  with happiness and health.
  Yet, all of this required the star to move from where it was 
  intended to be in the celestial balance. The other stars were 
  disrupted, and cried out, spiteful and envious of the emotion a 
  nameless one among their number could feel.
  Their rage was made manifest, and they struck the place where 
  the mortal lived with the hate of one-thousand suns and destroyed 
  them utterly. They then took their former sibling and cast them 
  down from the heavens, to wander and beg for champions to 
  bring it justice and peace.
  So remember, children, do not follow the dancing lights that come 
  wandering in the night. Those are the servants of the Exile, and 
  the road they walk will only end in sorrow, either for themselves 
  or for the world.
  Traits of the Exiled
  Warlocks who have taken the purpose of the Fallen Exile to 
  heart are known as the exiled, as they often forsake societal 
  norms and boundaries in their quest. Consider adding one or 
  more of these traits when creating a warlock or after serving 
  the goal of the Fallen Exile. 
  d20 
   Trait 
   1  
   You are often content to watch the interactions of 
  others, rather than participate directly. 
   2  
   You never seem to blink. 
   3 
   You sometimes sleepwalk, and awaken under the 
  starlit sky. 
   4 
   You have a strange affinity for dark places. 
   5 
   You are touchy and quick to anger. 
   6 
   You tend to find decay especially disgusting. 
   7 
   You frequently curse at the sky under your breath. 
   8 
   You find it difficult to maintain loving relationships. 
   9 
   You are the first to extinguish a torch in the darkness. 
   10 
   You appear youthful and pure in starlight. 
   11 
   Your skin is always oddly smooth. 
   12 
   Your eyes appear to contain a field of stars. 
   13 
   You glow faintly when light is cast upon you. 
   14 
   Your heart seems to shine gently inside your chest. 
   15 
   Clothing or armor you wear for long periods of time 
  adopts symbols representing constellations. 
   16 
   Your blood slowly becomes motes of light when 
  exposed to air. 
   17 
   Your hair becomes white, like the color of a star. 
   18 
   A scent of clean night air seems to follow you. 
   19 
   When you cast a spell, a nimbus of light forms 
  around you. 
   20 
   Sparks and ribbons of light trail from your fingertips 
  whenever you gesture. 
  Uh, I don’t know what to say here. 
  Brutal stuff. -X
  
  42
  Monastic Tradition: 
  Path of the Black Star
  The night sky has offered peace and solace in times of turmoil, 
  exposing the insignificance of those who walk upon the earth, 
  yet you do not call out for peace. Your meditations have taken 
  you to the void where the Fallen Exile once shined, filling 
  your spirit with a blackened and sorrowful power. This may 
  have come to pass by the intervention of the Exile, spiritual 
  enlightenment you have sought yourself, or the teachings 
  of a master who has traveled this dark path. Regardless of 
  your original intention, your ki has been corrupted by this 
  unnatural void within the cosmic order, granting you the 
  ability to draw it forth to form a deadly weapon of light and 
  eerie blackness. Fueling your techniques with the anguish of 
  your foes, you strive ever closer to understanding the secrets 
  within the eternal black star that lies at the center of the 
  cosmos.
  Void Blade
  When you choose this path at 3rd level, you learn to pull the 
  corruption in your ki forth to create a weapon from light and 
  shadow. This monk weapon inflicts 1d8 slashing damage and 
  has the light, finesse, and thrown (30/60) properties. You 
  can choose to manifest this weapon whenever you would 
  attack with it, and it vanishes when it leaves your grasp or 
  after being thrown. You can choose the appearance of this 
  weapon whenever you summon it, but it always appears to be 
  constructed of pure blackness clad in streamers of light.
  Moonlight Techniques
  Also at 3rd level, your meditations unlock the powers hidden 
  within your void blade, and you can channel your ki to 
  activate them. You can spend 1 ki point to cast black lotus 
  assault*, duskwalk*, falling spider’s spite*, or masterful focus*  
  without providing material components.
  Acolyte of the Lost Sun
  At 6th level, your ki begins to manifest around your body as 
  tiny motes of shadow that seek to preserve life even as it is 
  taken. Whenever you cast a spell by spending ki points, you 
  can use a bonus action to enter a defensive stance until the 
  start of your next turn. The first time a creature would inflict 
  damage to you while you are in this stance, you can choose to 
  reduce that damage by three times the amount of ki you had 
  spent to cast the spell.
  Starlight Techniques
  Also at 6th level, the darkness within your void blade deepens, 
  granting you further power. Your void blade’s damage is 
  now considered magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and damage. 
  Additionally, you can spend 2 ki points to cast tormented 
  flurry*, shadow armor*, dark secret*, or heartripper* without 
  providing material components. Finally, you can cast the 
  spells granted by your Moonlight Techniques feature as 
  though using a 2nd-level spell slot by spending 2 ki points.
  Open Soul
  At 11th level, your ki has become completely consumed by 
  the space between the stars, leaving you with a soul laid bare 
  to the secrets of the universe and open to consume the ki of 
  others. Whenever you reduce a creature to 0 hit points using a 
  monk weapon or unarmed strike, you gain advantage on your 
  next attack roll, ability check, or saving throw.
  Sunless Techniques
  Also at 11th level, your meditations unlock the power hidden 
  within your void blade, and you can channel your ki to 
  activate them. You can spend 3 ki points to cast creeping 
  dark*, fox’s fangs*, shadow refuge*, or shadow toxin* without 
  providing material components. Finally, you can cast the 
  spells granted by your other Path of the Black Star features as 
  though using a 3rd-level spell slot by spending 3 ki points.
  Otherworldly Knowledge
  At 17th level, your spiritual journey has led you to gaze into 
  the black heart of the stars themselves, where all light is 
  eventually consumed, and it has gazed into you, granting you 
  the collective wisdom of the universe. As an action, you can 
  open your mind to this for 10 minutes. During this time, you 
  gain proficiency in all skills and tools, and you can choose to 
  use your Wisdom modifier instead of any other ability score 
  modifier for skill checks.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Eclipse Techniques
  Also at 17th level, you complete your explorations of your void 
  blade, and have finally seen the truth beyond the dark within. 
  You can spend 4 ki points to cast assassin’s promise*, crimson 
  cloak*, flashing blades*, or unseen claw* without providing 
  material components. Finally, you can cast the spells granted 
  by your other Path of the Black Star features as though using a 
  4th-level spell slot by spending 4 ki points.
  You can never tell if they’re about to 
  brood or about to punch you, so that 
  gives them an edge. -X
  I sincerely hope no horrible nightmares come out 
  of that giant hole in the sky. Of course, with our 
  luck, there’s one already on its way. Guess we’ll 
  have to go collect the seven whatsits of whoever to 
  build a magical sealing rune that’ll be powered by 
  love and friendship or... something. Still, I guess 
  that’s what all of you are for! Well, I hope we’re 
  friends. You seem nice, anyways.-Sylvette
  
  43
  The Star of Sorrow
  Unlike other Alrisen, the Exile is neither heartless nor 
  inherently of a nature beyond the understanding of mortals. 
  It feels, it grieves, and it plots with a burning and passionate 
  rage. The stars acted without regard for the emotion of the 
  Exile, and behaved unjustly. Now, forever chased by the sun, 
  the Exile seeks champions that can help it to find peace or 
  revenge. Once a warlock sworn to the Exile becomes powerful 
  enough, they will have the power to snuff out the sun itself. 
  However, if they do, it may be the last act they perform.
  Light in the Darkness
  The Fallen Exile has a story, and this tale may be either 
  too heavy or too unfitting for your game. If you’d like to 
  change the Exile to be more neutral and less dark, consider 
  having it be simply a wandering star that seeks excitement 
  or adventure. You could choose to reduce its relative power 
  to that of a mere wisp that follows the party, occasionally 
  offering insight but never interfering directly. Sunlight is 
  normally harmful to the Exile, but in a brighter world, the 
  Exile could simply be a child of the sun, exploring or guarding 
  the domain of their parent. It could be an angel of pure 
  starlight, fallen from the heavens and seeking a way back.
  Exile Of Mortality
  If you’re looking to further dissociate the Exile from its 
  celestial origins, consider representing it as a skilled astrologer 
  or astronomer who has discovered the secrets of the cosmos. 
  Their observation of the worlds beyond could have led them 
  to learn truths that mortals are not meant to know, leading 
  to them being outcast from normal society by a priesthood or 
  other organization that desired the machinations of the higher 
  powers to be left unseen.
  Incorporating the Exile
  If you do choose to implement the Exile as it is presented here, 
  consider filling in the open parts of its story. Who was the 
  paramour of the Exile? What did they look like? How did they 
  behave, and why did they attract the attentions of this cosmic 
  being? Were all of the other stars as malevolent as depicted, or 
  were there some among the many that disagreed with what 
  was done? Are they responsible for the powers that the Exile 
  can grant to its followers? What is going on with the hole 
  left in the night sky where the Exile should have been? Is its 
  absence allowing something horrible to enter the universe? 
  Might there be a cult of shadowy figures dedicated to ensuring 
  that the hole grows large enough to consume the universe? If 
  so, what are their methods, and what will they do? The Exile 
  normally seeks to kill all of the other stars, but is that goal set 
  in stone? Could it learn to love again, and if it did, would it 
  give up its mad quest? Would it continue on, motivated by a 
  false sense of justice, or would it seek reconciliation with the 
  others of its kind?
  Cultures and Starscapes
  When you are introducing the Exile to your world, decide how 
  long it has been around. Was this event relatively recent, or 
  was the Exile cast down centuries or even millennia ago? What 
  has it seen, what has it tired to do in the past, and how has this 
  impacted your world? Has the Exile already won, and turned 
  the sun into a gradually-growing black hole held at bay by 
  only the slowly-fading magic left upon the world?
   In any case, at least a few people will have interacted with 
  the Exile, and possibly countless thousands over the long 
  ages. Some places may revere the Exile and seek to honor it 
  and worship it, not realizing that its presence heralds their 
  eventual doom. They could see it as harmless and consider it 
  only a symbol of forbidden love and lost opportunities, but 
  they may know the truth about the Exile’s motives and be 
  looking for a way to destroy it. 
  Blades of the Exile
  Many individuals have followed the Exile, falling before they 
  could finish their quest. There’s a certain flair to the items that 
  they have crafted or influenced, and these creations breathe 
  with a spark of the celestial fires beyond the void. These are 
  the weapons associated with its greatest champions, who fell 
  just before their victory.
  Rising Dawn
  magical shortsword, very rare (requires attunement)
  This glorious sword leaves ribbons of light trailing in the wake 
  of the blade. Some who have witnessed it say that the ribbons 
  of light appear to reveal a painting of a sunrise. This weapon 
  inflicts radiant damage. Once per turn when you attack with 
  this weapon while prone, you can choose to rise to your feet as 
  part of the attack, and your attack gains advantage.
  Falling Dusk
  magical shortsword, very rare (requires attunement)
  This shrouded blade is cast in a black hue, and appears to have 
  stars dimly shining with in it. When swung, some say that 
  they can see an image of a sunset in the dark shadows that 
  follow the edge. This weapon inflicts necrotic damage. Once 
  per turn when you attack with this weapon while jumping or 
  falling, you can choose to gain advantage on the attack, and if 
  it hits, your target is knocked prone. While you are attuned to 
  this weapon, you cannot provoke opportunity attacks while 
  falling or jumping.
  While you are attuned to both Rising Dawn and Falling Dusk, 
  you can merge them together into the following artifact as 
  a bonus action, or revert them to their previous forms. You 
  must still be attuned to both even while they are merged.
  Moonlit Midnight
  magical greatsword, legendary (special, see above)
  This massive greatsword appears to be crafted from starlight 
  and shadow, and trails a scene of a full moon in the air 
  when swung. This weapon has the finesse property. It has 
  the properties of both Rising Dawn and Falling Dusk, and 
  whenever you gain advantage from one of the two effects, you 
  gain temporary hit points equal to half your character level.
  The duality of mortality is such a 
  fickle thing, for every last one seems 
  to seek a path to power, yet so many 
  desire to lose themselves in pursuit of 
  the goals of another. 
   How interesting...
  
  44
  The Forbidden Graveyard
  The Forbidden Graveyard
  The Place Before Death
  People die. Flesh decays, and the body wastes away. Yet, 
  sometimes, the spirit is still bound to the body rather than 
  freed to enter the afterlife. Thus, there is a place that contains 
  these souls who have yet to depart and lack the connection to 
  the world around them to manifest as ghosts and phantoms. 
  The Forbidden Graveyard, it is called, yet it is neither sealed 
  against entry nor a place constructed by mortals for the burial 
  of the dead.
  On Death’s Doorstep
  The Forbidden Graveyard is a nexus of sorts, holding all of 
  the souls who have yet to fully pass on. Those who are strong 
  of spirit and inner vitality are occasionally able to view this 
  place, as they lay dying, but even fewer are able to control 
  themselves while within. Those who can will wander among 
  the false mausoleums, speaking with the other spirits held 
  there and learning their stories and secrets. 
  The Gate of Souls
  Those who continue to linger upon the brink of death will find 
  themselves drawn to the center of the Graveyard, where they 
  will encounter a gate of silver bars, and souls passing to the 
  afterlife will flow through it without disturbing the solemn 
  quiet of this sanctuary. Those who can act here, however, are 
  able to stop themselves, grasping the silver bars even as their 
  ethereal flesh burns from the contact. If they manage to close 
  the gate before being pulled beyond, then they have turned 
  their back on death, seeking instead to return to life of their 
  own volition. Those who make it to this pivotal moment are 
  marked by the experience, and can call forth ancient powers 
  and unnatural energies from beyond the final curtain. 
  Traverse the Carrion Fields
  The Forbidden Graveyard is most known from those who pick 
  the bones of large battlefields, with hundreds or thousands of 
  corpses littering the ground. Those that close the Gate of Souls 
  manage to lift their broken bodies from the bloodstained 
  earth, clutching tightly towards the goals that drew them 
  back from beyond. Stories hail them as heroes and champions 
  who have conquered even death, but they are often viewed 
  with suspicion and hatred by those who have lost their loved 
  ones in the same fight. In cultures that venerate the dead 
  and departed, those who have been clearly touched by the 
  Graveyard may be viewed as messengers of the ancestors or 
  as those kept alive by holy purpose alone. In these cultures, 
  they often take to wearing a small silver amulet shaped like 
  the Gate of Souls to symbolize their determination and will to 
  continue on after their intended time. 
  Walk beyond the Grave
  The Forbidden Graveyard is a spiritual phenomenon, so it’s 
  easy to include in your world. Consider how rarely people visit 
  and remember the Graveyard. Is this commonplace, or nearly 
  unheard of? What traditions are present in your world that 
  focus on this location? Do people try to go there intentionally, 
  using poison or other means? What are the consequences, and 
  what are the intentions of those who return?
  
  45
  Otherworldly Patron:  
  The Forbidden Graveyard
  You’ve stepped into the Forbidden Graveyard, a sanctuary 
  found on the boundary between life and death, where the 
  rare few whose minds are attuned to this place come to 
  wander as their bodies heal or slip away into the cold clutches 
  of the night. Those that embrace the experience and seal 
  shut the Gate of Souls within find themselves gifted with an 
  understanding of both the living and the dead. Unknown to 
  all but those like you, the Gate requires repayment for this 
  mercy, and only the souls of others will do. Choose wisely, 
  for all who cross your path are marked by the Graveyard for 
  collection. It is up to you to safeguard them from that dark 
  plane, or to send them there to take your place in the cold 
  embrace of death.
  Expanded Spell List
  The Forbidden Graveyard lets you choose from an expanded 
  list of spells when you learn a warlock spell. The above spells 
  are added to the warlock spell list for you.
  Forbidden Graveyard Expanded Spells
  Spell Level
  Spells
  1st
  inflict wounds, mend flesh*
  2nd
  see invisibility, suffer*
  3rd
  phantom steed, sending
  4th
  phantasmal killer, dark empowerment*
  5th
  hallow, legend lore
  Rejection of the Crypt
  At 1st level, your refusal to travel through the Gate of Souls 
  has left a mark upon you that cannot be denied. You can add 
  your Charisma modifier to death saving throws, and you gain 
  immunity to effects that would reduce your maximum hit 
  points. Whenever you inflict damage with a cantrip or weapon 
  attack, your target only benefits half as much from effects that 
  would cause it to recover hit points. This lasts until the start of 
  your next turn.
  Ghoulish Constitution
  At 6th level, your flesh is filled with the icy chill of the grave. 
  You can choose to allow attacks against you to hit. Whenever 
  you are hit with a melee attack, you can use your reaction to 
  steal life’s precious warmth from your attacker. When you 
  do, you gain resistance to the damage that is dealt to you by 
  this attack and the attacker takes cold damage equal to your 
  warlock level. If the attacker is reduced to 0 hit points by this 
  damage, you gain temporary hit points equal to your warlock 
  level. 
   You can use this feature twice, and these uses recover 
  whenever you finish a short or long rest.
  Keeper of Souls
  At 10th level, your gain a measure of control over the spirits 
  that dwell in the Graveyard. Whenever a hostile undead 
  within 60 feet of you is reduced to 0 hit points, you gain 
  temporary hit points equal to your warlock level. Also, you 
  gain resistance to necrotic damage and immunity to effects 
  that would kill you instantly without dealing damage.
  Everlasting Peace
  At 14th level, your mind is freed from mortal concerns, 
  and your body from the curse of decay. You no longer age, 
  and cannot be magically aged. You become immune to the 
  charmed and frightened conditions. Creatures attempting 
  to attack or cast a spell targeting you must make a Charisma 
  saving throw against your warlock spell save DC. If they fail, 
  they cannot target you until the start of your next turn. Once a 
  creature fails their save, they cannot fail again for 24 hours.
  Eldritch Invocations
  Ledger of the Deceased
  Prerequisite: Forbidden Graveyard patron, Pact of the Tome 
  feature
  Whenever a creature that you can see within 120 feet of you 
  dies or you touch a corpse, you can choose to have their 
  name be magically inscribed in your Book of Shadows. That 
  creature’s corpse is always considered to be present and whole 
  within your Book. If your Book of Shadows is destroyed, all 
  the names within are lost.
  Creature of Carrion
  Prerequisite: Forbidden Graveyard patron, Pact of the Chain 
  feature
  If you have a haunted crow as your familiar, it gains 
  additional maximum hit points equal to your warlock level. 
  While you have this familiar, it recovers a single use of its 
  Shriek action whenever one of you reduces a creature to 0 hit 
  points, and the saving throw DC of this action becomes equal 
  to your warlock spell save DC.
  Eyes of the Lost
  Prerequisite: Forbidden Graveyard patron
  As an action, you can choose to perceive through the senses of 
  an undead creature within 120 feet until the start of your next 
  turn. While you do so, you are considered deaf and blind to 
  your own senses.
  Grim Guardian
  Prerequisite: Forbidden Graveyard patron, 7th level
  While you are asleep, you gain resistance to all damage, and 
  you automatically awaken whenever a hostile creature enters 
  a space within 15 feet of you. If you awaken in this way, you 
  gain advantage on your first initiative roll within one minute.
  Scythe of the Lifetaker
  Prerequisite: Forbidden Graveyard patron, Pact of the Blade 
  feature
  You can create a two-handed weapon of polished bone and 
  golden metal using your Pact of the Blade feature. This 
  weapon deals radiant damage. Whenever you hit a creature 
  with this weapon, you can choose to cast healing word using 
  a warlock spell slot as a bonus action. You can use your 
  Charisma modifier for attack and damage rolls with this 
  weapon.
  Soul-Burning Incantation
  Prerequisite: Forbidden Graveyard patron
  Whenever you cast a cantrip that deals damage or make a 
  weapon attack, you can use a bonus action to empower it 
  
  46
  with cruel energy. Each creature struck has disadvantage on 
  ability checks until the start of their next turn, and if this 
  attack kills them or is used on their corpse, they cannot be 
  resurrected or raised as undead by a spell cast using a spell slot 
  lower than 6th level. 
  From the Journal of the  
  Gravebound, Alvira Rux
  Truly, there is power here. All around me the currents of fate 
  itself writhe at my fingertips, begging me to tear them asunder. 
  I cast the blood upon the corpse and command it to rise, and the 
  power pours from me, giving life to the dead.
  I must be cautious, that the villagers do not see that their 
  former friend has been returned to them in such a state. The last 
  necromancer was foolish, and drew the ire of many. I will not 
  make the same mistake.
  I will learn the strengths and weaknesses of those I call forth, 
  and commit them to memory, as failure to remember can lead to 
  frustration and defeat.
  I will consult with the higher spirits and the powers that guide this 
  world, and determine how I will proceed with these dark minions 
  at my command.
  I will ally with those who understand this power and accept it, as 
  those who would cast it aside may have their reasons, foolish as 
  they may be.
  I will think with haste, and command my servants with swiftness 
  and clarity, that they may act with speed and sureness beyond 
  even the cunning of their former souls.
  These are the tenets of a true necromancer, and thus they shall be 
  my own.
  Traits of the Gravebound
  Warlocks who have walked the line between life and death 
  and endured the trials of this mysterious place are known as 
  gravebound, as their fate is tied to the inevitable passage of the 
  soul into the beyond. Consider adding one or more of these 
  traits when creating a warlock or after gaining knowledge of 
  the Graveyard’s forbidden arts. 
   d20
   Trait 
   1  
   You avoid walking over graves and corpses whenever 
  possible. 
   2  
   You occasionally forget to breathe. 
   3 
   You sometimes sleepwalk, and awaken on bare 
  earth. 
   4 
   You have a strange affinity for carrion birds. 
   5 
   You are overly-eager to discuss death and decay. 
   6 
   You snap your fingers when you’re anxious. 
   7 
   You talk to corpses and expect a response. 
   8 
   You tend to twitch in an unnatural manner. 
   9 
   Your shadow sometimes whispers in the voices of 
  the dead. 
   10 
   You appear skeletal and decayed in moonlight. 
   11 
   Your skin is always cool to the touch. 
   12 
   Your eyes are like those of a dead man. 
   13 
   Your flesh doesn’t normally bleed when cut. 
   14 
   Your heart beats only a few times per minute. 
   15 
   Clothing or armor you wear for long periods of time 
  loses its color, becoming either pale white or dark 
  black. 
   16 
   Your blood slowly becomes dust when exposed to 
  air. 
   17 
   Your hair becomes pale and grows at an unusually 
  high rate. 
   18 
   A scent of freshly-turned earth seems to follow you. 
   19 
   When you cast a spell, spectral forms can be seen 
  hovering around you. 
   20 
   Corpses twitch and shift while in your presence. 
  Xandith told me a story about one of these warlocks 
  that he had met before I traveled with him. She had 
  obtained a book supposedly written by the Weaver of 
  Lies, and its pages would constantly rewrite themselves, 
  speaking of hidden mysteries that would appeal to the 
  reader’s desires. They were all lies, of course, but this 
  warlock was clever. She constructed a massive undead 
  machine from every corpse within an ancient crypt. The 
  device would use the undead to read the book and record 
  what appeared, then mark it off from the possible truths. 
  She was seeking a way to bring back the dead without 
  the use of rare material components or dangerous and 
  malignant practices. It was quite a noble effort, but of 
  course the draw of eldritch energy was interfering with  
  their attempt to break a curse upon a group of their allies, 
  so Xandith and his companions slew her, destroyed the 
  machine, and hurled the book into the ocean.  
  Such a waste.  
    
   
  -Sylvette
  
  47
  Roguish Archetype: 
  Graverobber
  You’ve nearly died. Sometime recently, or earlier in your life, 
  you’ve fallen to the brink of death and felt your heartbeat 
  stop. In that moment, far from hope, your spirit wandered on 
  the border of life and death, where it entered the Forbidden 
  Graveyard. Amidst the sepulchers and crypts of this haunted 
  dimension, you bore witness to the secrets of life and death, 
  speaking with the fallen whose gaze chilled your very soul. 
  Somehow, you returned from that fallen plane, but it has 
  stained you. Your spirit is filled with both the eerie power of 
  darkness and the flowing force of life, granting you the ability 
  to touch the souls of others directly. You might still be living, 
  but your every step is one of a dead man walking.
  Spirit Mending
  When you choose this archetype at 3rd level, your unnatural 
  luck and affinity for the energies of life allow you to bring 
  people back from the brink of death. Whenever an allied 
  creature other than you within 5 feet of you is below half their 
  maximum hit points, you can use an action to pour healing 
  energy into them. The target recovers hit points equal to your 
  rogue level plus your Charisma modifier. If the target has been 
  reduced to 0 hit points, they recover half as many hit points 
  instead. Once a creature has been affected by this feature, it 
  can’t gain be healed by this feature again until it finishes a 
  long rest.
  Soul Thief
  Also at 3rd level, you learn to steal the life essence of your 
  enemies, and your connection to the grave grants incredible 
  power. Whenever you or an undead you control kills a 
  creature with an Intelligence score of 6 or greater, you can 
  choose to harvest a fraction of your victim’s soul, binding 
  it into a small object you keep about your person, such as a 
  gemstone, doll, or weapon. Each object can contain only one 
  such soul at a time.
   As a bonus action, you can choose to unleash one of these 
  enslaved spirits to do your bidding, freeing it from the item. 
  If the spirit was bound to a weapon, you summon a ghostly 
  version of the weapon and use it to make a melee weapon 
  attack with a reach of 15 feet. This attack deals force damage. 
  After the attack is made, the ethereal weapon vanishes.
   If the spirit was bound to any other item, you force it to 
  tear a shadow-filled rift through the Graveyard, teleporting 
  you a number of feet equal to 10 + five times your Charisma 
  modifier (minimum 10 feet) to a location of your choosing 
  that you can see.
   Whenever you finish a long rest, your powerful soul calls 
  to the Graveyard, bringing forth a number of spirits to bind 
  to objects of your choosing equal to your Charisma modifier, 
  (minimum one). You can have a number of spirits bound at 
  once equal to twice your Charisma modifier, (minimum two). 
   You can choose to release a spirit without effect at any time 
  to make space for a new one.
  Whisper to the Fallen
  At 9th level, your voice gains an unearthly quality, allowing 
  you to commune with the departed. You can cast speak with 
  dead at will without expending a spell slot, but you can only do 
  so targeting any soul you have bound to an item, ignoring the 
  requirement that there be a corpse with a mouth. 
   Spirits summoned from the Graveyard are mindless, and 
  rarely have anything interesting to say.
  Hangman’s Dance
  At 13th level, your control over the spirits of the dead enables 
  you to bend them more fully to your whims. You can cast 
  animate dead without expending a spell slot by expending one 
  of your bound souls. 
   You can do this twice, and these uses recover whenever you 
  finish a long rest.
   You can use a bonus action to cause all friendly undead 
  within 60 feet of you to surge with otherworldly power. Each 
  undead can use its reaction to move up to 30 feet without 
  provoking opportunity attacks and ignoring difficult terrain.
  No Rest for the Wicked
  At 17th level, your soul finally fully reconnects with your 
  body while stained with dark power, allowing you to bridge 
  the gap between the Graveyard and the other planes with 
  ease. Whenever you roll initiative, you can choose one hostile 
  creature that you can see within 60 feet of you. That creature is 
  marked by the Gate of Souls within the Graveyard as a beacon 
  for the energies of the fallen. Once per turn when you inflict 
  damage to that creature, you can choose to bind a single soul 
  from the Graveyard to an item in your possession. This effect 
  lasts for one minute.
  
  48
  Dig Open the Grave
  The Forbidden Graveyard is a place on the razor-edge between 
  life and death. There is little here to distinguish those who 
  walk on the mortal plane from those who are in the process of 
  moving beyond mortality, and thus there is little that can be 
  done for these poor souls. Those who travel here while lying at 
  the edge of death are both blessed and cursed with the chance 
  to choose their path. There is a certain peace that comes with 
  the inability to determine one’s own fate, but for those with 
  the chance to decide, the act is far more dire.
  The Gate of Souls
  The silver-wrought gate that lies within the center of the 
  Forbidden Graveyard is the precipice from which the souls 
  of the fallen enter the afterlife. Not all pass through the 
  graveyard, and not everyone has the opportunity to attempt to 
  close the gate. Only those of strong will and determination to 
  live have the chance to determine their fate, and in doing so, 
  they doom themselves to a new path of suffering and despair.
  The Curse of the Gate
  There is a cruel reasoning behind the Forbidden Graveyard, 
  and a reason that it has earned such a dark reputation. Anyone 
  who speaks even a single word to a person who has sealed the 
  Gate of Souls is marked for collection by the Graveyard. These 
  individuals are cursed, and are fated to die before their time. 
  It is a subtle, insidious thing. Those who are friends or allies 
  to the Gravebound will often live out their normal lifespans 
  so long as they are protected deliberately by their grim 
  companion, but those who are unaware of their nature or 
  actively hostile will find themselves sliding into the embrace 
  of death ever so slightly faster than they should have. 
  Grim Fate
  These subtle changes to the lifespans of those around them 
  lead most Gravebound to live apart from normal society, 
  seeking to avoid interacting with people to prevent spreading 
  their curse. Some are ambivalent to the curse, saying that 
  anyone who dies before their time is simply unlucky, and that 
  fate is not as fixed as the curse would seem to claim. Others 
  disbelieve, thinking that they have managed to avoid the eerie 
  effects of this dark mark. The misfortune is not immediately 
  obvious, after all. A beloved family member dying a few years 
  before one might expect, slipping away into the night, is not 
  so odd as to represent a supernatural phenomenon. Even still, 
  what could have been done to prevent it? Little.
  Death after Death
  When a Gravebound truly dies, their soul is trapped forever 
  within the Graveyard. There is little hope for these souls, as 
  they remain here, trapped among all those who have died 
  thanks to the curse that was laid upon them. Those with 
  friends may find companionship and comfort, but few are 
  without dire enemies. The screaming torments of the damned 
  souls trapped in this purgatorial plane will pursue the dead 
  Gravebound endlessly, chasing them to the farthest corners 
  and deepest reaches of the Graveyard. In these ancient 
  mausoleums, they will hide and plot and scheme, speaking 
  with others of their kind. Those who have come before them 
  enforce an oath: none shall interfere with the choices of new 
  souls that come wandering into this dark place. The reason is 
  simple: if a new Gravebound awakens to their power and lives 
  a life beyond what they were destined, that new Gravebound 
  may discover a way to destroy the Graveyard forever, either 
  freeing the souls within or banishing them to peaceful 
  oblivion.
  Dark Purpose
  The Graveyard’s origins are unclear in contemporary study. 
  Some claim that it was a purgatory created by the gods to test 
  heroic champions, and to safeguard them from the clutches 
  of evil deities and fiends while still giving them a way to defy 
  the cruel tides of fate. Others think that there is something 
  more sinister about this place, calling it a trap for the unwary 
  souls who have wandered there. They hypothesize that there 
  is a malignant force that lurks within the Graveyard, feasting 
  upon the souls of the fallen in small enough numbers that the 
  Gravebound who are trapped there do not realize that they 
  have become prey. Many consider it a punishment established 
  by the higher powers for those who would deny their faith, 
  casting them as heathens and heretics for their defiance of the 
  deities that rule the world. 
  A Dying Mind’s Gift
   A rare few scholars would simply define it as a natural 
  phenomenon that cannot be explained with a normal 
  understanding of the metaphysical world. They would claim 
  instead that the Graveyard is not an external place, but an 
  internal one, locked within the psyche of each mortal mind. 
  Whenever someone is on the very brink of death, time seems 
  to slow to a crawl, and their mind passes into a dreamlike 
  realm representing their experiences in life and shaped by 
  their cultural beliefs about the nature of death. It is within 
  this sanctum that they can choose to defy the wounds to their 
  bodies and call upon the power locked within their soul, 
  forcing it to cast aside death.
  A False Death
  If those researchers are correct, then the Graveyard is little 
  more than an idea associated with the awakening of an 
  internal power present within all mortals. Gravebound 
  who die simply think that they have died, and are actually 
  permanently trapped within this strange state, experiencing 
  the sensation of death only when they are resurrected by 
  divine magic. Their supernatural resilience comes from their 
  ability to call on this power, but their weakness is that they 
  cannot decide to willingly stop. The ancient secrets they 
  uncover in the Graveyard are constructs created by their 
  minds as representations of how to use this internal eldritch 
  power, and the spirits of their friends and foes are really only 
  memories come to life within a mind on the brink of death.
  An Averted Demise
  The deities of the heavens have little say over the events within 
  the Graveyard, but when they insist on interfering, they will 
  send clerics and champions to turn aside wayward souls. To do 
  this, they consume a special poison that will take them quickly 
  to the gateway. Some cannot withstand this, and pass through 
  themselves, while others fall prey to the temptations of power 
  and seek to close those silver gates themselves. Rarely are the 
  divines pleased by this outcome, but those mortals are now 
  beyond their grasp, having seized their own destiny in hand.
  
  49
  Seal Shut the Gate
  The Forbidden Graveyard is universally applicable in almost 
  every world, so when including it in your game, there are 
  several things that you should strongly consider. First, you’ll 
  need to decide what the Graveyard actually is, and how it 
  works in your world. Decide if it is truly how it is presented 
  here, or if you’d like to incorporate your own twist on the 
  concept. Is it actually a planar location, or is it located in the 
  minds of each individual? Is it even a place, or is it actually 
  an entity? Is it a god of death prone to making deals, or a 
  personification of the true metaphysical concept of Death? If 
  it is a sentient entity rather than a mere construct or force, 
  what is it like? Does it have a gender or other distinguishing 
  referential trait? Does it appear as a skeleton, or is it more 
  abstract? What does it desire? What does it hate? What does 
  it fear? Who has it made deals with in the past, and how have 
  those gone? Does it have a collection of fallen souls that it 
  torments for entertainment, or is it a benevolent force that 
  offers a second chance for heroes who die before they should?
  A Graveyard Unlike Any Other
  Once you’ve answered some of the above questions and 
  decided on the form you will have your Graveyard take, there 
  are more things you should think about to better define it 
  within your world. Does it appear to everyone, or only to a 
  select few? Who or what created it? Is it associated with a deity 
  of death, or is it something less divine? Is there a fiend or fey 
  creature that is involved, and if so, what do they desire from 
  the souls that pass through? If it appears to everyone, how do 
  some individuals manage to interact with the Gate of Souls 
  while others are simply incapable of doing so? What are the 
  other fallen Gravebound like, and what schemes have they 
  concocted? What are their friends and companions doing, 
  while they are here? Could the party interact with these 
  individuals at some point during their adventures?
  Expanding the Graveyard
  One of the more common concepts that arises when dealing 
  with death and undeath is the idea of vampirisim, revenants, 
  and other creatures that are sentient but simultaneously 
  dead. The Graveyard’s mechanical and thematic features can 
  function as effective stand-ins for many of these ideas. For 
  example, the features gifted to a warlock could easily be re-
  flavored as the cursed power of a revenant, forcing enemies 
  to die without the ability to heal, rising countless times after 
  falling, chilling the flesh of the living, stealing the life of other 
  undead, and standing as a monstrous creature that cannot be 
  defied by the weak of will.
   Similarly, the roguish archetype could be re-flavored to 
  represent the unearthly power of a vampiric curse that has 
  been suppressed or restricted. Mending the flesh of allies 
  by infusing them with cursed blood and taking the blood 
  of the dead to fuel transformations into shadowy swarms 
  of bats or to summon weapons of blood is fitting from the 
  start. Listening to the blood of those you have slain while 
  summoning undead minions and servants is suitable for 
  many fantastical imaginings of the vampiric curse, and being 
  able to steal nigh-endless amounts of blood from a single 
  creature is certainly appropriate to the idea of a cloaked 
  stalker of the night. Changing the visual appearance of a 
  feature while allowing the mechanical effects to remain the 
  same is one of the best ways to expand your character concept.
  Inexplicable Oddities
  There are many objects associated with death and the endless 
  pursuits of inflicting it or avoiding it. Those that scavenge at 
  the corpses of the fallen have found these strange artifacts, 
  though they cannot determine an origin for them.
  Auspicious Eye
  wondrous item, rare
  This glass eye seems to always follow the nearest person. 
  While you are holding it, you can use your action while 
  adjacent to a humanoid corpse to insert the eye into the 
  mouth of the deceased, provided they have one. An illusory 
  light will appear above the corpse and begin to display what 
  the person saw one minute before they died. Once it has 
  been used, it cannot be used again until after the stroke of 
  midnight.
  Digger’s Shovel
  wondrous item, uncommon
  This shovel looks ordinary, if rusty and poorly-maintained. 
  As an action, you can strike the ground with it, creating a 
  rectangular hole that is 5 feet wide, 10 feet long, and 10 feet 
  deep. If you do this on ground that is occupied by a creature, it 
  must make a DC 12 Dexterity saving throw. If it fails, it falls in. 
  If it succeeds, it moves to the nearest open space outside of the 
  hole. You can touch the edge of the hole as an action while no 
  living creatures are inside to instantly refill it. Once you dig a 
  hole with this shovel, it can’t be used to do so again until after 
  the dawn of the following day.
  Graveseekers
  wondrous item, uncommon
  These eyeglasses shine with a faint blue sheen in the dark, 
  concealing the eyes of the person wearing them. While you 
  are wearing them, you can clearly see the exact location of any 
  corpse or undead creature within 30 feet of you. 
  Unlucky Dice
  wondrous item, uncommon
  These six-sided dice have skulls in place of the pips. You can 
  choose to roll them as an action. When you do, roll a d6. If 
  the result is even, you gain temporary hit points equal to the 
  result. If the result is odd, you take necrotic damage equal to 
  the result.
  I’ve got a friend who would love to put all of these folks 
  back in the grave where they belong. Defying death is 
  only supposed to happen when it’s allowed by the gods, 
  to hear him tell it.  Explains why he was so happy to 
  put that necromancer in the ground, but it doesn’t explain 
  why I’m still alive. Guess my time hasn’t come quite 
  yet. I wonder if my deal with the Wolf has something 
  to do with it. -X
  
  50
  
  51
  The Gelatinous Convocation
  The Gelatinous Convocation
  The Slime Beyond
  Every life has value, in the eyes of the oozes. However, that 
  value is often best expressed after one has died. The Gelatinous 
  Convocation is a nigh-infinite number of colorful, sentient 
  slime cubes that float through space, collecting the memories 
  of the dead by absorbing their bodies. The Convocation are the 
  originators of all slimes - those that are mindless have simply 
  yet to consume a sufficient amount of memories. However, 
  they are not sorrowful in their task: the Convocation is an 
  entity of joy and happiness, ever-growing and ever-contented.
  The Wiggling Ones
  The Gelatinous Convocation will descend to a world from 
  the sky and gently rest upon the ground, offering a single 
  member as an emissary. All but the core of the cube will 
  fragment into countless slimes and oozes of every variety that 
  lose their connection to the Convocation for a time. These 
  newly born oozes will spread out across the land, seeking dead 
  things to consume and dark dungeons to dwell within. Some 
  are captured and used as guardians, while others wander 
  cheerfully across the landscape.
  The Joyful Collectors
  Each slime within the Convocation is part of the greater 
  whole, and they thus have the same innate desire: to learn 
  more about the universe and the lives that dwell within it. 
  Most have a strong affection for the memories of vertebrates, 
  as bone is something the Convocation has never truly 
  possessed. Humans and other enlightened creatures offer 
  an exciting meal because their memories are flavored not 
  only with the countless emotions of life but also the deep 
  intellectual thoughts that are so foreign to a mindless creature. 
  Yet, among all the emotions that a slime will consume and 
  experience, only happiness and revelry will remain. It is 
  simply their nature. 
  The Ichorous Awakened
  People who have interacted with the creatures touched by 
  the Convocation always describe them in the same way: 
  unnerving. A smiling face atop a pillar of sentient ooze that 
  laughs at everything said and smiles when talking about 
  learning from a corpse tends to generate fear and concern, 
  though most of them truly are as kind-hearted as they 
  seem on the outside. Those who’ve sworn themselves to the 
  Convocation are often cheerful and upstanding individuals 
  who find happiness in both fantastic adventure as well as 
  mundane life. Citizens of cultures that view the Convocation 
  in a favorable light often encourage their warlocks and 
  sentient slimes to participate in investigations of murder, to 
  answer final questions that the mourning family may have 
  at a funeral, and to act as those who dispose of refuse. The 
  endless joy of these peoples is infectious, but for those of poor 
  demeanor it can be taken as sadistic glee or smugness.
  Weird Rituals
  The Gelatinous Convocation is known for performing 
  countless acts of seemingly-random behavior, all acting 
  towards some inscrutable purpose. Witnesses claim to have 
  seen them suck all of the sand from a desert into themselves 
  before flying off, revealing a lost city below. They will then 
  return days later, replacing the sand where it once was, 
  though this time the earthen substance is entirely purple and 
  smelling faintly of lime.
   In other instances, they descend into the ocean, becoming 
  almost entirely transparent within the waves. This is harmless 
  to the wildlife nearby, who steer clear of the overwhelming 
  mental presence of the slimes, but is disturbing nevertheless. 
  They will emit powerful sensations of contentment that ebb 
  and flow with the tides, reveling in the curious memories of 
  the tiny lives of the dead fish and krill that float into their 
  embrace. 
  Studied by Scholars
  Sentient slime is a strange substance that few truly 
  understand. Those who dedicate themselves to this pursuit 
  are often considered mad by their fellows for bothering to 
  research something as seemingly-mundane as a mindless 
  ichor that drifts about, but when the skeptics are presented 
  with the truth of the Convocation, then their arguments 
  quickly fall apart. Some claim that the slimes, in their unusual 
  shared mind and constant collecting, are seeking to become 
  the most intelligent and learned creatures in the cosmos. 
  Others would argue that this is merely a side-effect of their 
  insatiable curiosity, brought about by their consumption of 
  countless corpses over the millennia. Regardless, the slimes 
  are happy, no matter how brilliant they seem to become.
  Aura of Cheer
  One of the most remarkable things about the Convocation 
  and the Oozian is that they seem to constantly be happy. Just 
  got stabbed? Happy. Fighting a horde of demons? Happy. Lost 
  a friend in battle? Happy (though slightly less happy than 
  before, admittedly). To them, and their servants, suffering 
  is a temporary thing, death means returning to the embrace 
  of the Convocation, and solitude is simply a chance to 
  gather memories and experiences no others will ever have. 
  There’s something pure about them, though they are not all 
  benevolent in their cheer. Torturing an enemy with acid? 
  Happy. Burning down a village? Happy. Inciting rebellion in a 
  peaceful kingdom? Happy. Not all experiences are good ones, 
  as the Convocation would willingly admit. Still, they tend 
  to be pleasant and polite, at the very least, though it is likely 
  because so many more people within the universe are decent 
  folk, and it has colored the swirling green and purple of the 
  Convocation with a heart of gold.
  Chant with the Convocation
  The Gelatinous Convocation floats serenely through space and 
  time, so including them in your world is as easy as deciding 
  when and where they have arrived. Are they responsible for 
  all slimes, or just some of them? Does the Convocation have 
  a firm goal, or are they more fluid in their motives? Who has 
  been touched by the Convocation? What phenomena are they 
  responsible for? Where will they go once they decide to leave, 
  and what will happen to those left behind?
  
  52
  Otherworldly Patron: 
  The Gelatinous  
  Convocation
  You’ve made a pact with the cheerful wandering cubes 
  of sentient ooze that wiggle and wobble their way across 
  the multiverse to visit worlds beyond measure with the 
  singular goal of spreading their offspring within the deepest 
  dungeons to collect and absorb the memories of the fallen. As 
  they happily bounce between the planes, they occasionally 
  encounter a soul they view as truly amusing, so they offer a 
  measure of their strange power over the slimes and oozes of 
  the world using the magic that they wield with a mere wave of 
  their pseudopods.
  Expanded Spell List
  The Gelatinous Convocation 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.
  Gelatinous Convocation Expanded Spells
  Spell Level
  Spells
  1st
  grease, hideous laughter
  2nd
  acid arrow, enlarge/reduce
  3rd
  meld into stone,  water walk
  4th
  stone shape, slime sphere*
  5th
  conjure slime*, wall of ooze*
  Recovered Memories
  At 1st level, you learn to dissolve the bodies of the dead and 
  learn from their lives. As an action while standing adjacent to 
  a corpse, you can produce an iridescent acid that consumes 
  the corpse over the course of one minute.
   After the minute has passed, you can collect the acid to gain 
  the memories of the creature from the last 48 hours of the 
  creature’s life, as well as the most important memories within 
  their final year. 
   You can produce this acid once, and this use recovers 
  whenever you finish a long rest.
  Cheerful Friend
  Also at 1st level, you can speak with oozes and communicate 
  simple concepts, even if they cannot speak a language. You 
  are not subject to acid damage that would be caused by a 
  non-hostile ooze touching you, and you gain resistance to acid 
  damage.
  Side Splitting
  At 6th level, your body becomes somewhat... slimy. Whenever 
  you suffer damage, you can use your reaction to divide into 
  a Medium swarm of Tiny oozes. Your hit points remain 
  the same, and you function as a single unified swarm that 
  occupies the same space as a Medium creature. While in 
  this state, you cannot take actions other than the Dash 
  action, your movement speed is halved, you gain resistance 
  to bludgeoning, piercing, and slashing damage, you gain 
  immunity to acid and poison damage, you don’t provoke 
  opportunity attacks, and you can move through any space as 
  narrow as 1 inch without squeezing. You can choose to return 
  to your normal form without using an action whenever you 
  wish, provided there is room to do so. You can use this feature 
  once, and this use recovers whenever you finish a short or long 
  rest. 
   When you reach 10th level, you can use this feature at will 
  as an action, but you can still activate this feature as a reaction 
  only once.
  Acidic Body
  At 10th level, your form is infused with a caustic power. You 
  gain immunity to acid damage. Whenever a creature starts its 
  turn while involved in a grapple with you, you can choose to 
  have it suffer 2d8 acid damage.
  Consuming Joy
  At 14th level, you fully understand the happiness of the 
  Gelatinous Convocation, granting you immunity to the 
  charmed condition. You can cast polymorph, but you can only 
  turn the target into an ooze instead of a beast. You can cast this 
  spell either by using warlock spell slots or without expending a 
  spell slot. When you cast it without expending a spell slot, you 
  can’t do so again until you finish a long rest.
  Eldritch Invocations
  Catalogue of Experiences
  Prerequisite: Gelatinous Convocation patron, Pact of the Tome 
  feature
  Whenever you use your Recovered Memories feature to absorb 
  the knowledge of a creature, you can store the experience 
  in your Book of Shadows, and make it come to life upon the 
  pages of the book. You can copy and transfer any memories 
  within your Book to another creature by touching them with 
  the Book as an action.
  Caustic Blast
  Prerequisite: Gelatinous Convocation patron, 7th level
  Whenever you cast a cantrip that deals damage or make a 
  weapon attack, you can use a bonus action to infuse it with 
  acidic energy. The cantrip or attack deals acid damage instead 
  of the normal type, can target objects, and inflicts twice as 
  much damage to unattended objects and structures. If a 
  creature damaged by this acid is using a nonmagical shield, 
  they must make a Dexterity saving throw against your warlock 
  spell save DC. If they fail, their shield is destroyed.
  Convocation’s Child
  Prerequisite: Gelatinous Convocation patron, Pact of the Chain 
  feature
  While you have a wiggly cube as your familiar, it gains 
  additional maximum hit points equal to your warlock level. 
  When you reach 6th level, you can choose to have your wiggly 
  cube grow to become a Medium creature, and at 14th level, 
  you can choose to have your wiggly cube become a Large 
  creature. You can change the size of the cube as a bonus action. 
  Whenever it is Medium, it’s Engulf damage improves to 2d8 
  initial damage and to 4d8 at the start of the cube’s turn. When 
  it is Large, the damage improves to 3d8 initial damage and to 
  5d8 at the start of the cube’s turn.
  
  53
  Slick Hands
  Prerequisite: Gelatinous Convocation patron, 7th level
  Your arms extend in rope-like coils of ooze. When you make 
  a melee attack on your turn, your reach for that attack is 5 
  feet greater than normal. Also, you have advantage on checks 
  made to maintain a grapple and on Sleight of Hand checks.
  Slime Slayer
  Prerequisite: Gelatinous Convocation patron, Pact of the Blade 
  feature
  You can create a weapon made from colorful ooze using your 
  Pact of the Blade feature. You can choose to have this weapon 
  inflict acid damage. Whenever you hit an enemy with this 
  weapon, you can use a bonus action to attempt to grapple 
  the target, making a Charisma (Athletics) check instead of a 
  Strength (Athletics) check.
  Unusual Form
  Prerequisite: Gelatinous Convocation patron, 13th level
  Whenever you would be subject to a critical hit, roll a d6. If the 
  result is a 5 or 6, the attack is not a critical hit. Additionally, 
  you gain resistance to poison damage.
  Jiggly Defense
  Prerequisite: Gelatinous Convocation patron, Pact of the Blade 
  feature, 11th level
  When you would take damage, you can use your reaction to 
  gain resistance to bludgeoning, piercing, and slashing damage 
  from nonmagical attacks until the end of the current turn.
  Traits of the Convoker
  The Convocation touches more than just the soul. Consider 
  adding one or more of these traits when creating a warlock or 
  after contributing to the Convocation’s memories. 
  d20
   Trait 
   1  
   You tend to lick your hands clean. 
   2  
   You would rather pour water on your head than drink. 
   3 
   You sometimes talk in your sleep, replaying the memories 
  you have taken from the dead. 
   4 
   You have a strange fondness for gelatin. 
   5 
   You are overly-eager to discuss death and the consumption 
  of memories. 
   6 
   You roll your stomach when dancing. 
   7 
   You weep uncontrollably at odd times. 
   8 
   You tend to wiggle in an unnatural manner. 
   9 
   You sometimes confuse people for corpses you’ve 
  consumed. 
   10 
   You appear wet and sticky. 
   11 
   Your skin is always slimy. 
   12 
   Your eyes are acid green with purple flecks. 
   13 
   Cuts on your skin move like mouths. 
   14 
   Your heart feels like it wanders around in your chest. 
   15 
   Your blood slowly becomes slime when exposed to air. 
   16 
   Clothing or armor you wear for long periods of time is 
  scoured clean, becoming shiny or fresh. 
   17 
   Your hair is perpetually spiked with gel. 
   18 
   A scent of lime or other fruit seems to follow you. 
   19 
   When you cast a spell, your veins flare with color. 
   20 
   You track footprints of slime wherever you go while 
  outdoors. You can suppress this when you notice it. 
  Chant of Consumption
  Oloo! Oloo! Cubed Ones, take this body! 
  Oloo! Oloo! Find the eternal joy! 
  Oloo! Oloo! Seek the freedom from sorrow! 
  Oloo! Oloo! 
   Take this discarded vessel! 
  Oloo! Oloo! 
   Unite this broken shell! 
  Oloo! Oloo! 
   Let us know! Let us see! Grant us this enlightenment! 
  Oloo! Oloo! 
   -Funerary practices of the servants of the Convocation, 
    
  9th Era
  Weird. Very weird. They make for very nice hosts 
  though. The Weaver and the Keeper are deceptive 
  folk, but I’ve never been able to understand what the 
  Convocation wants.
   Also, slime and ash do not mix well together. It’s 
  messy. It also stains carpets. Badly.
   I mean, when I was around them they got rid of 
  a perfectly good desert and replaced it with an entire 
  kingdom of slime-folk. In my eyes, it’s a travesty, 
  but at least they enjoy themselves. -X
  Yes, Xandith, but the Oozians fed you chairs 
  and gave you somewhere nice to sleep, didn’t 
  they?  That’s nicer than anyone else we’ve met. 
  I think we should stay here. They’re so happy 
  all the time and it’s quite refreshing, really. I’m 
  staying, anyways. You can go off and fight 
  things and make doe-eyes at Pyre. -Sylvette
  
  54
  Arcane Tradition: 
  Esoteric Plasmology
  It is common for one to ask a disciple of this tradition: “Are 
  you a wizard that casts ooze-related spells, or an ooze that is a 
  wizard?”
   The truth is, both are correct. 
  Esoteric plasmology has long ties to the Gelatinous 
  Convocation, which wanders between worlds spreading 
  happy, cheerful slimes to all corners of the multiverse. Though 
  direct interaction with the Convocation is uncommon for 
  practitioners of this tradition, many are apprenticed to more 
  powerful ooze wizards for a time as they learn to control their 
  newfound power. While the slime core that awakens within 
  a practitioner seems to grant a surprising amount of control 
  over one’s form, careful study and research is required to coax 
  the more powerful magics from this arcane phenomenon. As 
  such, ooze wizards traditionally adventure in order to expand 
  their knowledge of the physical world, enjoying a life of leisure 
  and hardship alike in their quests for purpose and power.
  Primordial Form
  When you choose this tradition at 2nd level, a slime core 
  develops within your body, allowing you to assume the 
  primordial form of the first acolytes of the Convocation. As 
  an action, you can enter a primordial form, filling yourself 
  with the giddy glee of an ooze and changing your appearance 
  to appear as a slime-like caricature of your normal form. You 
  gain advantage on Charisma checks and gain resistance to 
  acid damage, but you suffer disadvantage on Wisdom checks. 
  You can exit this form as an action, though doing so requires a 
  successful Wisdom saving throw against your spell save DC.
  Simply Slippery
  Also at 2nd level, your newfound malleability and magical 
  aptitude grants you several benefits. You can use an action to 
  begin to emit bright light in a 10-foot radius, and dim light in 
  a 20-foot radius. 
  Whenever you would suffer damage from falling, you can use 
  your reaction to reduce the damage taken by four times your 
  wizard level. 
  Finally, you can squeeze through spaces at least 5 inches wide, 
  even if you would not normally fit.
  Weird Magic
  At 6th level, the mystical motions you perform when casting 
  spells become fluid and warped, causing slime to drip from 
  your fingertips with every gesture. Whenever you cast a spell, 
  you can choose an unoccupied space within 10 feet of you. The 
  coiling ooze from your hands assembles in this space, forming 
  a 5-foot cube of colorful slime. This slime is immobile, 
  provides half cover, has an AC of 6, and has hit points equal to 
  your wizard level. The slime remains until you dismiss it (no 
  action required) or it is destroyed.
  As a bonus action, you can cause one of these slimes to extend 
  a pseudopod to grab a creature within 5 feet of it. The target 
  must make a Strength saving throw against your wizard spell 
  save DC. If they fail, they are grappled by the cube. The DC to 
  escape from the grapple is equal to your spell save DC.
  Caustic Viscosity
  At 10th level, the magic you wield becomes further infused 
  with ooze. Whenever you cast a spell with a duration of 
  “Instantaneous” that affects an area, you can use a bonus 
  action to summon a mass of slime in the area. The ground 
  within the area becomes difficult terrain for one minute, or 
  until another spell is cast targeting the area that inflicts fire, 
  cold, or necrotic damage. Creatures that end their turn within 
  the area suffer 1d6 acid damage. You ignore the effects of this 
  slime.
  Cheerful Recollection
  At 14th level, your mastery of the arts of esoteric plasmology 
  has granted you a connection with the Gelatinous 
  Convocation, allowing you to tap into their understanding 
  of the world through the creatures they have gracefully 
  consumed. Whenever you are in your primordial form, you 
  can add your proficiency bonus to any skill or ability check 
  you make.
   Additionally, you learn to cast speak with dead as a ritual.
  Be wary of being 
  ound slime too long. It is 
  contagious, and you will become a 
  gelatinous airhead like S did. -X
  Exxey, I made your girlfriend out of wood and some 
  magic as a whim when building that ship. Figurehead, 
  they said? Yeah, you got a figurehead with a 
  FIGURE didn’t you! Hah! If you want to call me an 
  airhead, then you’re just outta luck; I’m the one writing 
  the big sketchy notes in this thing and you’re just sitting 
  there letting me imitate your handwriting becaus
   we both know you’d burn the paper. 
   Respect the slime, or pay the fi
    
  -Sylvette!
  
  55
  Witness the Wiggly Ones
  The Gelatinous Convocation have an interesting disconnect 
  from the other Alrisen that you can use to your advantage. 
  They are brilliant, but compared to the dark schemes of the 
  Keeper and the Weaver, they are relatively obscure in their 
  motives and actions. They are not actively malevolent in 
  most cases, and are simply content to observe, consume, and 
  spread. Think of the Convocation as a particularly friendly 
  kind of migratory moss: it acts in accordance with a known 
  desire but often lacks any higher ambition, despite its 
  advanced intellect.
  Wobbling Jigglies
  Slimes and oozes are the core components of the Convocation, 
  as one might expect, but there are many different things that 
  you can do to make your slimes interesting. Consider how 
  a slime may adapt to the environment that it grows within, 
  and what kind of effect consuming the entities that live 
  there would have. A slime that consumes nothing but fiends 
  and evil creatures would likely be hostile and malevolent 
  itself, while one that grew from consuming the corpses of 
  benevolent humanoids would probably tend to be nice itself. 
   Thankfully, intellect on the scale of the Convocation 
  tends to lead to enlightened self-interest, so it rarely attacks 
  others without extremely good cause. The one thing that 
  the Convocation and its children seem to lack the capacity 
  for is despair. They are always cheerful, even in the darkest 
  of circumstances, and that provides a special sense of 
  contentment and positivity to those around them.
   When acting as the Convocation, remember that they 
  are comprised of countless minds all acting in perfect 
  unison. Imagine a crowd of thousands of people all yelling 
  a single word at the same time, smiling as they do so. That 
  overwhelming volume and perfect unity is what it’s like to be 
  the subject of the Convocation’s attentions. 
  Friendly, or Fearsome?
  Not all worlds are suitable for such a happy Convocation. 
  While slime is the obvious primary theme of the Convocation, 
  it has secondary themes of cheerfulness, death, memories, 
  unity, and growth. If you are interested in changing one or 
  more of these themes, you can easily turn this joyous group 
  into a nightmarish horror. Imagine if the Convocation was 
  not the origin of all slime, but was instead simply the result 
  of a fiendish creature’s dark experiments and greed for the 
  souls of the dead. The Convocation could act as harvesters 
  and collectors of secrets and spirits, devouring everything in 
  its path. It could be sorrowful, filled with bitter regret and 
  pity for those that die to it, or it could be equally cheerful and 
  simply sociopathic, glad to be away from the fiend and free to 
  consume and spread as it feels that it should.
  Protectors and Collectors
  The Convocation is known for being open to deals and trades 
  with the sentient races, though the price is often paid in 
  the corpses of other sentients. Thankfully, the Convocation 
  does not advocate violent means of gaining these dead in 
  most cases, and instead will simply ask for the recovery of 
  memories that should have been collected by it in the first 
  place. Once the task is complete, the Gelatinous ones will 
  attune the new warlock to their eldritch energies, granting 
  them power over the slime now within them.
   One of the Convocation’s most remarkable feats is the 
  ability to bring the dead back to life as Oozians. When a 
  civilization is on the brink of cataclysmic destruction, a 
  representative of the Convocation will arrive and present a 
  simple yet heavy offer to the inhabitants: swear their minds 
  and futures to the Convocation, join with it, and be preserved 
  within a massive cube of crystalline ooze. The crystal is then 
  placed in a hidden location within the now-fallen civilization, 
  and when it is found, the inhabitants shall be freed.
   In one instance of this, a cursed king who stole power 
  from other eldritch beings threatened an island nation with 
  cataclysmic destruction, burying their entire island in sand. 
  The inhabitants, fearful of the king’s power and helpless to 
  stop him, forged a pact with the Convocation. More than a 
  century later, a band of wandering heroes stumbled across 
  a single tower emerging from the sand. When they entered, 
  they discovered the ruined civilization, and with the help 
  of the Convocation, they freed the souls trapped within. 
  Reborn as oozians, the new slime-folk waged war on the king, 
  empowered by the might of the Convocation.
  Flubbery Flobberies
  Surprisingly, the Convocation have an unusual tendency to 
  create magical items. Admittedly, most of these are made of 
  solidified slime, but their power is undeniable. The secrets 
  of slime-smithing are difficult to learn and even harder to 
  initially discover, as each weapon or armor comes with a 
  curious quirk.
  Adhesive Armor
  magical armor (any), rare (requires attunement)
  While you are wearing this green, ichorous armor, you 
  gain advantage on Athletics checks relating to grappling 
  creatures. While wearing this armor, you can choose to move 
  up and along walls during your turn. If you do not end your 
  movement touching the ground, you fall, but you take no 
  damage from falls of less than 30 feet.
  Jelly Helm
  wondrous item, rare (requires attunement)
  While you are wearing this strange gelatinous helmet, you can 
  sense the vibrations in the air around you through the slime 
  with perfect precision. You gain blindsight out to 20 feet.
  Slippery Skewer
  magical dagger, very rare (requires attunement)
  This dagger appears to be crafted from slime hardened into a 
  strange gem-like substance. While you are attuned to it, you 
  have advantage on checks made to escape a grapple, and you 
  can take the Disengage action as a bonus action. If you hit a 
  creature with an attack made using this weapon, and it moves 
  during its next turn, it falls prone at the end of its movement.
  Wobbling Cestae
  wondrous item, very rare (requires attunement)
  While you are wearing these gauntlets, you can have your 
  unarmed strikes inflict acid damage. Whenever you take the 
  Dodge action and a creature misses you with an attack, you 
  can make a single unarmed strike targeting the attacker using 
  your reaction. If you hit, the target cannot take reactions until 
  after the end of its next turn.
  
  56
  
  57
  The Gray Portrait
  The Gray Portrait
  The Inner Self
  Some may refer to blood as the currency of the soul, stating 
  that life itself and all of its joys can be found within, and 
  arguing that death is merely a loss and decay of that blood. 
  Others, however, argue that this precious currency is not 
  blood, but paint, ink, graphite, and canvas. These individuals 
  have unlocked the secrets of the Gray Portrait, for they have 
  asked, “If art is my life, then can my art contain my life, and 
  can my art contain my soul?”
  An Expression of Introspection
  The Gray Portrait is not a singular entity or object. Instead, it 
  is a technique, a motif, a desire, and an insatiable hunger that 
  must be pursued without pause or question. The Portrait is a 
  manifestation of the unquenched fire within the mortal soul, 
  and it appears as one would choose to display that which they 
  know best: themselves. The Gray Portraits are paintings and 
  statues, masks and masonry, metalworks and constructions 
  of arcane complexity. The bargain one creates with a Gray 
  Portrait is no deal with a tormenting devil, unless one 
  considers what lies within the mirror to be a fiend.
  Art for the Soul
  The process for creating a Gray Portrait often begins with a 
  mad sort of narcissism, and a desire for one’s own perfection. 
  This devotion to artistic endeavors and constant challenge 
  to grow and improve will force an artist to strive towards 
  seemingly-impossible heights of talent and skill, mastering 
  their chosen artform in a fraction of the time it would take an 
  ordinary person. At the same time, they will begin to suffer 
  the price for their talents; food will sit uneaten, former friends 
  will be ignored, cries for attention will go unanswered, and 
  even one’s own competitors may view them with distress and 
  concern. Nevertheless, they will continue undeterred. 
  The Final Stroke
  When the artist has been completely consumed by their work, 
  left only as a fraction of the person they once were, they may 
  finally feel ready to pursue their masterwork: a portrait, not as 
  they are, but of what they wish to become. They will pour their 
  soul into this artwork, driven to continue without rest. Reds 
  and crimsons will be painted in their blood, marble broken by 
  their bare hands upon the stone, and metal smithed without 
  regard to burns and exhaustion. 
   In the end, after countless hours of unceasing work, the 
  artist will paint the final stroke, smooth the final curve, or 
  quench the metal for the last time, falling nearly comatose in 
  the process. Their soul shall begin to slip, and it shall merge 
  with the newly-created Gray Portrait.
   In response, the Portrait shall consume their body, and a 
  new one in a form identical to the one depicted will step forth 
  from the medium, eyes flashing with pride and delight. The 
  process complete, the newly-reborn artist shall look back at 
  their portrait in wonder, noticing that it now displays the 
  withered body that they just left behind, and becoming aware 
  that they are really still within.
  An Unusual Magic
  The Portrait is something more than a painting or sculpture 
  or mask, and so it grants a power unlike any other. There 
  is a certain elegance, as it is not some external source that 
  comes to offer power to an unwary mortal. Instead, it is the 
  result of a mortal creating a patron to grant them power, and 
  therefore it bears certain properties that differentiate it from 
  all other Alrisen. The first is that it can be slain, quite easily, 
  by anyone skilled in the magical arts or equipped with an 
  enchanted weapon. The Portrait is both a separate entity and 
  a joined one, for it if is destroyed, then the creator dies just 
  as suddenly. Thus, most artists will conceal their Portraits 
  far from view, locking them away in vaults or hiding them in 
  attics where none will stumble across their darkest secrets.
  Desires of the Self
  The Portrait is not entirely bound to the artist in every 
  fashion, however, for it is still a distinctive object and a 
  distinctive expression and manifestation of the soul. The 
  new body that the Portrait creates for the mind that painted 
  it is especially vulnerable to the desires of the soul bound 
  within that canvas, and therefore will often act erratically 
  or destructively when those desires are not met. Some have 
  described individuals who have created Portraits as mad, 
  seeing as how they follow their darkest desires without a 
  second thought. This spiritual corruption seeps into the soul 
  even as the desires are fulfilled, leading to their eventual 
  descent into darker practices.
  Eldritch Arts
  The strange power that led to the creation of a Portrait is one 
  of eldritch origin, stretching back to the beginning of time. 
  It was once said that you could capture the soul of another 
  person in art, and the speaker was halfway correct. You can 
  capture your own soul, and in doing so, you leave yourself 
  open to the eldritch powers of the universe. This is often 
  expressed in fantastical magic that appears as though painted, 
  with bolts of burning light flaring across a canvas of reality 
  or runes of pure silver inscribed into the stonework and 
  masonry. Illusion is the forte of the painter and the sculptor, 
  making visions appear from naught but wood and ink and 
  stone. Thus, illusion is the power of the Portrait, making one 
  appear beautiful and strong, when in reality that strength is 
  merely concealed disdain for the laws of the natural order. 
  Death is alien to the Portrait-maker, for a body crafted 
  from art is not a body at all, but a shell that houses the few 
  discarded remnants of a soul that has long since departed.
  Paint a New Portrait
  The Gray Portrait is a very personal creation, so this 
  phenomenon may be one-of-a-kind, or a widespread practice. 
  When including it in your world, decide if it is a new idea, or if 
  it has had time to develop and spread. Had it been popular in 
  the past, and if so, what consequences did this have? How do 
  the various faiths react? What would an artist’s family think?
  
  58
  Otherworldly Patron:  
  The Gray Portrait
  Your dedication to art and beauty has led you to discover the 
  art of creating a Gray Portrait: an artifact that your soul and 
  body are bound to. The portrait reflects your inner self, and 
  suffers the damage you would take, the diseases you would 
  contract, and the cruelty you may inflict. It grants you the 
  power to use your art to perform feats of incredible magic, and 
  to paint beauty and ugliness alike upon the fabric of reality. 
  This freedom from responsibility is corruptive, however, 
  so one must be wary - if the portrait is destroyed, all that 
  suffering returns to collect the devil’s due.
  Expanded Spell List
  The Gray Portrait 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.
  Gray Portrait Expanded Spells
  Spell Level
  Spells
  1st
  color spray, sanctuary
  2nd
  calm emotions, enhance ability
  3rd
  glyph of warding, sending
  4th
  death ward, stone shape
  5th
  mislead, seeming
  Bound to the Painting
  At 1st level, you create and magically bind yourself to your 
  Gray Portrait. The Gray Portrait is a Small or Medium object 
  that weighs at least 15 pounds, has 15 AC, hit points equal 
  three times your warlock level, resistance to all damage, and 
  uses your statistics for saving throws. 
   If your portrait is ever destroyed, you die instantly. 
   It can be repaired using the spell mending at a rate of 1 hit 
  point per minute. You can choose to see through the Portrait’s 
  eyes at any time, and are always aware of its current state. 
  The Portrait does not have to be a painting, but it must be 
  an object that resembles you, such as a statue, doll, or mask. 
  If you are resurrected after your portrait is destroyed, you 
  tirelessly construct another during your next long rest.
   You gain immunity to disease, and you gain advantage on 
  saving throws against poisons and the poisoned condition.  
   Finally, your appearance becomes one of the following: 
  timeless, youthful, refined, dignified, beautiful, elegant, or 
  debauched, and it seems to always stay that way.
   At 10th level, your portrait’s hit point total increases to 
  become equal to four times your warlock level.
  Redirected Suffering
  At 6th level, you can more easily send your pain to your 
  Portrait. Whenever you suffer damage, you can use your 
  reaction to gain resistance to that damage. When you do, your 
  Portrait loses hit points equal to the amount of damage you 
  negated using this feature.
   Whenever you rest, your Gray Portrait mends itself. It 
  recovers half its hit point maximum when you finish a short 
  rest, and recovers all lost hit points when you finish a long 
  rest.
  Parchment Skin
  At 10th level, you are irreversibly bound to your Portrait. 
  You no longer age, and cannot be magically aged. You gain 
  resistance to necrotic damage and immunity to effects that 
  would reduce the value of your maximum hit points, such as a 
  vampire’s life draining attack.
  Hated Immortal
  At 14th level, your ties to the Portrait enable you to destroy 
  the lives of others, twisting them with terrible compulsions 
  and inspiring thoughts of revenge. You can cast geas or modify 
  memory once without expending a spell slot. You cannot do so 
  again until you finish a short or long rest.
  Eldritch Invocations
  Cursed Portfolio
  Prerequisites: Gray Portrait patron, Pact of the Tome feature
  Whenever you cast a spell that creates an illusion, you can use 
  a bonus action to become invisible until the start of your next 
  turn, leaving an illusion of yourself standing in your place. 
  You can do this a number of times equal to your Charisma 
  modifier, and these uses recover when you finish a long rest.
  Living Art
  Prerequisites: Gray Portrait patron, Pact of the Chain feature
  When you have an animate image as your familiar, it gains 
  additional maximum hit points equal to your warlock level. 
  The first time you attack a creature that the image has used 
  the Help action on within the past round, the creature takes 
  slashing damage equal to your Charisma modifier.
  Magnum Opus
  Prerequisites: Gray Portrait patron, 18th level
  You can cast mirage arcane and symbol without expending a 
  spell slot. You can cast one of these spells once. After you do so, 
  you cannot do so again until you finish a long rest.
  Papercut
  Prerequisites: Gray Portrait patron, Pact of the Blade feature
  You can create a finesse weapon of pale parchment covered in 
  bloody scratches using your Pact of the Blade feature. While 
  you are wielding this weapon, you can cast minor illusion as a 
  bonus action. When you cast this illusion in a creature’s space, 
  the creature takes 1d4 magical slashing damage. You learn this 
  cantrip if you do not already know it.
  Perfect Artisan
  Prerequisites: Gray Portrait patron, 6th level
  You learn to cast even the most complex of spells using 
  pure creative talent. Whenever you cast a spell that has a 
  material component, you can choose to ignore the material 
  component if it does not have a cost measured in gold. When 
  you cast a spell that has a material component that does have 
  a cost measured in gold, you can increase the casting time 
  according to the following table in order to ignore the material 
  component. Whenever you cast a spell with a casting time 
  greater than 8 hours, you gain one level of exhaustion for each 
  8-hour period after the first. If this would cause you to reach 
  the maximum level of exhaustion and die, your spellcasting 
  continues until you are interrupted or you finish, at which 
  point you would die. If the material component is directly 
  
  59
  tied to the spell itself, such as in the spell imprisonment, then 
  you magically produce an artwork of equivalent value that 
  fulfills the requirements of the spell as part of the spellcasting 
  process.
  Masterful Artisan Table
   Gold Value 
   Casting Time 
   10 gp  
   +1 round 
   50 gp  
   +1 hour 
   100 gp 
  The greater of 2x base casting time or 4 hours 
   1,000 gp 
  The greater of 5x base casting time or 16 
  hours 
   10,000 gp 
  The greater of 10x base casting time or 24 
  hours 
   10,001+ gp 
  The greater of 25x base casting time or 40 
  hours 
  When consulting this table, choose the lowest gold value that 
  would fully cover the gold value of the material component.
  Signature Work
  Prerequisites: Gray Portrait patron, 16th level
  You can cast programmed illusion without using a spell slot. 
  When you cast this spell, you can choose a single cantrip that 
  you can cast. The illusion can cast this cantrip once per minute 
  as part of its programming. It uses your warlock spellcasting 
  ability for attack rolls and saving throw DC’s. 
   If you grant a cantrip to an illusion and the illusion would 
  suffer damage if it were real, it is immediately dispelled. 
   Once you cast this spell using this invocation, you cannot do 
  so again until you finish a long rest. 
  A True and Honest Critique of Ser 
  Isendale’s Mirror
  Truly, this statue is a sham, the artist a buffoon, and the 
  decorations are simply appalling to anyone with a sense of taste 
  or true artistic talent. The eerie thing seems to follow you around 
  the room, and not in the way of a skilled sculptor’s work. Nay, 
  when I deigned to inspect it, the accursed thing seemed to bite at 
  me with its little teeth. Surely a trick of the light played upon me 
  by my disgust for the abomination, but nevertheless. Spare your 
  eyes, good people. Much like the artist himself, there is nothing of 
  saintly virtue here!
   ...The last publishing of Ser Vergaio, before his unfortunate and 
  untimely accident...
  Traits of the Artist
  Binding one’s life to an artwork is not something done without 
  consequence, and takes a toll upon the mind and body alike.  
  Consider adding one or more of these traits when creating a 
  warlock or after acting without care for the consequences. 
   d20 
   Trait 
   1  
   You suffer bouts of paranoia. 
   2  
   You insist on having only the finest food and drink. 
   3 
   You sometimes talk in your sleep, laughing at the 
  misfortune you have seen during the day. 
   4 
   You are extremely critical of other artists. 
   5 
   You are a shameless self-promoter, even when 
  doing so would be inappropriate. 
   6 
   You move in a way that appears exceptionally 
  imprecise, but is still surprisingly fluid. 
   7 
   You laugh uncontrollably at odd times. 
   8 
   You tend to look down on those of lower social 
  standing. 
   9 
   You oftentimes ignore social standards regarding 
  dress and fashion. 
   10 
   You appear dry and clean at all times, even in 
  water. 
   11 
   Your skin becomes like plastic, smooth and free 
  from marks or imperfections. 
   12 
   Your eyes are deep and captivating. 
   13 
   Your hands are always freshly manicured. 
   14 
   Your heartbeat can’t be heard, only felt. 
   15 
   Clothing or armor you wear for long periods of 
  time assumes the appearance of what you were 
  wearing in your Gray Portrait. 
   16 
   Your blood slowly becomes paint when exposed to 
  air. 
   17 
   Your hair is always identical to how it was in your 
  Gray Portrait. 
   18 
   A scent of paint, cut stone, wood, or clay seems to 
  follow you everywhere. 
   19 
   When you cast a spell, a shadowy duplicate of 
  yourself seems to stand beside you. 
   20 
   Your eyes visibly sparkle when you look upon the 
  object of your desires. 
  How deeply curious I have become. A mortal so devoted to 
  the creation of art that they allow that art to consume them. 
  I wonder what dreams such a mortal might have? Would they 
  be beautiful? I should visit them. Perhaps this one will 
  a welcome addition to my collection...
  
  60
  Bardic College:  
  College of Portraiture
  Bards of the College of Portraiture are artisans, first and 
  foremost. Through your intensive study of anatomy, you’ve 
  begin to unlock the secrets of tying the art you create to 
  your very soul. The creation of a Gray Portrait, where the 
  soul is tied to the art, is considered a perversion of these 
  techniques, locking away your intrinsic artistic talent into 
  a single masterwork. There are those, however, that claim 
  the true path to artistic skill lies somewhere in the middle, 
  tying one’s soul to both the art one creates and tying the art 
  back to the soul, in an endless cycle that allows one to truly 
  become the art. Heresies aside, your skill and talents with the 
  manipulation of your own life essence allows you to create 
  and animate works of art in your own image. Narcissism is 
  common among the practitioners of this College, though that 
  can hardly be faulted: if everyone could portray themselves so 
  beautifully, then they surely would.
  Master Artisan
  When you choose this college at 3rd level, you learn to create 
  incredible works of art at a manic pace. You gain proficiency in 
  any tools required to paint or create statuary, and you can add 
  twice your proficiency modifier to rolls made to use these tools 
  to create art. 
   You no longer require sleep, but must still perform light 
  activity to gain the benefits of a rest, such as reading, painting, 
  or keeping watch. 
   During a rest, you can use your bardic magic to summon 
  the materials and tools required to create Small or Medium 
  portraits or statues, and can complete one such work of art 
  each hour. Once an artwork is finished, it becomes permanent 
  and impossible to dispel. Art you create using this method can 
  be sold, though giving away such an investment of your being 
  causes you to gain one level of exhaustion once the sale is 
  completed.
   Additionally, you can expend one use of your Bardic 
  Inspiration to roll the die and add the result to any roll you use 
  to create a work of art.
  Living Exhibition
  Also at 3rd level, you learn to tie the art you create to your 
  soul, giving it life and purpose.
   If you create an artwork or statue that is a portrait of 
  yourself and is equal to or smaller than your size, you 
  can choose to bring it to life at the time of completion by 
  expending a spell slot of 1st level or higher. When you do so, it 
  animates, becoming a portrait-soldier. Each portrait-soldier 
  has hit points equal to twice your bard level plus twice the 
  level of the spell slot used to animate it, and has an AC equal 
  to 10 + the level of the spell slot expended. Portrait-soldiers 
  share your statistics and act on your initiative, though they 
  automatically fail Wisdom and Intelligence skill checks and 
  saving throws. Portrait-soliders cannot speak or cast spells, 
  and lack sufficient animating force to attack without your 
  intervention.
   As an action, you can choose to expend a spell slot of 1st 
  level or higher, infusing a malevolent spark into your portrait-
  soldiers. This enables a number of soldiers equal to the level 
  of the spell slot expended to make weapon attacks using the 
  Attack action until the end of your current turn. The soldiers 
  are equipped with non-magical versions of any simple or 
  martial weapon you are proficient with, chosen when you 
  animate them.
   You can have a number of portrait-soldiers equal to your 
  Charisma modifier (minimum one). Each day at dawn, you 
  must expend a new spell slot for each soldier in order to 
  maintain the animation magic. If you fail to do so, the portrait 
  crumbles to dust.
  Legion’s Defense
  At 6th level, your control over your portrait-soldiers improves. 
  Whenever a creature would provoke an opportunity attack 
  from a portrait-soldier, you can use your reaction to enable 
  the soldier to make the attack. 
   Also, whenever two or more of your portrait-soldiers make 
  a saving throw against the same effect and one succeeds, the 
  others also succeed automatically.
  Personal Unity
  At 14th level, you learn to tie your creations completely to your 
  spirit, enabling you to unlock the latent power within them. 
  Whenever you cast a spell, you can choose to cause one of your 
  portrait-soldiers to deliver the spell as though they were the 
  point of origin.
   Additionally, whenever a portrait-soldier would take 
  damage, you can use a reaction to channel your own life 
  energy into it, causing the soldier to regain hit points equal 
  to the amount you choose to sacrifice, up to your bard level. 
  Whenever you would take damage, you can use your reaction 
  to sacrifice the life of one of your portrait-soldiers, destroying 
  the soldier and reducing the damage you take by the amount 
  of hit points the soldier had remaining.
   Also, you can now maintain a number of portrait-soldiers 
  equal to twice your Charisma modifier, minimum two.
  Does the world really need more bards? I met 
  a bard once who claimed that his instrument 
  was something called an “air guitar” and he 
  apparently played it with his lips and fingers 
  without actually touching anything. It was 
  annoying and he looked like an idiot. I can’t 
  imagine how terrible it would be if that guy 
  made a few dozen copies of himself that were 
  running around and screeching everywhere.-X
  
  61
  Painting the Portrait
  Out of all the Alrisen presented here, the portrait is 
  probably the most different from any other. It lacks external 
  motivations, a form, and even the ability to act independently 
  from the maker. This makes it incredibly easy to implement in 
  almost every world, simply because it doesn’t require anything 
  at all. Even the most impoverished tribes of indigenous people 
  have created art in some form or fashion, so a character bound 
  to the Portrait could just as easily be from humble origins as 
  royal ones. A mask made from simple wood and cunningly-
  entwined fibers is still a mask that could act as a Portrait, just 
  as much as a statue of glorious marble could be.
  Changing the Portrait
  If you are interested in introducing additional elements of 
  complexity into your depiction of the Portrait, consider giving 
  it motivations. A person whose inner dark desires are strange 
  and compelling and brought about by the external influence 
  of another entity could easily be driven by motives that are 
  distinctive and interesting. 
   The warlock could be a worshiper of a god of art and 
  beauty, discovering a method for honoring that deity through 
  their work and creations. They could be an apprentice to a 
  masterful arcanist who discovered the secrets of immortality, 
  and used the warlock as a test subject before committing to the 
  act themselves. 
   The warlock could be indebted to another artist who bound 
  them to a Portrait against their will by unknown means, and 
  seeking to pay off the debt. Whatever the origin, try to find 
  some way to tie the character into the world and give them 
  life and purpose. Seeing new lands and slaying nightmarish 
  monsters could be the inspiration for the greatest artwork yet, 
  a masterful composition that would span an entire museum 
  depicting the life of the artist.
  Varying Art Forms
  The Portrait can come in an infinite number of possible 
  appearances. The only limitations are on size, so you can easily 
  shape the Portrait to fit your character’s artistic concept. If you 
  need some inspiration, check the table below:
   d8
   Portrait Appearance
   1  
   The Portrait is a large mask carved from stone.
   2  
   The Portrait is classical, made from paint on 
  canvas framed in mahogany.
   3 
   The Portrait is odd and impressionistic, stylized to 
  suit a different era. It is framed with silver metal.
   4 
   The Portrait is a statue of you with your arms 
  outstretched, embracing the viewer.
   5 
   The Portrait is a statue forged from gold, depicting 
  you atop a mountain of wealth.
   6 
   The Portrait depicts you practicing the arcane arts.
   7 
   The Portrait is eerily blank, and the image appears 
  only in the light of a full moon.
   8 
   The Portrait is actually a cunningly-crafted puzzle, 
  with each piece representing a part of yourself.
  Artifacts of the Arcane Artists
  Art can be more than paintings and sculpture. It can be 
  weapons and armor, swords and shields, even simple tools 
  refined to incredible skill. Those who craft Portraits rarely 
  stop creating art, and will often find new and innovative ways 
  to express their desires upon the world. These are some of 
  the objects that renowned Portrait-makers have crafted and 
  scattered across the endless planes.
  Bloodstained Brush
  magical dagger, legendary (requires attunement)
  This dagger looks a lot like a paintbrush, with the blade 
  appearing to be crafted from hundreds of filaments. Whenever 
  you inflict damage, you can choose to imbue a fragment of 
  the color of that damage into this dagger, giving it a unique 
  property that lasts until you finish a long rest. The dagger can 
  have multiple colors at the same time.
  • Black: Necrotic - When you make an attack with this dagger 
  with advantage, it inflicts an additional 2d4 necrotic 
  damage.
  • Blue: Cold - When you hit a creature, it’s movement speed 
  is reduced by 5 feet for 1 minute. This does not stack.
  • Green: Acid - Hit points lost because of damage this dagger 
  inflicts cannot be recovered until the target finishes a 
  short or long rest.
  • Purple: Psychic - While wielding this dagger, you are 
  immune to being charmed or frightened.
  • Red: Fire - The dagger deals 1d8 damage instead of 1d4.
  • White: Radiant - Damage this dagger deals ignores 
  resistances and immunities.
  • Yellow: Lightning - While wielding the dagger, your 
  movement speed increases by 10 feet.
  Infinite Inkwell
  wondrous item, legendary (requires attunement)
  This inkwell is strangely heavy, and seems to pull at the light 
  around it. You can use it to cast creation at will as a 9th level 
  spell without expending a spell slot. You cannot cast the spell a 
  second time before the duration of the first has expired.
  Ordinary Brush
  wondrous item, common 
  This looks like an ordinary paintbrush. You can use it to cast 
  the cantrip fresh paint at will. 
  Sigil Scribe
  wondrous item, uncommon 
  This object appears to be a very cleverly made chisel, with 
  finely made edges that seem to cut through stone easier than 
  they should. A pair of bars on either side prevent it from going 
  more than one inch into the surface. You can use this chisel as 
  normal, or you can choose to inscribe a sigil. When you do, the 
  sigil will repeat whatever words or sounds you were making 
  while you were inscribing it whenever it is touched.
  Sketchy Quill
  wondrous item, uncommon 
  As an action, you can speak a command word to activate this 
  quill. It will begin to sketch whatever you describe, producing 
  an endless supply of ink to do so. It is quick and fairly skilled, 
  but cannot be compared to a practiced artist.
  
  62
  The Keeper of the Depths
  The Keeper of the Depths
  Collector of Secrets
  There are ancient things that dwell within the darkness of the 
  ocean, watching those who live upon the surface of the world 
  with curiosity and envy. Among them, there is a creature 
  known as the Keeper of the Depths - a hulking tentacled 
  crustacean of great wisdom and greater madness that stares 
  into the night sky with greed, for the light of the sun is 
  painful to its sensitive eyes. Thus, it waits for a time when 
  thunderstorms and squalls drench the shores and cloud the 
  skies to emerge, ever hungry for the secrets once thought lost.
  An Accumulation of Ages
  The Keeper is a jealous lord, ever vigilant for another prize. 
  Ships carrying artifacts and treasures often draw its attention, 
  as it will invade the dreams of the captain and crew to drive 
  them into its clutches. The beast shall call forth a storm and 
  rise from its home, grasping the ship and dragging it down 
  into the deep to add to its collection. Its lair is littered with 
  countless shipwrecks and ruins of civilizations long lost to 
  time, and it decorates itself with the weapons of those sent 
  to slay it and the treasures they sought to protect. The Keeper 
  uses magic to preserve the objects that cannot bear the terrible 
  pressure of the ocean depths, and places the pieces of its 
  collection that are still living in suspended animation, keeping 
  them alive and aware of their surroundings even as they are 
  trapped and unable to act, blinded by the dark. The horror of 
  this is beyond description, driving even stalwart souls mad.
  Harvester of Dreams
  Those who survive but are not worthy of collection are marked 
  by the Keeper, who will entrap them in servitude by forcing 
  them to relive death after terrible death in their dreams, only 
  relenting when they agree to serve. It will erase the memories 
  of the torments they have suffered, sealing them behind an 
  accursed black mark hidden upon one’s soul. Nevertheless, 
  it will continue to seek out these unfortunate chosen in 
  their sleeping hours, taking knowledge from their minds in 
  exchange for information relating to the goals it wishes them 
  to pursue.
  That Which Lurks Beneath
  All who interact with the Keeper of the Depths directly and 
  live to tell the tale report that it is calculating and merciless, 
  wise and regal in a twisted sense. Some communities along 
  the coastline make offerings to it in an attempt to appease 
  the appetites of its insatiable greed. Sacrifices of maidens and 
  priests during moonlit nights are entertaining to this cruel 
  nightmare, yet those that seek to bargain with it on equal 
  terms often grant it this offering in an attempt to curry favor. 
  Often, they are rewarded with little more than scraps and 
  teasing hints of secrets once forgotten, but those who succeed 
  are granted power over both the ocean and the minds of 
  mortals. Few among its entourage know the true motive of 
  their master, however...
  
  63
  Otherworldly Patron: 
  Keeper of the Depths
  You’ve made a pact with an ancient, oceanic entity known 
  as the Keeper of the Depths. As life teems within the seas, 
  so do the secrets of the forgotten ages - sunken cities, ships 
  lost at sea, and treasures unimaginable gone to the darkest 
  currents that churn with horrible tentacles and creatures 
  from nightmare. The Keeper watches over all this hidden 
  knowledge, and harvests ever more in its endless pursuit of 
  the unspoken secrets of the universe. In the deepest crevices 
  where sunlight has never been seen, all oceans are one to the 
  Keeper of the Depths, and its desire is insatiable.
  Expanded Spell List
  The Keeper of the Depths 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.
  Keeper of the Depths Expanded Spells
  Spell Level
  Spells
  1st
  identify, sleep
  2nd
  locate object, zone of truth
  3rd
  crushing tide*, luring light*
  4th
  control water, sleepwalking*
  5th
  legend lore, forgotten pain*
  Secrets of the Lost
  Starting at 1st level, your patron visits you in your dreams,  
  stealing fragments of your experiences in exchange for 
  hidden knowledge. Whenever you finish a long rest, you gain 
  proficiency in two skills, languages, or tools of your choice. 
  You remain proficient in these until you finish another long 
  rest, at which point you can choose new ones to replace them. 
   Additionally, you gain a swim speed equal to your 
  movement speed.
  Sailor’s Nightmare
  At 6th level, you learn to curse your enemies, using the weight 
  of ethereal water to drag them into the sea’s embrace. As a 
  bonus action, you can curse a creature that you can see within 
  60 feet of you for one minute. While the creature is afflicted 
  by this curse, it cannot jump or fly, and it treats all terrain 
  as difficult terrain. If the creature is flying or swimming, it 
  automatically descends 60 feet at the start of each of its turns. 
  It can use an action to make a Wisdom saving throw against 
  your warlock spell save DC, ending the curse on a success. 
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Madness of the Deep
  At 10th level, the Keeper’s gaze looms over you. Whenever you 
  take damage, you can use a reaction to unleash a wave of black 
  ink to cloud the air in a 10-foot radius of your current location 
  for one minute, heavily obscuring the area. Hostile creatures 
  that end their turn within the area must make a Wisdom 
  saving throw against your warlock spell save DC. If they fail, 
  they are frightened until the start of your next turn, and must 
  attempt to escape the cloud.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Hunger for Knowledge
  Starting at 14th level, you can summon the terrible maw of 
  the Keeper to appear before you as an action. A massive beak 
  surrounded by tentacles appears and attempts to grab a target 
  of your choice within 30 feet. When a creature is targeted, it 
  must make a Strength saving throw against your warlock spell 
  save DC to shake off the grasp of the horror. If the target fails, 
  it is dragged into the beak and bitten, taking 6d10 piercing 
  damage and 6d10 psychic damage. If this is enough to reduce 
  the target to 0 hit points, you can choose to have them be 
  swallowed whole by the mouth, consuming them. Either way, 
  the maw then immediately disappears.
   Once you summon this maw, you cannot do so again until 
  you finish a long rest.
   If the maw consumes a creature using this feature, your 
  patron visits you in your dreams during your next long rest 
  and grants you a boon in return for the sacrifice. Choose any 
  spell of 5th level or lower from the warlock or wizard spell 
  lists. You can cast this spell twice using a warlock spell slot, 
  after which it is lost. The spell is also lost if you sacrifice a new 
  creature and select a new spell using this feature.
  Eldritch Invocations
  Awestruck Awakening
  Prerequisite: Keeper of the Depths patron
  Whenever you finish a long rest, your mind overflows with 
  the terrible secrets of your patron. You can speak to one allied 
  creature over the course of 10 minutes, filling its mind with 
  what you’ve learned. That creature can add your proficiency 
  bonus to one skill or tool of your choice that it is not already 
  proficient in until its next long rest.
  Book of Stolen Secrets
  Prerequisite: Keeper of the Depths patron, Pact of the Tome 
  feature
  Whenever you are in conversation, you can take your Book 
  of Shadows in hand and ask a creature one question. The 
  creature must make a Wisdom saving throw against your 
  warlock spell save DC if it is unwilling to answer. If it fails or 
  if it decides to respond truthfully, the most accurate answer 
  the creature could possibly give is immediately written in the 
  book. 
   Once you do this, you can’t do so again until you finish a 
  short or long rest.
  Clash of Wills
  Prerequisite: Keeper of the Depths patron
  Whenever you deal damage to an enemy creature with a 
  cantrip or weapon attack, you can use your bonus action to 
  disrupt their magic. The target must make a Wisdom saving 
  throw against your warlock spell save DC. If they fail, their 
  concentration saving throws are made with disadvantage until 
  the end of your next turn.
  Darkest Secrets
  Prerequisite: Keeper of the Depths patron, 4th level
  Whenever you choose your proficiencies for your Secrets of 
  the Lost feature, you can forfeit both gained proficiencies. 
  When you do, you can have your proficiency bonus be 
  
  64
  doubled for any ability check on a single skill or tool you are 
  proficient with. This lasts until you finish a long rest.
  Deepest Sympathies
  Prerequisite: Keeper of the Depths patron, Pact of the Chain 
  feature
  If you have an eyeless watcher as a familiar, it gains additional 
  maximum hit points equal to your warlock level. Whenever 
  your eyeless watcher takes the Help action, it can use a bonus 
  action to become invisible until the start of its next turn.
  Net of the Truth-Harvester
  Prerequisite: Keeper of the Depths patron, Pact of the Blade 
  feature
  You can create a net made of coiled seaweed and living flesh 
  using your Pact of the Blade feature, in addition to your 
  normal Pact of the Blade weapon. It has a range of 15/30, AC 
  15, and hit points equal to 5 + your warlock level. The Strength 
  DC to break free is equal to your warlock spell save DC. 
  Creatures entangled in this net suffer 1d8 lightning damage 
  whenever they knowingly lie.
  Traits of the Dweller
  The Keeper takes more than just restful sleep; it steals 
  humanity and one’s own sense of self as well.  Consider 
  adding one or more of these traits when creating a warlock or 
  after serving the goals of the Keeper of the Depths. 
   d20
   Trait 
   1  
   You often inquire about the dreams of others. 
   2  
   You insist on going to bed early every night. 
   3 
   You sometimes talk in your sleep, whispering 
  terrible secrets about things unknown to you. 
   4 
   You are extremely interested in the secrets of other 
  people, especially those no one else knows. 
   5 
   You always listen with complete focus when being 
  taught something. 
   6 
   You move in a way that is somehow... wrong. 
   7 
   You speak to bodies of water and expect a response. 
   8 
   You tend to blabber on and on. 
   9 
   You sometimes ask personal questions instead of 
  offering greetings. 
   10 
   You appear oddly wet at all times, even when dry. 
   11 
   Your skin becomes rubbery and cold. 
   12 
   Your pupils are oddly shaped, like those of an 
  octopus. 
   13 
   Your fingernails have disappeared. 
   14 
   Your heartbeat can’t be felt, only heard. 
   15 
   Clothing or armor you wear for long periods of time 
  assumes the appearance of coral or seaweed. 
   16 
   Your blood slowly becomes saltwater when exposed 
  to air and smells like dead fish. 
   17 
   Your hair is always wet and discolored. 
   18 
   A scent of ocean air seems to follow you. 
   19 
   When you cast a spell, dark tentacles seem to reach 
  up from under your skin before disappearing. 
   20 
   Chitinous barbs sprout from you skin, and seem to 
  easily collect scraps of clothing and plants.
  Dreams of the Deep
  The Keeper’s reach is more than a mere invasion. Even elves 
  and other races who do not sleep in the traditional sense are 
  vulnerable to the influence of the Keeper of the Depths. Its 
  long and wretched tentacles crawl into the minds of those it 
  takes interest in, but they are only aware of this when they 
  block out the sensations of the world around them. An elf in a 
  trance is vulnerable to this insidious creeping, and the Keeper 
  knows this. Thus, it will visit them in the darkest corners of 
  their mind, crawling about like a crab, picking apart their 
  memories with claws of pure eldritch arcana.
   Once the Keeper discovers something interesting, it 
  will begin to dig, burrowing into the consciousness of the 
  unfortunate victim. Tentacles of unearthly energy pour forth 
  from its dream-self into the surrounding ego, changing and 
  twisting existing memories as it extracts what it desires.
   Those who have experienced it describe it as being like 
  suffering an injury and finding out that ones bones are 
  actually endless teeth stacked one atop another, merged 
  into the shape that they should be but completely wrong 
  nevertheless. Such is the horror that the Keeper inflicts, and 
  yet some still go to it in supplication, for there is power in the 
  twisting marks it makes upon ones soul.
  The Dreamscape
  Individuals who learn the art of lucid dreaming and are gifted 
  with arcane talents often discover the method of creating a 
  their own personal world within the dream, known among 
  them as the dreamscape. This place is often fantastical and 
  strange, filled with the unconscious thoughts and hidden 
  desires of the dreamer.
   Individuals who study this process and map their 
  dreamscapes while seeking to make them precise and exacting 
  are known as dream cartographers. Their magic takes on 
  strange properties because of this practice, and flashes of their 
  dreamscape appear upon the world with each spell they cast.
   The Keeper of the Depths takes special interest in these 
  individuals. Those that draw its attention report of dark 
  tentacles invading the edges of their dreamscapes, and 
  sometimes simply never wake again. Other practitioners 
  speculate that the Keeper drags them away to its own 
  dreamscape, but none have learned the truth. If one sought 
  to venture to the dreams of the Keeper to discover the truth, 
  then it would surely respond in kind.
  Always assume it’s involved in some way. Those 
  tentacles reach farther than you’d expect. 
  It took us into a dream once.
   hope we’ve left.
  -X
  
  65
  Arcane Tradition: 
  Dream Cartography
  The sleeping mind stares out into an endless vista, stitching 
  together the thoughts and actions of the day into dreams. 
  Yet, in a world of magic, especially to a practitioner of the 
  arcane arts, dreams hold far greater revelations. By mapping 
  one’s own mental landscape, new insights into reality can be 
  found and harnessed. Many of these wizards often draw the 
  attentions of the Keeper of the Depths, who may greet them 
  by offering bargains both simple and terrible. You’ve chosen 
  to begin to map your own dreams by pursuing this tradition, 
  seeking insight into the lands beyond the veil of sleep.
  Dreamscape Spellbook
  When you choose this tradition at 2nd level, you develop 
  a peculiar memorization technique. Whenever you are 
  in darkness, you can access your dreamscape spellbook, 
  which is a mental construct that you’ve created to aid in 
  your understanding of the spells you learn. When you are 
  inscribing a spell into your physical spellbook during a 
  long rest, you can choose to also inscribe the spell into your 
  dreamscape spellbook without cost. You can copy down spells 
  from your dreamscape spellbook into a physical spellbook in 
  half the time it would normally take you to copy a spell.
  Upon the Veil of Night
  Also at 2nd level, you learn to use your spellcasting to call 
  forth fragments of your dreamworld into reality. Whenever 
  you cast a spell of 1st level or higher using a spell slot, you can 
  use a bonus action to create an effect based on the school of 
  the spell you cast. You can use this feature a number of times 
  equal to your Intelligence modifier (minimum once), and 
  recover these uses whenever you finish a long rest.
  Abjuration
  You dream of a wall, infinite in majesty. Choose an 
  unoccupied space that is up to 10 feet high, 10 feet wide, and 
  one foot thick. A dreamscape wall appears in the location that 
  lasts until the end of your next turn. The wall has hit points 
  equal to your Intelligence modifier plus your wizard level, 
  minimum 1, and AC 10.
  Conjuration
  You dream of a portal to faraway lands. Choose an unoccupied 
  space within 5 feet of you. A portal appears in this space 
  that lasts until the start of your next turn. Whenever you 
  or another creature enters the portal, they teleport to an 
  unoccupied point of your choosing within 20 feet of the portal, 
  determined by you when they enter.
  Divination
  You dream of a star, shining above the world. A radiant light 
  appears at a location of your choosing within 30 feet of you. 
  This light counts as natural sunlight, and casts bright light 
  in a 50-foot radius, and dim light in an additional 50-foot 
  radius beyond that. The light lasts for one minute or until you 
  dismiss it as a bonus action.
  Enchantment
  You dream of a beautiful landscape. One creature of your 
  choosing within 30 feet of you must make a Wisdom saving 
  throw. If they fail, they are charmed during their next turn, 
  and will move directly towards you by the safest open route.
  Evocation
  You dream of a great cataclysm. Choose one creature targeted 
  by your spell or a creature within 30 feet of you. That creature 
  must make a Strength saving throw or be knocked prone.
  Illusion
  You dream of a maze of mirrors and mist. You become heavily 
  obscured until the start of your next turn, but you can see 
  clearly from inside the fog.
  Necromancy
  You dream of a grave, standing open. Choose a creature within 
  20 feet of you. The target must make a Wisdom saving throw. 
  If they fail, the next time they take damage from a weapon 
  attack, they also take additional necrotic damage equal to your 
  wizard level.
  Transmutation
  You dream of a world, strange and familiar. Choose a number 
  of 5-foot cubes within 30 feet of you equal to the level of the 
  spell cast. These cubes become difficult terrain for one minute.
  Descent into the Depths
  Starting at 6th level, you learn to drag others with you into 
  your dreams. Whenever you cast a spell of 1st level or higher 
  while you have access to your dreamscape spellbook, you 
  can choose to touch a willing creature within your reach as a 
  bonus action. Both of you enter a harmless dreamscape until 
  the end of your next turn, reappearing at a location of your 
  choosing within 30 feet of the point of your departure. You 
  cannot use actions or take damage while in this dreamscape. 
  If you cannot reappear at the point you chose, you are shunted 
  to the nearest open location and take 10 force damage. 
  In the Place Beyond
  At 10th level, your dreams come to you even in your waking 
  moments. You can now access your dreamscape spellbook 
  while you are in either dim light or darkness.
   Additionally, you can choose to cast spells as though you 
  were located at any point that you can see within 15 feet of 
  your current location, provided that location is within dim 
  light or darkness.
  The End of Sleep
  At 14th level, you have encountered the dreams of a powerful 
  entity, and have learned the secrets of the universe from its 
  ancient mind. This creature could be the Keeper of the Depths, 
  or another eldritch being from beyond the stars. Regardless 
  of its nature, it has offered you power over your dreams in 
  exchange for sacrifice.
   When you cast a spell of 6th level or higher using a spell slot, 
  you can choose to recover all expended uses of your Upon the 
  Veil of Night feature. When you do this, you must choose one 
  humanoid creature within 60 feet of you that you can see. If 
  there are no targets available, you must choose to be the target 
  yourself. The target must make a Wisdom saving throw. If 
  they fail, the eldritch entity feasts upon their mind, inflicting 
  8d10 psychic damage. If they are slain by this damage, their 
  body is consumed and they vanish into the dreamscape, 
  leaving only magical items behind.
   Once you use this feature, you can’t do so again until you 
  finish a long rest.
  
  66
  The Nightmare of the Deep
  The Keeper of the Depths has lived for untold millennia, 
  constantly scheming and planning. It whispers quiet thoughts 
  into the minds of mortals across every world, and makes its 
  home in the depths of countless oceans across the cosmos.
   There are a number of steps that you can perform in order 
  to make the Keeper suitable for your world. This nightmarish 
  being makes for an excellent antagonist to your party, even 
  when no warlock or wizard is associated with it, and can 
  provide you with a variety of interesting encounters.
  Comprehension of the Unknown
  When you are adding the Keeper to your world, there 
  are several questions that you will need to address. First, 
  you’ll need to decide what form the Keeper takes. Is it a 
  massive crustacean-like monstrosity, as depicted here, or 
  is it something more familiar and describable? Is it large or 
  small? Can it take the form of a mortal, or is it beyond such 
  trappings? If it can, what does it look like?
   Second, you’ll want to consider where it lives. The Keeper 
  rarely emerges from its lair, so deciding where it dwells is very 
  important if you ever intent to have the party encounter it 
  there. What ocean does it live under? What has happened to 
  the area that drew it to this location in particular? Is it simply 
  the deepest part of the ocean, or is this place filled with the 
  ruins of lost ships and sunken ruins?
  Dominion of the Seas
  The Keeper is often known for having minions and slaves 
  that serve it blindly, eager to please their tyrant. The eyeless 
  watchers, which act as scouts and servitors both in the deep 
  and in the world above, are very intelligent and privy to many 
  of the secrets of the Keeper. There are countless other races 
  and creatures that live in the ocean, however, so the Keeper 
  could have other servants. Are the mer known as its heralds 
  and harbingers, or do they oppose this dark monstrosity? Are 
  the savage undersea races subservient to the Keeper, or do 
  they fight against its minions?
   A second thing to consider is how sailors and coastal peoples 
  interact with the Keeper. Some may tell tales of the creature, 
  as it emerges on stormy nights to wreak havoc upon fishing 
  ships and treasure barges. Others could make sacrifices to 
  the Keeper in order to try to avoid drawing its ire. Those 
  who live in areas that are frequently wracked by storms and 
  foul weather far from other civilized lands are especially 
  vulnerable to the influence of the Keeper, and it takes special 
  delight in invading their dreams.
   
  The Changing
   Those that succumb to its whispers find themselves changed 
  in slow, gradual steps. First, their hair slowly falls out, leaving 
  their bodies waxy and rubbery. Second, their eyes begin to 
  grow large and bulbous, even as they become sensitive to light. 
  The whispers of the Keeper in the dreams of these people will 
  make them gradually begin to go mad, filling their minds with 
  a subtle calling to enter the seas.
   Once the first two stages are complete, the real horror 
  begins. Chitinous growths will begin to appear on the bodies 
  of the afflicted, coming in patchy scabs and ridged joints. Their 
  limbs may become boneless, seeming more akin to writhing 
  tentacles than true hands or feet. Some may sprout additional 
  eyes on unusual places upon their body, or could see their 
  teeth replaced by the mandibles of a crab. All will grow gills 
  and small fins with which to swim, but other changes appear 
  seemingly at random.
   Individuals with teeth like that of a shark, octopus tentacles 
  instead of legs, and eyes on all sides of their bloated bodies are 
  not uncommon, though their mindless stares show that they 
  have become little more than puppets for the Keeper’s dark 
  desires. Others have eyes on stalks, chitinous armor around 
  their bodies, and claws instead of hands. Eerie tentacles reach 
  from under their armor, grasping at any who come too close.
  The Uprising
  People who have been changed by the Keeper do their best to 
  conceal their affliction as long as they can, driven by shame 
  and the foul compulsions of the eldritch horror. It will force 
  them to gather artifacts and gemstones, baubles and trinkets 
  to hurl into the sea in ritual sacrifice. Most will form cabals 
  in secret, praying and chanting to their ruler. Those that the 
  Keeper blesses are often the most depraved of their ranks, 
  taking those who have embraced the change and turning them 
  into further abominations that cannot withstand the light of 
  day. Most of these groups will begin to gradually take control 
  over the town, forcing outsiders to leave and causing locals 
  who make trouble for them to vanish into the night. Some 
  wield magical powers granted by the Keeper, which they use 
  to lure unsuspecting victims to their watery graves.
   Consider one or more of the following goals for a cult of the 
  Keeper, or make one of your own:
   d8
   Cult Activity
   1  
   The cult poisons the local fish in order to starve the 
  town, reducing morale and weakening the populace.
   2  
   The cult invades the dreams of prominent citizens 
  to drive them increasingly mad.
   3 
   The cult performs human sacrifices in order to 
  curry favor with the Keeper.
   4 
   The cult introduces slavery to the town, and 
  transforms the slaves into wretched abominations.
   5 
   The cult is preparing the rites required to summon a 
  storm so that the town will be destroyed.
   6 
   The cult invites nobility to join them, offering 
  power and knowledge in exchange for loyalty.
   7 
   The cult attempts to barter with a kraken.
   8 
   The cult destroys ships, cutting off trade.
  My companions have told me stories of the Keeper, 
  and the strange and horrible tortures that it inflicts 
  upon those it captures. Yet, when I hear its fervent 
  worshipers speak of a benevolent entity that tells them 
  tales of wonder, I begin to doubt. Perhaps that is the 
  great terror of this thing: the inability to trust one’s own 
  mind. - Sylvette
  
  67
  Minions of the Keeper
  The changing affects creatures in many different ways, 
  each more horrible and grotesque than the last. Creating a 
  creature that has been touched by the influence of the Keeper 
  is relatively easy. First, give the creature a swim speed equal 
  to its walking speed, and the ability to breathe water. If the 
  creature is weaker, consider giving it sensitivity to sunlight 
  to highlight the vulnerability it has gained. Then, roll on the 
  following table to determine how the Keeper’s influence has 
  manifested.
   d10
   Result of Corruptive Influence
   1  
   The creature has thick chitin covering its skin. 
  Increase its AC by 1 and its hit points by 20.
   2  
   The creature has tentacles growing from its back. 
  It can use these to attempt to grapple a creature as a 
  bonus action, and its reach increases by 5 feet.
   3 
   The creature has an eerily appealing voice that 
  conceals its foul nature. Its Charisma score increases 
  to 16. As an action, it can begin to sing. Hostile 
  creatures within 30 feet that can hear the siren-song 
  must make a DC 14 Wisdom saving throw. If they 
  fail, they are charmed by the singer until the end of 
  their next turn.
   4 
   The creature has large, shark-like teeth. Its Strength 
  score increases by 4, and it gains a bite attack that 
  inflicts 1d12 piercing damage. It can add its Strength 
  modifier to attack and damage rolls for this natural 
  weapon.
   5 
   The creature has studied the arcane arts. Its 
  Intelligence score increases to 18, and it can cast 
  spells as though it were a wizard of a level equal to 
  the creature’s CR.
   6 
   The creature is nearly insensate with bloodlust. 
  It gains immunity to the frightened and charmed 
  conditions, and it gains temporary hit points equal 
  to the damage it deals.
   7 
   The creature is unnaturally horrifying. Whenever 
  a creature starts its turn within 30 feet of the 
  nightmarish monster, it must make a DC 15 Wisdom 
  saving throw. If it fails, it is frightened until the end 
  of its next turn.
   8 
   The creature is truly blessed by the Keeper, and 
  has fully embraced the eldritch power offered to it. 
  Its Charisma score increases to 20, and it gains 30 
  additional hit points. It can cast spells as though it 
  were a warlock of a level equal to twice its CR with 
  the Keeper as its patron.
   9
   The creature is gains two of the above features.
   10 
   The creature gains three of the above features. In 
  addition, it can use an action to summon up to 
  three other creatures that have been touched by the 
  influence of the Keeper that have a combined CR 
  equal to or less than that of the summoner. Once 
  it uses this action, it cannot do so again until it 
  finishes a long rest.
  Changing the Keeper
  The Keeper has primary themes of oceans, dreams, and 
  forbidden knowledge, but it also has some secondary themes 
  that are possible to adjust to suit your world. It could easily be 
  an ancient kraken or other powerful sea-dwelling creature, or 
  it could be the servant of a dark deity of the seas.
   If your world is entirely desert or lacks an ocean of sufficient 
  size, it could be an ancient creature that lurks beneath the 
  sands, dwelling within the ruins of a lost civilization. The 
  features associated with it could be shifted to focus on sand 
  instead of water. Simply allow the warlock to ignore difficult 
  terrain created by shifting sands and give immunity to adverse 
  effects produced by desert conditions instead of allowing them 
  to swim. Crushing tide and control water could be changed to 
  manipulate sand in an identical way, replacing their control 
  over the ocean with control over the desert landscape.
  Madness from Below
  Insanity is something that can be difficult to effectively and 
  convincingly roleplay, especially in a way that is not comedic 
  or improper. One thing to remember when dealing with 
  insanity induced by exposure to the influence of the Keeper 
  is that it is being actively caused and nurtured by an outside 
  source. Haring whispers in ones mind at all times that tell 
  of forbidden things and darker, more awful paths one could 
  choose to take would surely weight heavily. 
   The Keeper is always scheming, looking for a way to 
  further its mysterious goals. It is the type to play the long 
  game, perhaps more than any other Alrisen. It doesn’t care 
  about time, because it has seen the rise and fall of countless 
  civilizations. Even when it may seem like its plans have been 
  defeated, it could be simply building the adventurers into a 
  weapon that it can turn against its enemies. 
   You are aware of this, and this knowledge can easily lead 
  to paranoia and fear. Remember to be courteous when 
  interacting with your party members, no matter how crazed 
  your character becomes. It’ll be much more enjoyable and 
  memorable for everyone if you do.
  Objects of the Keeper
  The Keeper has collected thousands of magical artifacts over 
  the millennia. Here are some of them you may encounter:
  Bloodstained Stone
  wondrous item, very rare (requires attunement)
  This stone is carved with eldritch runes and is permanently 
  stained with blood. While you carry it, your attacks are 
  considered magical and you gain a +1 bonus to attack and 
  damage rolls made with weapons.
  Eerie Conch
  wondrous item, very rare
  This conch shell feels heavier than it should. You can use your 
  action to blow into it, unleashing a horrifying sound. Each 
  hostile creature within 120 feet of you must make a DC 16 
  Wisdom saving throw. If they fail they are frightened of you 
  for one minute. A creature can repeat this save at the end of 
  each of their turns, ending the effect on a success.
   Once you do this, the conch can’t be used again until after 
  the next sunset.
  
  68
  
  69
  The Sound of Creation
  When the world was created, there was a sound. A single, 
  overwhelming noise that defined the event, echoing out into 
  the empty space beyond and scattering itself to the far corners 
  of creation, falling into every fragment of physical material 
  and granting it that continuing pulse, that never-ending beat 
  of life and vibrancy. The Perfect Chord emerged in the silence 
  that followed, a swirling manifestation of light and sound that 
  seeks to encompass the music of the multiverse.
  The World’s Heartbeat
  The Chord is often described by those who hear and see 
  it as the singular instance of perfection that constantly 
  becomes more perfect. It is life and change, order and 
  discord, unification and destruction all wrapped into one 
  singular mote of light. The world distorts in its presence, 
  becoming filled with a wash of color and overwhelming 
  sound; sometimes the roar of an avalanche of singers and 
  instruments crashing down upon the stage in a furious 
  triumph, and in other cases a soft lullaby, gently dancing 
  along the ear with all the subtlety of a quiet morning as the 
  sun rises over the mountains. Such is the nature of the Chord.
  The Collector of the Pulse
  Those who have studied the Chord extensively, or have been 
  touched by its power themselves, claim that there is a purpose 
  to the great dynamism that dwells within this indescribable 
  harmony. The Chord seeks to incorporate all of the sounds 
  that were released at the time of creation into itself, and 
  in doing so, achieve true perfection. Once that happens, it 
  is said that the Chord will enact the Great Rest, where all 
  of the sound in the multiverse will stop for one singular 
  moment, gathering itself to remake the world anew in a grand 
  exposition that will redefine reality as it was once known. This 
  could be mere conjecture, however, for the songs of those who 
  have embraced the Chord also speak of an eternal quest to 
  gather these sounds, as every moment brings about a sound 
  that has never been heard before nor will be heard again.
  Sing! Sing! Sing to the Song!
  Cultures that revere the Chord are common, though most 
  view it as a natural phenomenon rather than an entity. It’s 
  appearance in a location is cause for celebration and is an 
  omen of good fortune, causing joy and enlightened behavior 
  even after it vanishes. Those who are touched by the Chord are 
  viewed as the greatest of singers and instrumentalists, causing 
  bards from all over the world to frequently seek out the Chord 
  in a quest to gain its favor. The best way to do this is to produce 
  a sound none have heard before, though it is not always a 
  foolproof method.
  Create Perfection
  The Chord is not mindless in its actions, though it is a thing 
  of elemental harmony. It will deliberately act in ways that 
  will create new sounds, simply because of the small actions it 
  takes. Appearing before a musician who has just begun their 
  career and plays an off-key note that is so hideous it could 
  never be replicated, only to inspire that musician to continue 
  to grow and practice, is an act of self-motivated benevolence 
  by this elemental force. 
  Pursue the Future
  The Chord is a manifestation of history that constantly desires 
  more for itself. The songs of ancient civilizations thought lost 
  to time will live forever within the Chord, as will the battle-
  cries of dead tyrants and the cheering of the crowds as their 
  oppressors were slain. All sounds are valuable to the Perfect 
  Chord, and so it collects them without regard to the morality 
  of the act. The screaming of a child and the laughter of a saint 
  are both worthy of being joined with the light and sound.
  Swirling Chromaticism
  The sounds of the Chord can hardly be described with words, 
  but it is beautiful nevertheless. The strangest part of this 
  phenomenon is the endless lights that swirl and dance within 
  it, manifesting as visual representations of the endless sound. 
  When the Chord is pleased, it will appears as a light purple 
  color. When it is angered, a dark red hue mixed with black will 
  begin to shift into view. Deep bass notes and shrill screams 
  will tear into the ears and minds of those around it when it 
  senses opposition to its goals, as any who would attempt to 
  capture or chain it will feel the Perfect Chord’s wrath.
  Maddening Sound
  If the Perfect Chord touches a living person, they will feel 
  every fraction of their being thrum and dance with the sheer 
  power of the sound. This is not something most mortals are 
  equipped to withstand, however. Those who are blessed by 
  deities or have made bargains with other Alrisen are able to 
  call upon that influence to purify themselves of this power, 
  but others are vulnerable to it. Those who can accept the 
  rhythm within themselves become warlocks to the Chord, 
  while those who deliberately seek to tune to their own 
  personal drum are known as discordant. Both are valuable 
  to the Chord, for their actions are the most likely to create 
  sounds that have never been heard, or to bring about a pause 
  worthy of recognition. 
  Obnoxiously loud and gaudy. You’d think that a “Perfect 
  Chord ” would be something that you’d want to hear. Turns 
  out its incredibly unpleasant for other warlocks. I let it out 
  of a cage and what’’s the first thing it does? Goes through 
  me, nearly deafens me, makes me feel like I’m going to explode, 
  and then runs off into the sky. Not even a word of gratitude. 
  Still, the lights were pretty. In a “tear my remaining eye 
  out ” kind of way, but pretty. -X
  
  70
  Otherworldly Patron:  
  The Perfect Chord
  You have heard the most sublime sound in the world, and 
  it has changed you forever. You’ve taken the resonance into 
  your ever-beating heart and it has brought meaning and 
  inspiration to your days. The Perfect Chord resounds through 
  the quiet places of the world as a clear and harmonious 
  note that spirals with infinite complexity, gaining sentience 
  and life with every sound it collects. It has no motive but 
  to include every sound in the universe within itself, and it 
  inspires others with an endless desire to find new forms of 
  radiant music to call forth and collect.
  Expanded Spell List
  The Perfect Chord 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.
  Perfect Chord Expanded Spells
  Spell Level
  Spells
  1st
  shrill whistle*, thunderwave
  2nd
  knock, silence
  3rd
  beacon of hope, resonance*
  4th
  compulsion, shattersong*
  5th
  animate objects, awaken
  Seeker of the Sound
  At 1st level, your heartbeat is tuned to the Perfect Chord. You 
  gain proficiency in the Performance skill. 
   Whenever you cast a spell that has only a verbal and somatic 
  component, you can choose to cast it as though it only had a 
  verbal component.
   Whenever you cast a spell of 1st level or higher that only 
  has a verbal component, including those modified by this 
  feature, you gain temporary hit points equal to your Charisma 
  modifier that last for one minute.
  Adjusted Cadence
  At 6th level, you learn to turn the tempo of battle against 
  your enemies, cursing their heartbeats to fall out of time. 
  As a bonus action, you can curse a creature that you can see 
  within 60 feet of you for one minute. Whenever the cursed 
  creature starts their turn, you can use your reaction to pause 
  their heart, causing their turn to be delayed until the initiative 
  count reaches 1. Each time you do this, the target can make a 
  Wisdom saving throw against your warlock spell save DC. If 
  they succeed, the curse is broken and they are not delayed.
   Once you use this feature, you cannot do so again until you 
  finish a short or long rest.
  Voice of the Maestro
  At 10th level, your spirit copies the sounds it hears with 
  perfect clarity. You gain resistance to thunder damage. 
  Whenever you sing, you can mimic the sounds of one or more 
  instruments simultaneously. 
   Additionally, you can mimic speech and other vocalizations, 
  but not spellcasting. Creatures must succeed an Insight check 
  against your warlock spell save DC to determine the sound is 
  falsified by listening alone, and a creature always makes this 
  check with disadvantage.
  The Grand Finale
  At 14th level, you learn to call upon a single note of the Perfect 
  Chord to manifest itself into reality. As an action, you sing to 
  the Chord. When you do, you can choose to have it appear in 
  one of the following ways, each with different effects:
  Prelude
  You and allies within 30 feet of you gain advantage on 
  initiative checks, and you can add your Charisma modifier to 
  initiative rolls. This effect lasts for 3 hours.
  Reprise
  While you maintain concentration as though concentrating on 
  a spell, you can use your bonus action to make a single weapon 
  attack. This effect lasts up to 1 minute.
  Dirge
  Hostile creatures within 30 feet must make a Charisma saving 
  throw against your warlock spell save DC. While you maintain 
  concentration as though concentrating on a spell, all hostile 
  creatures that failed their saving throw have disadvantage 
  on all attack rolls and ability checks. This effect lasts up to 1 
  minute.
  Encore
  Choose a spell of 5th level or lower that you have seen cast by 
  someone other than you in the past minute. You immediately 
  cast that spell, ignoring material component requirements, at 
  its lowest possible level.
  Once you call upon the Chord using this feature, you cannot 
  do so again until you finish a long rest.
  Eldritch Invocations
  Allegro Vivace
  Prerequisite: Perfect Chord patron, 9th level
  You can cast greater restoration using a warlock spell slot.
  Once you cast this spell, you cannot do so again until you 
  finish a long rest.
  Cheerful Duet
  Prerequisite: Perfect Chord patron, Pact of the Chain feature
  If you have a symphonic songbird as your familiar, it gains 
  additional maximum hit points equal to your warlock 
  level. You can choose to cast spells that require only verbal 
  components as though you were in your familiar’s space.
  Compositions of the Masters
  Prerequisite: Perfect Chord patron, Pact of the Tome feature
  Your ability to speak and cast spells is not impeded by being 
  unable to produce sound, such as when you are within the 
  area of the silence spell. Physical impediments such as gags 
  are still effective. You also become immune to the deafened 
  condition.
  Singing Slayer
  Prerequisite: Perfect Chord patron, Pact of the Blade feature
  You can create a weapon of swirling light that emanates 
  musical tones using your Pact of the Blade feature. You can 
  
  71
  choose to have this weapon deal thunder damage. Whenever 
  you take the Attack action, you can forgo one of your attacks 
  to harmonize with an allied creature within 30 feet of you, 
  granting them advantage on their first attack roll during their 
  next turn.
  Wicked Waltz
  Prerequisite: Perfect Chord patron, 18th level
  You can cast irresistible dance once without using a spell slot. 
  You cannot do so again until you finish a long rest.
  Record of the Incident at Estelle 
  Sharp’s Performance of  
  “The Calling of the Rainbow’s Soul”
  At 7:43 in the “Jovial Spirit” opera house, Ms. Sharp began 
  to sing to a full house of nobles after being greeted with much 
  polite applause. At 7:45, during the opening lines of the chorus, 
  a strange phenomenon began to manifest around Ms. Sharp. 
  Statements taken afterwards from eyewitnesses claimed a sort of 
  “glowing mark” had manifested itself above the stage. One of the 
  nobility who possessed magical aptitude but could not be found for 
  comment had apparently feared foul play of some kind and cast 
  a dweomer that would repel any sorceries present. Their attempt 
  was unsuccessful. Several reported that the quality of her singing 
  had grown steadily as the light remained above the stage, and 
  claimed that such magical enhancements were “unprofessional” 
  and “unwarranted” Soon after, the light disappeared, and the 
  performance resumed without any further disruption. Ms. Sharp 
  declined to comment further on the incident, claiming it to be 
  “merely a sign of inspiration.”
  Traits of the Vocalist
  Warlocks who have been touched by the Chord often manifest 
  unique physical or mental traits, thanks to the influence of 
  this curious Alrisen. These warlocks are known to scholars as 
  Vocalists, as most devote themselves to musicality through 
  their voice. Not all are singers, as there are many who devote 
  themselves to instruments or other, more unique forms of 
  musical art. Some are famed for their use of illusion magic to 
  create powerful displays of sound and light, singing the verbal 
  components of their spells in order to summon symphonies of 
  instruments to accompany the eldritch arts that they invoke. 
  Consider adding one or more of these traits when creating 
  a warlock or after seeking a new sound to add to the Perfect 
  Chord’s eternal symphony.
  d20  Trait 
   1  
   You often inquire about the musical preferences of 
  others. 
   2  
   You insist on others joining you when you sing. 
   3 
   You sometimes sing in your sleep. 
   4 
   You are extremely interested new environments. 
   5 
   You always listen with complete focus when hearing 
  music for the first time. 
   6 
   You move in a way that is perfectly in rhythm. 
   7 
   You speak to instruments and expect a response. 
   8 
   You have a tendency to snap in time. 
   9 
   You sometimes ask people to repeat or speak certain 
  words so that you can memorize their voices. 
   10 
   You do not walk, you march. 
   11 
   Your skin has odd parallel lines trancing it, like those 
  of sheet music. 
   12 
   Your eyes are shaped like those of a bird. 
   13 
   You can’t stop your fingers from tapping gently. 
   14 
   Your heartbeat is always in rhythm with your words. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes colorful or somber to suit your mood. 
   16 
   Your speech comes in defined patterns. 
   17 
   Your hair is always perfectly kept. 
   18 
   A scent of spring air seems to follow you. 
   19 
   When you cast a spell, a pulsing light appears from 
  your chest in time with your heartbeat. 
   20 
   Your vocal range surpasses human hearing. 
  Alrisen and Distance
  The Perfect Chord is a prime example of an Alrisen patron that 
  can be either kept close to the party or far away, nearly unseen 
  and always sought. Distance in this instance is something that 
  you’ll need to consider when controlling one of the Alrisen, 
  and is a good way to set the tone for a game. 
  Close Patrons
  If the Alrisen patron is present frequently, then the players 
  will often assume that it is essential to the grander plot of the 
  world. This gives you the opportunity to use it as a quest-giver, 
  guide, or guardian of other non-player characters. This allows 
  you to present them with more personality and humanity, 
  but it does detract from the idea of the patron as something 
  alien, otherworldly, and extremely powerful. When having 
  a close patron, consider having it be limited in some way, so 
  that the party is presented with full and effective challenges. 
  Alrisen are presented here as nearly godlike in power, but you 
  could easily reduce them to simply being particularly strong 
  examples of other elemental or supernatural beings.
  Distant Patrons
  If the Alrisen patron appears infrequently, it is much easier to 
  present them as alien and powerful. Making their appearance 
  rare will give you more opportunities to show them at pivotal 
  moments or as cruel, inhuman, or otherwise deadly and 
  dangerous. Be certain that the party avoids engaging in open 
  conflict with an Alrisen, unless you are prepared.
  
  72
  Martial Archetype: 
  Discordant
  In battle, blades clash and ring, shields break and snap, 
  warriors yell and scream, and above it all, the sound of 
  violence reigns supreme. One sound, however stands out in 
  your memory from some point in the past: the eternal song of 
  the Perfect Chord, a manifestation of light and sound which 
  bore witness to your conflict, collecting the cries of wounded 
  cowards and victorious champions alike before vanishing 
  once more. Inspired by this melody, you’ve dedicated your 
  martial focus to become tuned against the vibrations of the 
  universe, and to inflict this glorious symphony of destructive 
  power upon your adversaries. With blades singing a tale of 
  triumph and despair, you stand valiant before the chaos of 
  war.
  Ring the Blade
  When you choose this archetype at 3rd level, you learn to 
  make your blades sing with destructive energy. While you are 
  wielding a melee weapon, you can use a bonus action to make 
  it ring with sonorous power for one minute. 
   While a weapon is ringing, it inflicts thunder damage 
  instead of the normal type. Whenever a creature other than 
  you starts its turn within 5 feet if you while your weapon is 
  ringing, it takes thunder damage equal to your highest ability 
  score modifier.
   As an action while holding a ringing weapon, you can 
  unleash this energy, generating sharpened edges of pure 
  sound to lash out in all directions around you and causing the 
  weapon to stop ringing. When you do this, each creature other 
  than you within 15 feet of you takes thunder damage equal to 
  the damage dice of the weapon plus your highest ability score 
  modifier.
   You can unleash the energy within a ringing weapon once, 
  and you can’t do so again until after you roll initiative or 
  finish a short or long rest.
   Starting at 7th level, unleashing this energy inflicts twice as 
  much damage, and it inflicts three times as much damage at 
  15th level.
  Hear the Silence
  Also at 3rd level, you learn to stop noise around you by 
  disrupting your own heartbeat. As a bonus action, you can cast 
  silence centered on yourself. When cast in this way, it requires 
  no verbal, somatic, or material components, lasts until the 
  start of your next turn, and affects a 5-foot-radius sphere 
  centered on you.
  Defy Harmony
  At 7th level, you move against the beat of the universe, like 
  nails upon life’s chalkboard. You gain proficiency in the 
  Intimidation skill. When you wield a weapon that is ringing, 
  your reach with that weapon increases by 5 feet.
  Shatter Syncronicity
  At 10th level, you learn further manipulate sound and silence. 
  Friendly creatures within 15 feet of you gain resistance to 
  thunder damage and are immune to thunder damage you 
  deal. Whenever you deal thunder damage to a hostile creature, 
  it becomes disrupted by eldritch vibrations that interfere with 
  spellcasting. If it tries to cast a spell with a verbal component 
  before the start of your next turn, it takes 2d10 thunder 
  damage. If this would cause it to make a concentration saving 
  throw, it makes this saving throw with disadvantage.
  Strike Unhindered
  At 15th level, while your weapon is ringing, you can use a 
  bonus action to gain the benefits of the Dash and Disengage 
  actions. When you do, any creature or object other than you 
  that is within 5 feet of you at any time during your turn takes 
  thunder damage equal to your highest ability score modifier.
  As Perfect Imperfection
  At 18th level, your path has taken you to the final measure, 
  as you at last become the metronome of the Chord. Your 
  heartbeat is as unstoppable as it is unpredictable, and your 
  pulse thunders in your ears. Whenever you are below half 
  your maximum hit points, you can unleash the energy within 
  a ringing weapon without expending your use of the feature.
   Whenever you are reduced to 0 hit points, you can choose to 
  be reduced to 1 hit point instead. Once you do so, you can’t do 
  so again until you finish a long rest.
  VARIANT FIGHTER MANEUVERS
  Presented here are several maneuvers unique to the 
  Discordant, highlighting their defiance of harmony. If you are 
  not using a fighter variant that supports maneuvers in this 
  fashion, such as Layhnet’s Variant Fighter, then ignore these 
  options.
  Crashing Symbol
  Prerequisite: Discordant archetype
  When you are hit with an attack, you can use your reaction 
  to unleash a burst of sound. If your attacker is within 10 feet 
  of you, they suffer disadvantage on their next attack targeting 
  you for the remainder of the current turn.
  Superiority. All hostile creatures within 5 feet of your attacker 
  also suffer disadvantage on the first attack they make targeting 
  you until the start of your next turn.
  Sonic Blade
  Prerequisite: Discordant archetype
  Once per round when you make a weapon attack, you can 
  choose to wreathe your weapon in disruptive sound. If the 
  attack hits a creature that is concentrating on a spell, it has 
  disadvantage on the saving throw to maintain concentration.
  Superiority. The creature you hit and all creatures other than 
  you within 5 feet of the target of this attack take thunder 
  damage equal to your highest ability score modifier. 
  Silent Edge
  Prerequisite: Discordant archetype
  Your blade now rings in the silence between the beats of the 
  universe, granting you advantage on Stealth checks while your 
  weapon is ringing and making it inaudible to hostile creatures.
  Superiority. Until the start of your next turn, you can take the 
  Hide action as a bonus action. 
  
  73
  Hear the Chord
  The Perfect Chord is one of the more neutral or benevolent 
  Alrisen. The end result of its actions is believed to be the 
  creation of a new universe, but the time frame for doing so 
  is measured in millennia rather than lifetimes. Therefore, it 
  simply goes about its task, never wavering or ceasing unless 
  interfered with by an outside force.
  Form of Music
  When you are implementing the Chord in your world, there 
  are a number of different things you should consider. First, 
  decide what the Chord actually is. Is it a mass of light and 
  sound, as presented here, or is it something different? The 
  Perfect Chord could actually be a masterful composer who has 
  designed a symphony perfectly crafted to pluck at the cosmic 
  strings of magical power, or an elemental of air that has 
  discovered a love for music. It could be a deity or other divine 
  entity that has dominion over sound, song, and dance. It could 
  be a fey creature that sings an enchanting spell over the minds 
  of mortals. It could even be a band or talented musician that 
  the warlock has befriended, and whose masterful music they 
  call upon to rewrite reality.
  Seeking the Chord
  A second thing to consider when implementing the Chord in 
  your world is the goals of this entity. The Chord presented here 
  is constantly seeking new sounds and collecting from around 
  the cosmos, and it is aware of every sound simultaneously. It 
  simply arrives and listens with full intent in order to claim 
  the sound for itself. If you desire, you could change it from 
  a peaceful gatherer into a wicked thief that steals the voices 
  from innocent people in order to build a collection to last the 
  ages. If you’ve decided to present it as a masterful composer or 
  other powerful mortal, what does this person want? Do they 
  seek fame, fortune, or understanding of universal secrets? 
  How would one study these things, and what adversaries 
  would they encounter while seeking them? You could easily 
  create an entire campaign dedicated to exploring the rise 
  to fame and glory of a radical band of hardcore musicians 
  inspired by the one true musical note, fighting for supremacy 
  in a high-fantasy world. Alternatively, they could be the only 
  ones who are actually interested in music in a world that has 
  fallen to despondency and grim suffering.
  A World of Music
  Imagine a world where everything is tied to musicality. 
  Swords are replaced with tuning forks, shields with cymbals, 
  and parties of adventurers with rag-tag bands whose only 
  possessions are their outfits and their instruments.
   Horrible fiends pour forth from the ground, wielding guitars 
  made from the bones of the damned. They ride around on 
  strange machines that belch fire and brimstone, spinning 
  wheels that burn with black ash. They unleash a new kind 
  of music upon the material plane, one of dark growling 
  and screaming instruments. Your band stands alone before 
  the horde, performing a concert while flinging spells and 
  explosive ammunition from the stage. The leader of the fiends 
  challenges your lead vocalist to a duel, and they accept. In the 
  center of the battlefield, surrounded by corpses, the pair sing 
  a song of war and death that makes the ground tremble and 
  the earth quake. The fiend is banished in a column of fire, and 
  the watching crowd roars, calling you heroes!
  Instruments of the Chord
  There are hundreds of unique and exotic instruments that 
  populate the lands, creating revelry and inspiring all who hear 
  them played. The skill of the musician is far more important 
  than what they use to express it, but some instruments have 
  the capacity to pick up on that skill and display it far better 
  than others. Of these, some have attracted the attention of 
  the Perfect Chord. Certain collectors would pay unimaginable 
  sums to possess such an artifact, and they are fought over 
  by musicians and instrument-makers alike for their rarity, 
  quality, and value.
  Boar’s Head Drum
  wondrous item, very rare (requires attunement)
  This drum has a boar’s visage stitched into the head, and is 
  covered in ritualistic symbols of hunting and blood-sport. 
  While you are playing it, you can use your action to inspire 
  up to 10 creatures that you can see that can hear you. Each 
  creature gains advantage on their next attack roll within 1 
  minute.
  Cheerful Bells
  wondrous item, very rare (requires attunement by a bard)
  This series of seven bells are each made from a different metal, 
  with the smallest being adamantine and the largest being 
  copper. As an action, you can ring one of the bells and expend 
  a use of your Bardic Inspiration. When you do, you can grant 
  your Bardic Inspiration die to two creatures instead of one.
  Cwrth of Traitor’s Reprise
  wondrous item, very rare (requires attunement)
  This stringed instrument was made from the bones of a dead 
  warrior after a vicious betrayal. As an action while you are 
  playing it, you can choose one creature that you can see that 
  can hear you. The target must make a DC 15 Wisdom saving 
  throw. If they fail, they must use their action during their next 
  turn to move to a space within 5 feet of the nearest creature 
  and make a melee attack targeting that creature. 
  Fleet Fiddle
  wondrous item, very rare (requires attunement)
  The stem of this gold-plated fiddle is stylized to look like a 
  bird’s wing. As an action while playing it, you can cast haste or 
  fly. Charisma your spellcasting modifier for these spells when 
  cast in this way.
  Grim Taglharpe
  wondrous item, very rare (requires attunement)
  This lyre does not have a traditional stem, but instead is open 
  around the strings, and is covered in runic etchings. As an 
  action while you are playing it, you can force one creature that 
  can hear it to experience extreme doubt. The target suffers 
  disadvantage on their next attack roll, saving throw, or ability 
  check.
  Lightning Guitar
  wondrous item, very rare (requires attunement)
  This guitar appears to be made from metal, and makes an 
  unusually electronic sound. You can use it as an arcane focus, 
  a holy symbol, or a greataxe. When you cast a spell that deals 
  lightning or thunder damage, this instrument is empowered, 
  and inflicts an additional 2d10 thunder damage the next time 
  it hits a creature when used as a greataxe.
  
  74
  
  75
  Her Imperial Majesty
   Slavery. Subjugation. Suffering. 
  These are the words whispered in silent places across the 
  planes, spoken with dismay and suspicion by tongues filled 
  with cowardice and spite.
   Supremacy. Sovereignty. Superiority. 
  These are the words spoken by loyal subjects and servants, 
  strong in mind and body, sworn to serve and slay in the 
  name of the Serpent Empress, Mistress of Misery, Ruler of the 
  Reviled, Queen of Scales: the monarch of the Endless Empire.
  Mistress of Misery
  The Serpent Empress is a cataclysm of beauty and terror, if 
  one believes the accounts of those who claim to have seen 
  her without having their eyes torn from their head. Pale 
  shimmering skin lightly dusted with subtle scales gives way to 
  eyes of golden emerald, slitted like a serpent in the brightest 
  daylight and glowing with unearthly power. A crown of gold 
  and turquoise sits atop her head, rising from between the 
  serpents that rest upon her scalp. The strange snakes rise from 
  beneath her skin, coiling and slithering down her neck before 
  rising around her high cheekbones, whispering in her ears of 
  punishments she has inflicted and desires she has acted upon. 
  Sapphire gemstones adorn her stately attire, scandalously 
  placed to draw the eye, that offense might be taken and that 
  same eye removed for impudence. She sits upon a throne of 
  gold and stone shaped from victims of her petrifying gaze. 
  The Empress speaks in a soft and sibilant voice, like the 
  whisper of poison upon the sharpened blade. Handmaidens 
  kneel adjacent to her throne, attending to her every whim, 
  and serpents cover the floors and walls of her throne room, 
  watching with unblinking eyes.
  Ruler of the Reviled
  The Endless Empire spans across many worlds within the 
  universe, and has footholds upon a great number of planes. 
  Whenever a new one catches the attention of the Empress, 
  a series of spies and assassins infiltrate the societies of 
  the world, scouting out the political systems and seeking 
  artifacts that may be useful in the world’s subjugation. If left 
  undiscovered, they will sow the seeds of chaos and rebellion 
  among the nobility and common folk alike. Over time, the 
  world will gradually fall under the control of the Endless 
  Empire and be so converted to their culture that when the 
  Empress herself arrives to survey her new domain, the citizens 
  of the world will bow and chant the oath of allegiance with 
  smiles upon their faces.
  Queen of Scales
  Not all worlds are as vulnerable to the strife brought on by the 
  Imperial saboteurs, forming alliances and creating systems to 
  detect the scaled shapeshifters in their midst. These worlds are  
  invaded using planar portals that carry legions of the Empire’s 
  finest soldiers to subjugate the landscape and the people 
  within. Towers containing arcane sanctuaries are constructed 
  in mere days, touching the sky and filling the air with a subtle 
  toxin that weakens the resolve of the defending forces.
  The Immortal Empress
  The dominion of the Serpent Empress is known as the Endless 
  Empire, and it spans across countless worlds. It is ruled by 
  a strict hierarchy, where countless bureaucrats sit between 
  the common folk and their leader. She rules with an iron fist, 
  slaughtering any opposition and having the leaders sent to her 
  palace for a personal audience. There, she will question and 
  torture them herself, toying with them for her entertainment. 
  If they prove satisfactory, then she will rewrite their minds 
  with her eldritch magic, forcing them to obey and turn against 
  their former allies in a stunning betrayal.
  The Imperium of the Snake
  The Endless Empire spreads in a dark and twisted way, 
  insidious and cruel. Once the masters of that domain 
  surrender to the will of the Empress, the curse falls upon 
  the land. Whenever a child is born within that territory, 
  they are born as an imperial, rather than as true-blooded to 
  their original race. These children are inherently influenced 
  by the demands of the Empress, calling upon her magic to 
  turn against those who would defy her demands. Not all are 
  entirely consumed by her will, however, and may turn away 
  from the cruelty and carnage that they would inflict in her 
  name. These are the individuals that struggle, learning to 
  conceal their true motivations under her yoke.
  Viziers, Miserables, and Slaves
  The Endless Empire is built upon the backs of slaves, 
  individuals conquered in wars upon foreign lands and 
  broken beneath the lash of the whip. They construct massive 
  monuments to the glory of the Empress, building pyramids 
  and temples in her name. Their children are imperials, raised 
  by others in their stead. The slaves’ blood falls upon the stone 
  altars in sacrifice to the Empress. Their hearts are broken, 
  filled with suffering and hatred. Rebellion is common, for the 
  viziers that rule over each former kingdom or city-state do not 
  spare the lash nor conceal the rod. The viziers eagerly allow 
  rebellion to brew within their cities so that they may crush 
  it with brutal force, taking control with malicious decrees 
  that cause misery to all under their banner. This is how they 
  maintain their hordes of slaves on worlds that have been 
  completely conquered, for only those who have raised arms 
  against the Empress are taken for labor. The rest, known as 
  miserables, are left to live in squalor beneath the brutal yoke 
  of the Empire. Famine among the miserables is common, as 
  they are viewed as worthless. Nobility of the old world are 
  forced to be servants to their new imperial masters, and are 
  often the first to speak of rebellion. None have ever succeeded 
  in the long term, but their struggles entertain the Empress.
  Introduce the Empress
  The Serpent Empress plans to rule all of creation, so she may 
  have an interest in your world. Is she well-established, or has 
  her insurrection just begun? Are her infiltrators successful, or 
  is the invasion of the world inevitable? Has it already started? 
  Who will fight, and who will bow? How could she be stopped?
  
  76
  Otherworldly Patron: 
  The Serpent Empress
  Situated within her palace of gold and turquoise, the Serpent 
  Empress sleeps in serene silence, guiding her slaves to 
  serve in her secret business. Envious and vain, the Empress 
  personifies greed and avarice in the hearts of man. Jealousy, 
  spite, and simple pride have driven her servants to her side. 
  She whispers in a sibilant voice, speaking of wealth and power 
  promised but so rarely delivered. The sins she offers are subtle 
  at first, but grow in style and salaciousness with every slow 
  cycle of the hourglass. You’ve assigned yourself to her service, 
  and sworn fealty to the Serpent Empress in exchange for a 
  sliver of her supreme strength.
  Expanded Spell List
  The Serpent Empress 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.
  Serpent Empress Expanded Spells
  Spell Level
  Spells
  1st
  command, ray of sickness
  2nd
  protection from poison, silence
  3rd
  feign death, venom blast*
  4th
  compulsion, serpentine ward*
  5th
  cloudkill, constriction*
  Blessing of the Empress
  At 1st level, you receive the favor of your patron. You gain 
  advantage on saving throws against poison and effects that 
  inflict the poisoned condition. Additionally, you can speak to 
  snakes, serpents, and other reptiles as though you were under 
  the effects of the speak with animals spell.
   Additionally, once per turn when you make an attack roll 
  with advantage against a creature, you can choose to channel 
  a deadly toxin through your spell or weapon. Make the attack 
  roll without advantage, and if the attack hits, the target must 
  make a Constitution saving throw against your warlock spell 
  save DC. If they fail, they are poisoned until the start of your 
  next turn.
  Hair of Snakes
  At 6th level, you can cause a swarm of serpents to grow 
  from your head as a bonus action, and they remain until 
  you dismiss them. While they are out, you can see through 
  the eyes of these serpents. As long as the serpents can see, 
  you have advantage on Perception checks, gain darkvision 
  out to 30 feet, and gain immunity to the blinded condition. 
  Whenever you are attacked by a creature within 5 feet of you, 
  you can use your reaction to cause the serpents to strike. 
  When you do, make a melee spell attack against your attacker. 
  If you hit, the target takes piercing damage equal to your 
  Charisma modifier.
  Toxic Blood
  At 10th level, your veins run with venom. You gain resistance 
  to poison damage and immunity to the poisoned condition. 
  Additionally, poison damage you deal treats immunity to 
  poison as resistance to poison. Creatures immune to the 
  poisoned condition are considered to be not immune, but they 
  do have advantage on any saving throw against the poison.
  Petrifying Gaze
  At 14th level, your patron looks from your eyes and exerts her 
  power through you. As an action while your hair-serpents are 
  revealed and you are not blinded, you can cast flesh to stone 
  without using verbal, somatic, or material components. When 
  you do so using this feature, the spell targets all creatures 
  within a 30-foot cone. 
   You can cast this spell in this way once, and this use recovers 
  whenever you finish a long rest.
   Additionally, you gain complete immunity to poison.
  Eldritch Invocations
  Scroll of Imperial Authority
  Prerequisite: Serpent Empress patron, Pact of the Tome feature
  You can choose to see through the eyes of any reptilian 
  creature within 120 feet. The creature is aware when you are 
  doing so. You also gain advantage on all skill and ability checks 
  made to interact with beasts that are reptiles.
  Ophidian Fang
  Prerequisite: Serpent Empress patron, Pact of the Blade feature
  You can create a weapon that deals piercing or slashing 
  damage carved from the fang of a giant serpent with a hilt 
  of gold wrapped in snakeskin using your Pact of the Blade 
  feature. You can choose to have this weapon deal poison 
  damage. Whenever you hit a target with this weapon, you 
  can use a bonus action to take the Disengage action. Once 
  you do so, you can’t do so again until you inflict the poisoned 
  condition on an enemy, or you finish a short or long rest. 
  Critical hits with this weapon cause the enemy to be poisoned 
  until the end of your next turn.
  Handmaiden’s Guardian
  Prerequisite: Serpent Empress patron, Pact of the Chain feature
  When you have an imperial cobra as your familiar, it gains 
  additional maximum hit points equal to your warlock level. 
  Whenever your familiar attacks a creature, you can use a 
  bonus action to make a weapon attack against the same target.
  Majestic Scales
  Prerequisite: Serpent Empress patron, 5th level
  When you aren’t wearing armor and not wielding a shield, you 
  can choose to have your AC equal 12 + your Dexterity modifier. 
  While you do so, your skin becomes covered in small, semi-
  transparent scales, and whenever you take the Dodge action, 
  you also gain advantage on Wisdom and Charisma saving 
  throws for the duration.
  Slaves of the Empress
  Prerequisite: Serpent Empress patron, 12th level
  You can cast giant insect without expending a spell slot, except 
  you can only target snakes. You can create up to two giant 
  constrictor snakes or six giant poisonous snakes. Once you do 
  so, you cannot do so again until you finish a long rest.
  Venomous Blast
  Prerequisite: Serpent Empress patron, 7th level
  Whenever you cast a cantrip that deals damage or make a 
  
  77
  weapon attack, you can use a bonus action to cause venom 
  to surge forth from your veins. The damage type of the attack 
  or cantrip changes to poison, and if the target of the attack is 
  poisoned at any point before the end of your next turn, they 
  cannot use reactions during that time.
  Cold Blooded
  Prerequisite: Serpent Empress patron, 7th level
  You can cast polymorph once without expending a spell slot, 
  but only to turn the target into a snake or other reptile. Once 
  you cast this spell using this feature, you cannot do so again 
  until you finish a long rest.
  Traits of the Imperial Courtier
  Individuals who have sworn themselves to the Serpent 
  Empress and have gained power from their pacts with this 
  deadly tyrant are known as Imperial Courtiers among those 
  who swear allegiance to this ruler. They hold a special place in 
  the hierarchy, expected to follow the instructions and decrees 
  of the local governance while still maintaining a degree of 
  autonomy. They often have their own branded groups of 
  servants and slaves, who assist them in their work while being 
  untouchable by other imperials. Consider adding one or more 
  of these traits when creating a warlock or after serving the in 
  schemes of the Empress. 
   d20  Trait 
   1  
   You speak with sibilant syllables. 
   2  
   You insist on eating your food raw. 
   3 
   You sometimes hiss in your sleep. 
   4 
   You enjoy watching others squirm. 
   5 
   You consider other authorities to be beneath you. 
   6 
   You move in a way that is oddly serpentine. 
   7 
   You frequently wear snakes upon your body. 
   8 
   You have a tendency to not blink. 
   9 
   You rise and posture boldly when threatened. 
   10 
   You enjoy lounging in the sunlight. 
   11 
   Your skin has patterned marks of deep color. 
   12 
   Your irises are shaped like those of a snake. 
   13 
   Your blood is dark green or black. 
   14 
   Your skin is always cool to the touch. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes scaled or patterned. 
   16 
   Your teeth become fanged and sharp. 
   17 
   Your tongue becomes long and forked. 
   18 
   Your shadow seems to be that of a snake. 
   19 
   When you cast a spell, your eyes glow with a 
  colorful radiance, and shimmering scales cover your 
  skin. 
   20 
   Your tongue often flicks out, tasting for scents. 
  The Hierarchy of the Empire
  The following chart will assist you in understanding the broad 
  hierarchy of the Endless Empire, and in structuring your 
  personal relationships with other imperial servants.
   
  Rank
   Individuals
   1  
   The Serpent Empress
   2  
   The Handmaidens of the Empress; her most 
  trusted servants, having been bred for hundreds of 
  generations for their loyalty and cunning.
   3 
   Imperial Courtiers; these individuals are 
  commonly warlocks, and they operate slightly 
  outside the ordinary hierarchy in most cases.
   4 
  World Governors; these individuals rule over entire 
  worlds within the Endless Empire.
   5 
   Legion Commanders; These soldiers control the 
  entire military might of the Empire on their world.
   6 
   Grand Viziers; These rulers control continents, and 
  are responsible for the lesser viziers within.
   7 
   Infiltrators; These secretive assassins follow the 
  will of the Empress, and while they are technically 
  beneath those above them, they are rarely available 
  to follow those orders. 
   8 
   Legion Generals: These soldiers serve the Legion 
  Commander for their world.
   9 
   Viziers; These individuals are responsible for 
  governing ordinary city-states or kingdoms.
   10 
   Ur-Generals; These soldiers serve the Legion 
  Generals, but are subservient to the local Vizier.
   11 
   Imperial Servants; These individuals are at the 
  beck and call of the Ur-Generals, but primarily 
  serve their respective Viziers.
   12 
   Colonels; These soldiers serve beneath the Ur-
  Generals, but often call upon Imperial Servants for 
  assistance with their logistical needs. 
   13 
   Majors; Each Colonel will have several Majors, who 
  control individual segments of their forces.
   14 
   Captains; Each Captain is responsible for a century 
  of ordinary soldiers, usually 100-strong.
   15 
   Saboteurs; Each captain will have several saboteurs 
  that act as scouts and spies for their forces.
   16 
   Soldiers; 100 soldiers make up a century.
   17 
   Citizens; Imperials who are neither soldiers nor 
  magically inclined fall into this category. 
   18 
   Servants; These are former nobility to the old 
  world. 
   19 
   Miserables; The former citizenry of the old world.
   20 
   Slaves; Former soldiers conquered by the Empire, 
  or rebels against the rule of the Empress.
  
  78
  Monastic Tradition:  
  Way of the Noble Serpent
  By lineage or accident of fate, spiritual enlightenment or 
  inner turmoil, you’ve taken your first steps down the path 
  of a servant of the Serpent Empress, a ruler from beyond the 
  planes whose power rivals the gods themselves. Residing 
  in her palace of gold and turquoise, her imperial majesty 
  sleeps in solitude for countless ages, traveling slowly between 
  the planes. When her palace arrives upon a new world 
  and she awakens, her reign of cruelty commences. Your 
  style of martial arts has been taught to you by one of her 
  handmaidens, or was discovered in scrolls containing these 
  forbidden techniques that were left behind when the Empress 
  departed from your world ages ago. 
  Constricting Vice
  At 3rd level, you learn to ensnare your foes, crushing the life 
  from them as punishment for their transgressions. You can 
  choose to use your Dexterity modifier instead of your Strength 
  modifier whenever making a Strength (Athletics) check. 
  Once per turn when you hit a creature with one of the attacks 
  granted by your Flurry of Blows feature, you can choose 
  to attempt to grapple the target. While you are grappling a 
  creature, you can spend 1 ki as a bonus action to constrict 
  them, causing them to take bludgeoning damage equal to 
  your Martial Arts die plus your Dexterity modifier and be 
  restrained until the start of your next turn or until you are no 
  longer grappling them.
  Ophidian Stance
  At 6th level, you learn to adapt your body to the movements 
  of the more advanced techniques of this style. You can move 
  at full speed while you are prone, and you gain the benefits of 
  the Disengage action while you are prone. You can stand up 
  from being prone without expending additional movement. 
  Whenever you are targeted with an attack, you can spend 1 ki 
  as a reaction to either stand up or drop prone, possibly causing 
  the attack against you to be made with disadvantage.
  Eyes of the Empress
  At 11th level, your reptilian ki channels infuse your eyes, 
  sharpening your vision and causing your pupils to become 
  snake-like slits. You gain darkvision out to 60 feet, and your 
  vision is not impeded by magical darkness. As an action, you 
  can attempt to transfix a target that can see you, overpowering 
  their senses with your mental influence. The target must 
  make a Wisdom saving throw with a DC equal to 8 + your 
  Wisdom modifier + your proficiency bonus. If the target fails, 
  they are charmed by you until the start of your next turn. 
  After the target has failed, you can use this feature on the 
  same target again as a bonus action on your following turn. If 
  the target succeeds, it becomes immune to this feature for one 
  minute.
  Basilisk Venom
  At 17th level, your fingers drip with a deadly magical toxin 
  that mimics the fearsome power of the Empress. Whenever 
  a creature is grappled by you and is struck by your Stunning 
  Strike feature, you can spend 2 additional ki points to have 
  the target become paralyzed for the duration instead of 
  stunned. If you critically hit a creature, you can spend 3 ki 
  points to have it make a Wisdom saving throw against 8 + 
  your Wisdom modifier + your proficiency bonus. If it fails, it 
  is petrified as though you cast flesh to stone upon the creature 
  and it had failed its third saving throw. If you maintain 
  concentration for one minute, as though concentrating on a 
  spell, the creature is turned to stone until the effect is removed 
  by a remove curse or dispel magic spell of 6th level or higher. 
  Quite a tactical fighter, but I 
  don’t understand how someone who 
  follows a snake like her could be 
  “noble”. Still, I’d hate for one to 
  get their hands on me. It would 
  probably hurt. -X
  The Role of an Infiltrator
  The word “traitor” lies within the name of this caste, and 
  such is their role. They are tasked with sowing dissent and 
  subverting the common morality of those they fight. Pushing 
  an enemy to the brink of horrible choice is common for these 
  imperials, for it is what they were born to do.
   Most are followers of the Path of the Noble Serpent, trained 
  to fight without weapons or armor so that they can get closer 
  to their targets. A few well-placed assassinations will lead 
  to the downfall of a society, as infighting and struggles over 
  power will happen to even the most hierarchical of cultures. 
  When presented with an unseen external foe, most will not 
  even realize that they are in danger until it is far too late.
  The Role of an Imperial Courtier
  While infiltrators are tasked with specific goals in mind, 
  the Imperial Courtiers are given more broad directions on 
  most occasions. They are instructed to spread the influence 
  of the Endless Empire to any lands beyond its reach, to quell 
  rebellion and insurrection within them, and to seek out new 
  sources of power and wealth that will benefit the Empress. 
  Most act according to the wishes of the World Governors, 
  though they are technically above them in the hierarchy, or 
  serve as aides to the Legion Commanders.
  Rebellion amongst the Courtiers
  There have been whispers, however, of a rebellion that has 
  been brewing for centuries among those close to the Empress. 
  Her magic is gifted to her Courtiers, and cannot be taken back 
  at a whim. Those who manage to hide their true intentions 
  from this foul tyrant for the entirety of their lives may have 
  the capacity to bring about her downfall, though they are 
  currently weak. Perhaps with the aid of others, who have yet 
  to know the cruelty of the Empire, the Serpent Empress can be 
  made to pay for the obscene and vile things that she has done 
  across the countless worlds and endless millennia.
  
  79
  Enter the Imperial Court
  The Serpent Empress is a ruler of snakes, first and foremost, 
  but her dominion is actually a secondary theme that can easily 
  be adjusted to suit your game. First, consider the Empress. 
  Is she truly as she has been represented here, or is she an 
  Emperor, or even an entity that cannot be defined by such 
  gendered terms? Does she rule over lands, or is she a hidden 
  monarch who conceals her forces in the underbelly of society? 
  Does she rule openly, with an iron fist, or is she patient, 
  calm, and cunning? Why does she rule, and how? Does she 
  seek to prevent a greater danger, or is she merely acting to 
  supplement her own power and wealth? Is she kind and 
  benevolent, or as cruel as a snake toying with a mouse?
  Is she actually a goddess, or is she wicked fiend who has made 
  her home among the mortal races? How do divine powers 
  react to the invasion of their world? What dark gods have 
  agreed to serve the Empress, and what do they get from this 
  bargain? How do the forces of freedom respond? Do they even 
  know, or are they helpless before the darkness to come?
  Sadistic and Scheming
  The Empress’s sibilant voice whispers in the darkness of 
  so many worlds that one may be simply surprised at how 
  subtle her servants can be. When scheming with the imperial 
  infiltrators, consider how deeply they have slipped into 
  society. Are they already embedded into the networks of spies 
  and assassins that comprise the guilds of thieves and rebels, 
  or are they acting independently of any other organizations 
  that already existed upon this world? If they are among these 
  organizations, how have they twisted them to their own ends, 
  and what new methods have they introduced to bring about 
  the downfall of their enemies? Do any among the organization 
  know of their true nature? What were these individuals 
  promised in exchange for their continued loyalty to the cause 
  of the Serpent Empress, and will they follow through to the 
  end, or will they hesitate before the final blow?
  Spreading the Empire
  The countless soldiers of the Endless Empire are known for 
  arriving without warning, traveling through massive gate-like 
  portals crafted for the exclusive purpose of their invasion. 
  These artifacts are difficult to construct, requiring many rare 
  materials and secretive techniques known only to the upper 
  echelons of the researchers, scholars, sorcerers, and wizards 
  that serve the Empress. Those who designed them in the first 
  place have long since been slain by the Empress to preserve 
  her secrets. Those who create them now simply follow an 
  ancient construction technique laid down centuries ago.
  The Invasion
  Once a portal has been created, the legions of the Empress 
  will pour forth onto the landscape like a plague, cutting down 
  any resistance and demanding the immediate surrender of 
  the civilizations of the world. The portal is usually placed 
  deep within the most populated lands, making it difficult to 
  resist the incursion. Their wizards and sorcerers will construct 
  towers that emit a foul poison. Imperials are immune to this 
  toxin, and it is subtle enough that only the weakest mortals 
  will die. Heroic individuals are immune to this toxin, but 
  ordinary folk are stricken by it, becoming despondent and 
  sapped of strength, vitality, and the will to resist.
  The Conquering
  Once the leadership of a new world has been captured or 
  subverted, the Imperial Palace will descend from the sky 
  above. Miles wide, the Palace will crush a populated area, 
  sending out soldiers to collect slaves that they will use as 
  blood-sacrifices to the Empress. When she awakens fully from 
  her slumber and a glass of crimson has been poured for her 
  to enjoy, she will summon the former leaders from the many 
  nations of her new dominion. There, they will be made to bow 
  and grovel, begging for the mercy of a merciless tyrant. Those 
  who are sufficiently entertaining are collared and bound by 
  the Imperial Chain, which will permanently break their will 
  and render them little more than mindless slaves. The rest are 
  slain and eaten by the Empress’s handmaidens, who devour 
  the corpses whole as is befitting a serpent. Once this ritual is 
  complete, the curse descends on the lands, and it becomes 
  part of the Endless Empire forevermore.
  Imperial Artifacts
  The Serpent Empress has conquered hundreds of worlds, 
  and collected treasures from each. Her enchanters have 
  created thousands of magical artifacts, though most revolve 
  around warfare or subterfuge. These objects are among the 
  possessions of the Empress and her minions.
  Crown of the Empress
  wondrous item, legendary (requires attunement)
  This crown is golden, spiked, and inlaid with turquoise. 
  While wearing it, you gain advantage on all saving throws 
  and ability checks. As an action, you can cast dominate person 
  on any imperial without using a spell slot or maintaining 
  concentration on the spell. Charisma is your spellcasting 
  ability for this spell.
  Lesser Imperial Chain
  wondrous item, very rare (requires attunement)
  This 50-foot chain appears to be made from gold, and fits 
  easily to any collar. While bound to another person and held 
  by you, that person obeys your telepathic commands without 
  question or the ability to resist. Another creature can attempt 
  to forcefully remove the chain as an action by making a DC 20 
  Strength check. If they succeed, the collar is broken and the 
  creature is freed from the influence of the chain.
  Miserable Statuette
  wondrous item, very rare (requires attunement)
  This small statue is carved with a blank humanoid figure. As 
  an action while holding it, you can touch a humanoid creature 
  within reach. The target must make a DC 15 Wisdom saving 
  throw. If they fail, they are forcefully sucked into the statuette 
  and imprisoned within, causing the face of the humanoid 
  figure to change to match the captive. The target is immune to 
  damage and effects while inside the statuette. You can expel 
  the target from the statuette as an action. If you die or are no 
  longer attuned to the statuette, the creature is instantly freed.
  Slaver’s Collar
  wondrous item, common
  This golden serpentine collar cannot be removed without 
  a DC 18 Strength check. Failing this check inflicts a level of 
  exhaustion on the wearer as it strangles them. You can place 
  it on a restrained or incapacitated creature as an action. While 
  worn, the wearer has disadvantage on attack rolls.
  
  80
  The Midnight Paradox
  Sleep is an affliction that plagues the mortal races, leaving 
  them vulnerable to the terrors that lie within their own 
  minds. Yet, it is something longed for and desired, for without 
  it, death is inevitable.
   There is a creature that feeds upon the horrors that arise 
  after the fall of dusk and the closing of eyes, and the lesser 
  reflections of this creature act as servants to its will. Some call 
  this entity the Shadowcat, and its realm is the ever-present 
  plane known as the Inverse. Just as the stroke of midnight 
  is both today and tomorrow, the Shadowcat is both the 
  nightmare and the awakening dawn.
  Stalker of Dreams
  In ancient days, when mortals closed their eyes to rest, the 
  cruelest among them was visited by a nightmare and trapped 
  in horrors indescribable. Thus, when they finally awoke, they 
  cried out to the universe and begged for something, anything, 
  to answer in their defense. Thus, the Shadowcat appeared, 
  and offered a bargain: it would feast upon the nightmares 
  spawned by mortal minds, and in return, it would never 
  go hungry. The Shadowcat will step forth from it’s private 
  realm, the Inverse, and recline upon a sleeping mortal’s form, 
  paralyzing them with coils of shadow. It then opens its mouth 
  and draws forth the nightmares from the mind of the victim, 
  feasting upon them to sustain itself. 
  The First Nightmare
  The Inverse is a realm not filled with shadow, but instead 
  filled with terrible, purifying light. All that is black within 
  becomes pale and translucent instead, while overhead a sun 
  that looks like an eye to the void itself rains shadows down 
  upon the landscape. There are no people within the Inverse 
  except those granted passage by the Shadowcat, yet it appears 
  as an exact duplication of the plane one entered from, as it lies 
  over all other planes like the reflection of a one-way mirror.
   It is here, in this silent place, that the first nightmare was 
  spawned: The Shadowcat itself. It was alone at first, yet as 
  more appeared, its pride and vanity could not be sated with 
  mere existence. It began to hunt, to kill, and to consume 
  the other nightmares, breathing them forth anew as lesser 
  reflections of itself. Dimcats arise from the nightmares that 
  plague innocent children, gloomcats from those that haunt 
  adults, and inkcats from the tormented cries of madmen who 
  have come to know more than a mortal mind can bear.
  A Feast without End
  In places where the Shadowcat has prowled, nightmares 
  behave differently, for they are fearful themselves of being 
  found vulnerable to the lesser reflections of the Shadowcat. 
  Instead of living within the minds of those they torment, they 
  will seek to free themselves and escape, taking forms beyond 
  the comprehension of mortal minds in an attempt to weaken 
  the barriers between the Inverse and the material plane. Thus, 
  the Shadowcat sends its reflections and those who have agreed 
  to serve it, forcing the nightmares back into the minds of their 
  originators so that they can be consumed and transformed.
   Those that manage to survive the efforts of the reflections 
  and servants are truly devious, for they will call forth more 
  of their brethren from the Inverse by sacrificing innocents in 
  front of those who care for them, causing nightmares to boil 
  out of the minds of the watching victims.
  
  81
  Otherworldly Patron: 
  The Shadowcat
  Your patron is an otherworldly incarnation of fate that strides 
  between planes; a living omen of ill luck and good fortune 
  alike. Drawn to the dreams of mortals, its lesser reflections 
  perch upon the chests of the unwary in their sleep, stealing 
  breath and fragments of life from their victims as they feed 
  upon the nightmares this brings. When they’ve had their 
  fill, they return to their master, who sends them back again 
  to hunt down the creatures that have escaped from the 
  nightmares of those tormented by darker fates. You’ve drawn 
  the attention of this creature, for good or ill, and have made 
  your pact in the deepest shadows of the dark. Now, shadows 
  boil around your hands, both inky black and snow white, 
  tainted and blessed by the touch of the Inverse. You’ve been 
  there, seen the sun of endless emptiness and the void of pure 
  light that shines from beyond the stars, and you have felt the 
  gaze of the nightmares that stare upon you with jealousy, 
  feeling their hate. They know that while you can depart 
  unharmed, their nights are numbered. You’ve stolen their 
  luck, and now you’ll use that power for your own ends.
  Expanded Spell List
  The Shadowcat 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.
  Shadowcat Expanded Spells
  Spell Level
  Spells
  1st
  duskwalk*, feather fall
  2nd
  shadow armor*, silence
  3rd
  creeping dark*, nondetection
  4th
  greater invisibility, unseen claw*
  5th
  shadow world*, creation
  Foreshadowing
  At 1st level, your patron’s magic allows you to be everywhere 
  and nowhere at once. Whenever you are undetected by 
  hostile creatures, you can use an action to fade partway into 
  the Inverse for up to one hour, granting you advantage on 
  Stealth checks during that time. Whenever you roll initiative 
  while in this state, you can use your reaction to reappear at an 
  unoccupied location within 10 feet of any creature that you 
  can see within 60 feet of you. When you use this reaction, you 
  exit this state.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Stolen Luck
  At 6th level, you can curse an enemy with terrible misfortune 
  as a bonus action. Choose a creature that you can see within 60 
  feet of you. Whenever the target makes an attack roll or ability 
  check, you can use your reaction to roll a d6. If the result is a 6, 
  the result of their d20 roll is replaced with a 1. This effect lasts 
  for one minute, and ends early if either you or the target are 
  reduced to 0 hit points. 
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Umbral Leap
  At 10th level, whenever you are subject to an effect that 
  requires you to make a Dexterity saving throw, you can 
  use your reaction to instantly dissolve into a dark mist and 
  reappear at an unoccupied location of your choosing within 30 
  feet, avoiding the effect. 
   You cannot use this feature again until you finish a short or 
  long rest.
  Dark Apparition
  At 14th level, the Shadowcat’s hunger for nightmares grants 
  you the power to create them. You can no longer be surprised. 
  Your Foreshadowing feature no longer has a limit to the 
  number of times it can be used. Whenever you use your 
  Foreshadowing feature’s reaction, all hostile creatures within 
  10 feet of your destination must make a Wisdom saving 
  throw against your warlock spell save DC. If they fail, they are 
  frightened of you until the end of your next turn.
  Eldritch Invocations
  Codex of the Black Dawn
  Prerequisite: Shadowcat Patron, Pact of the Tome feature
  You can summon forth a nightmarish flame from the 
  Shadowcat to deepen the darkness of an area. By performing a 
  10-minute ritual, you can create a small, cold and black false-
  flame around an object which reduces bright light to dim 
  light and dim light to nonmagical darkness within a 30-foot 
  radius. You can perform this ritual three times, after which 
  you cannot do so again until you finish a long rest. Each false-
  flame remains until you dispel it as an action or it comes into 
  contact with real fire.
  Duskborne Companion
  Prerequisite: Shadowcat Patron, Pact of the Chain feature
  When you have a dimcat as your familiar, it gains additional 
  maximum hit points equal to your warlock level. Whenever 
  you cast a spell using a warlock spell slot while you have a 
  dimcat as your familiar, you can choose to teleport up to 30 
  feet to a location you can see within 5 feet of your familiar.
  Everburning Gaze
  Prerequisite: Shadowcat patron, 16th level
  Your Stolen Luck curse is incredibly potent. The target’s d20 
  roll result is replaced with a 1 whenever the result of the d6 
  roll is a 5 or 6.
  Fang of the Prowler
  Prerequisite: Shadowcat Patron, Pact of the Blade feature
  You can create a finesse weapon made from polished silver 
  flowing with blue-black smoke using your Pact of the Blade 
  feature. While you are wielding this weapon, you gain 
  advantage on initiative rolls. Attacks with this weapon during 
  the first round of combat inflict additional psychic damage 
  equal to your Charisma modifier.
  Sleepless Nights
  Prerequisite: Shadowcat Patron, 6th level
  Whenever you reduce a creature under the effect of your 
  Stolen Luck curse to 0 hit points, you can choose to reduce 
  your current level of exhaustion by one. Once you do this, you 
  can’t do so again until you finish a long rest.
  
  82
  Traits of the Shadestrider
  Consider adding one or more of these traits when creating a 
  warlock or after sealing the fate of an enemy of the Shadowcat. 
   d20
   Trait 
   1  
   You feel most comfortable in the dark. 
   2  
   You prefer to be nocturnal in your habits. 
   3 
   You sometimes hiss when startled. 
   4 
   You enjoy watching others sleep. 
   5 
   You view everyone as beneath you. 
   6 
   You move in a way that is oddly catlike. 
   7 
   When you speak, you often purr your words. 
   8 
   You tend to grin widely even when it would be 
  inappropriate. 
   9 
   You curl your back and bare your teeth when you 
  are threatened. 
   10 
   You enjoy lounging in the moonlight. 
   11 
   Your skin has wisps of shadow coming from it. 
   12 
   Your irises and eyes are shaped like those of a cat. 
   13 
   Your blood is thick and dark like ink. 
   14 
   Your skin fades to an obsidian shade when in 
  shadow. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes dark and tattered. 
   16 
   Your teeth become fanged and sharp. 
   17 
   Your ears become pointed and catlike. 
   18 
   Your shadow seems to pace beside you, even against 
  the light. The effect is disconcerting to others. 
   19 
   When you cast a spell, your eyes glow with a blue 
  light, and shadows pour from your hands. 
   20 
   Small retractable claws sprout from your fingers in 
  place of your fingernails. 
  Barbarian Path:  
  Path of the Mercurial
  Your rage is not rage at all. Instead, you are filled with a 
  malicious spite that runs wild within your veins, bringing 
  a cruel smile to your face and causing the shadows around 
  you to boil and twist in sympathy. Many who walk this path 
  find themselves in contact with the Shadowcat: an unusual 
  creature that wanders the planes devouring nightmares, 
  twisting fate, and causing mischief for some inscrutable end. 
  As you learn to walk the planes like it does, that cruel joy 
  within your heart grows ever stronger, granting you powers 
  unseen by mortal men. You are the stalking panther, the 
  hunting lion, and the sly grin that appears even as your form 
  fades away. Become nightmare.
  Cheshire Grin
  When you choose this path at 3rd level, your rage forces a 
  terrible smile upon your face. When you use your Reckless 
  Attack feature while raging, shadows begin to boil around 
  your form until the start of your next turn. If you take damage 
  from an attack during this time, you can use your reaction 
  to become invisible to the attacker until the start of your 
  next turn and you can move up to 10 feet without provoking 
  opportunity attacks.
   Whenever your rage ends, you can choose to inflict that 
  same malicious grin upon another creature. Choose a creature 
  within 30 feet that can see you. The target must make a 
  Wisdom saving throw against 8 + your proficiency bonus + 
  your Charisma modifier. If they fail, they cannot speak or cast 
  spells for one minute, and they lose concentration on any 
  spell they are currently concentrating on as their face locks 
  in a cruel smile. The target can repeat this saving throw at the 
  end of each of their turns, ending the effect if they succeed.
  Down the Rabbit Hole
  At 6th level, you discover a hidden magic used to walk 
  between planes, though the passage itself is maddening. 
  You can choose to teleport up to 30 feet to a location that you 
  can see whenever you enter a rage.
  Looming Shadow
  At 10th level, your unique perspective grants you control over 
  the scope and scale of things, even as you vanish from sight. 
  You can cast enlarge/reduce at will, even while raging. You 
  can maintain concentration on this spell while you are raging, 
  and entering a rage does not cause you to lose concentration. 
  Charisma is your spellcasting ability for this spell.
  All that Remains
  At 14th level, the shadows conceal you before leaving only a 
  grin behind. Whenever you use your reaction to activate your 
  Cheshire Grin feature, you can choose to cause your wicked 
  smile to remain fully visible. When you do, you still gain all 
  benefits of invisibility, and each hostile creature within 15 
  feet of you must make a Wisdom saving throw. If a creature 
  fails, they are enraged by your taunting grin must attempt 
  to hit you with a weapon or spell attack before the end 
  of their next turn. When a taunted creature attacks you 
  and misses, they take psychic damage equal to half your 
  barbarian level. Creatures immune to the charmed condition 
  are unaffected by this taunting grin.
  
  83
  Awaken the Nightmare
  The Shadowcat is a creature of often-unseen influence, 
  that defies the normal laws of magic, space, and time. It 
  is a paradoxical creature, because it can be true and false 
  all at once. It is both the first nightmare and the hunter of 
  nightmares. These nightmares are unseen by all but those who 
  experience them, but also real and physical things that can 
  be fought and slain and offered as tribute to the Shadowcat. 
  It will grant protection from them, but it will also lure them 
  in closer by using its servants as bait, deliberately influencing 
  their minds to be especially vulnerable to the terrors of the 
  dark. They will seek to avoid sleep, but desire it still.
  The Inverse
  The domain of the Shadowcat is a plane known as the 
  Inverse, and it rests gently over every single other plane and 
  demiplane within the cosmos. Only those with the blessing of 
  the Shadowcat can go there, and few are actually aware that 
  it even exists. It is not a place of joy or wonder, but a place 
  of harsh truths and broken laws. The sky is filled with a sun 
  of blackness, shining down on a landscape where shadow is 
  light and light is shadow. There, the Shadowcat appears as 
  a pale white guardian bleeding red smoke from its crimson 
  eyes, and its wicked reflections appear to be bloody ghosts. 
  Nightmares are blue in this place, yet come in such a variety 
  of forms and shapes that they can scarcely be described. A 
  living wall of bones and flesh and rotting maggots writhing 
  over the landscape is chased by a jester wearing the faces of 
  the audience, gushing blood from empty eyes and laughing 
  as it dances. Innumerable eyes stare down from hidden 
  corners, watching and mocking, whispering of hypocrisy, 
  treachery, and deeds best left forgotten. False children wander 
  about clutching knives, looking for parents to torment by 
  performing horrible acts upon their helpless guardians. It is 
  not a place of hope. It is a place of terror.
  Guardian of Children
  The Shadowcat is a clever and wise creature that is well aware 
  of the nature of things. Without mortals, there would be 
  no more nightmares. Without children, there would be no 
  more mortals. Therefore, in order to continue its war, the 
  Shadowcat must protect children from nightmares. Fate is 
  kind to children, and so in protecting them, the Shadowcat is 
  always on the right side of the deities of light and goodness, 
  though its domain is not aligned to theirs. Thus, it will send 
  reflections to save them from their nightmares, all while 
  allowing its influence to seep into their minds. Nightmares 
  will come, and will be all the darker and more powerful 
  because of their long-awaited delay, giving the Shadowcat a 
  feast with each fall of the sun.
  Shed Light on the Shadowcat
  When including the Shadowcat in your world, decide how 
  you would like it to behave and what you’d like it to do. It is 
  presented here as a guardian and a predator, a friend and a 
  trickster that can’t be entirely trusted. An easy way to help 
  establish the Shadowcat in your mind and make it more 
  personified rather than indescribably eldritch is to give it a 
  gender or name, as these may provide you with inspiration 
  as to how it may sound or behave. Is it mischievous and kind, 
  or malicious and cunning? What does it want from those 
  who swear to it? What does it take? Can this be reclaimed by 
  the warlock, or is it gone forever? Does it offer safety from 
  nightmares? Could it be persuaded to stop tormenting those 
  who offer it loyalty, and what would be needed for that?
  Beyond the Dark
  The Shadowcat has three primary themes: shadow, fear, 
  and dreams. So long as you maintain these three, you can 
  effectively do as you will with it. It could appear as a fiend that 
  holds sway over darkness, a fey creature that dances in the 
  moonlight, or an elemental of pure shadow that invades the 
  dreams of others. It could be a thief who learned to steal the 
  joy from others, and became a legend for their cunning and 
  mastery of the darkest arts. It could simply be a dark deity of 
  cruelty and suffering, offering bargains in exchange for time 
  stolen from others. 
  Tools of the Dream Thief
  The Shadowcat is revered in some cultures as an icon of 
  thieves and assassins. This set of equipment was created to 
  honor the Shadowcat, though it has since been lost.
  Claws of the Stalker
  wondrous item, very rare (requires attunement)
  These gloves are equipped with retractable diamond claws at 
  the fingertips. While wearing them, your unarmed strikes are 
  considered weapons with the finesse property that inflict 1d6 
  slashing damage, and you gain a climb speed equal to your 
  walking speed.
  Mask of Catseye
  wondrous item, very rare (requires attunement)
  This mask conceals the entirety of the face and hair behind a 
  catlike visage. While worn, you gain darkvision out to 300 feet. 
  As an action, you can activate the mask to see through walls 
  and obstacles within a 30-foot radius until the end of your 
  current turn. If you touch a creature that is unconscious, it is 
  paralyzed until you stop touching it.
  Armor of Ink
  wondrous item, very rare (requires attunement)
  This armor is concealed within a necklace of silver claws. 
  When you roll initiative or as a bonus action, you can choose 
  to have it cover your body so long as you are not wearing other 
  armor. You can choose to integrate other equipment into this 
  armor, such as a helm, gauntlets, or weapons, causing them to 
  appear in your hands when the armor is deployed. While you 
  are wearing it, your AC equals 15 + your Dexterity modifier, 
  your jumping height and distance equals your Dexterity score, 
  and you have advantage on Stealth and Athletics checks. 
  Whenever you take damage from a melee attack, you can use 
  your reaction to unleash a pulse of power that pushes your 
  attacker 10 feet directly away from you.
  Curious. This one does not touch the 
  dreamscape like a simple wanderer, but 
  instead consumes and devours it entirely.
  I desire one. I will have it...
  
  84
  The Master of the Tempest
  There is only one true storm, between all the planes and all 
  the lands. There are rainfalls and tempests and typhoons, but 
  there is only one that rages eternally.
   The Storm Lord is the herald of this terrifying event, 
  carrying the winds of the world along as it flies over the 
  landscape, a calm ruler who moves with peaceful wisdom and 
  merciless judgment alike.
  Harbinger of the End
  The Storm Lord frequently appears as a massive serpentine 
  eel-like creature, with white clouds concealing the majority of 
  its form. Its eyes glow with golden light, like the sun bursting 
  through clouds. The presence of the Lord often causes even 
  kings and rulers to drop to their knees in supplication due to 
  the sheer overwhelming majesty of this eternal creature.
   The swirling tempest that follows the Storm Lord is filled 
  with the remnants of the souls of heroes and champions who 
  have fought and died in both glorious combat and in natural 
  disasters brought on by the arrival of this creature.
  The Living Whirlwind
  Those driven by anger and anguish are most drawn to 
  the Storm Lord, taken in by thoughts of rebellion against 
  the current order of things. Outcasts and priests of fallen 
  religions, deserters and traitors, and even those simply 
  dissatisfied with their station in life often visit the high places 
  of the world to stand before the dangerous winds and crashing 
  lighting, crying out to the sky for answers.
   Those who accept their insignificance truly hear the voice 
  of the Storm Lord booming in the thunder, and hear the 
  chanting of the fallen souls in the pounding of the rain. 
  Kingmaker and Kingbreaker
  The chanting of the fallen and the instructions of the Storm 
  Lord resound in the mind of the supplicant as they make 
  their offer to the maelstrom - personal suffering, sworn 
  fealty, a task to perform, a payment, or the offering of another 
  champion’s soul to the Storm Lord’s collection.
   Shadowy cabals of the Storm Lord’s followers will gather 
  in the open plains, upon mountain peaks, on empty islands 
  and near once-dormant volcanoes seeking to summon 
  their master to wreak havoc on the corrupt and ruined 
  civilizations of the world. Broken spirits and shattered lives 
  are synonymous with this majestic ruler, and it acts with spite 
  and disdain towards those who do not show proper respect.
  Hail the Lord of Storms
  The Storm Lord flies between the endless worlds, so it’s easy 
  to include in your own. Consider how your civilizations would 
  interact with the Storm Lord. Would they brace to weather 
  its wrath, or pay homage and attempt to persuade it to go 
  elsewhere? Have its servants fostered rebellion among any of 
  your kingdoms, drawing the attention of their lord?
  
  85
  Otherworldly Patron:  
  The Storm Lord
  You’ve made a pact with an ancient power known as the 
  Storm Lord. Massive and timeless, this godlike entity sails the 
  winds of the void through the darkest places between the skies 
  of countless worlds. It is the spirit that consumes the purified 
  souls of heroes as it welcomes them into its kingdom. Its 
  long tendrils of lightning cover the sky, heralding the violent 
  tempest that will follow. This entity finds silent amusement at 
  seeing mortals in peril, and it tends to draw cults of shadowy 
  beings to worship at its altars, performing dark rituals in the 
  name of the Lord of Winds. You have stood before the Storm 
  Lord, unbowed and unbroken, to make a pact that will shake 
  the very fabric of reality. Sparks will leap from your fingertips 
  and fog will rise from your breath as you strike down your 
  enemies with the devastating and majestic power of the 
  Master of the Unfallen Kingdom.
  Expanded Spell List
  The Storm Lord 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.
  Storm Lord Expanded Spells
  Spell Level
  Spells
  1st
  fog cloud, thunderwave
  2nd
  gust of wind, skystrike*
  3rd
  call lightning, wind wall
  4th
  ice storm, windblade*
  5th
  storm’s eye*, unstoppable ascent*
  Majesty of the Cloud Ruler
  At 1st level, you can cause other creatures to cower as you 
  manifest a fraction of the awe-inspiring glory of the Storm 
  Lord. As an action, you can cause creatures of your choosing 
  within a 15-foot radius originating from you to make a 
  Charisma saving throw against your warlock spell save DC. 
  Creatures that fail their saving throws fall prone, and can 
  only stand during their next turn if they spend all of their 
  movement speed to do so.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Breath of the Gale
  At 6th level, you passively manifest a small tempest around 
  yourself. Whenever you take the Dash action, nonmagical 
  ranged attacks against you are made with disadvantage until 
  the start of your next turn. 
   Also, you have advantage on saving throws against 
  dangerous gases, clouds, and forceful winds or other similar 
  effects. Additionally, your vision is not obscured by fog, mist, 
  smoke, rain, clouds, or other airborne particles.
  Rider of Lightning
  Beginning at 10th level, whenever you inflict lightning or 
  thunder damage by casting a spell of 1st level or higher 
  using your action, or cast a spell granted by your patron’s 
  extended spell list, you can use a bonus action to teleport to 
  an unoccupied location within 5 feet of the target or to a point 
  within the spell’s area.
  Slayer of the King
  At 14th level, you discover the secrets of the unspoken heroes 
  that sought the downfall of the Storm Lord. As an action, 
  you can cleave the air with a blade of purest wind. All targets 
  within 5-foot-wide line 300 feet long and 300 feet high must 
  make a Dexterity saving throw against your warlock spell save 
  DC. Those that fail take force damage equal to three times 
  your warlock level, while those that succeed take half as much 
  damage. Unattended objects automatically fail this saving 
  throw.
   Once you use this feature, you cannot do so again until you 
  finish a long rest.
  Eldritch Invocations
  Arc Lightning
  Prerequisite: Storm Lord Patron, 11th level
  Whenever you cast a cantrip that deals damage or make a 
  weapon attack, you can use a bonus action to cast lightning bolt 
  directly at one target of the cantrip or attack using a warlock 
  spell slot.
  Dance of the Storm
  Prerequisite: Storm Lord Patron, 15th level
  You can cast fly on yourself at will without expending a spell 
  slot or material components.
  Essence of the Sky
  Prerequisite: Storm Lord Patron, Pact of the Chain feature
  If you have a spark seeker as your familiar, it gains additional 
  hit points equal to your warlock level. While you have a 
  spark seeker as your familiar, you can cast spells that inflict 
  lightning or thunder damage as though your familiar was the 
  point of origin for the spell when determining the range and 
  available targets.
  Flaywind Blade
  Prerequisite: Storm Lord Patron, Pact of the Blade feature
  When you create a weapon with your Pact of the Blade feature, 
  you can infuse it with silver mist and form it from storm-
  scarred steel. You can use your Charisma modifier for attack 
  and damage rolls with this weapon. When a ranged attack 
  misses you while you are wielding this weapon, you can use a 
  reaction to move up to 15 feet. You can use this movement to 
  travel through the space occupied by other creatures without 
  spending additional movement or provoking opportunity 
  attacks.
  Grimoire of the Endless Rain
  Prerequisite: Storm Lord Patron, Pact of the Tome feature
  Whenever you finish a long rest, you can spend 10 minutes 
  performing a ritual to change the weather within a 1-mile 
  radius. When you do, an unnatural storm appears and slowly 
  follows you around, gently raining and occasionally flashing 
  with lighting. Whenever you reduce a creature to 0 hit points 
  while outside, you can use your reaction to call a bolt of 
  lightning to strike the downed creature. Creatures of your 
  choosing within a 10-foot radius must make a Constitution 
  saving throw against your warlock spell save DC. Those that 
  fail take thunder damage equal to your warlock level and are 
  
  86
  deafened for one minute, and you gain resistance to thunder 
  and lightning damage for one minute. Once you summon this 
  lightning bolt, you can’t do so again until you finish a short or 
  long rest.
  Windswept Defense
  Prerequisite: Storm Lord Patron, 3rd level
  Whenever a hostile creature damages you with an attack or 
  spell, you can take the Dash action as a bonus action once 
  before the end of your next turn.
  Traits of the Herald
  Those that serve the Storm Lord through pacts and promises 
  are known as heralds, as they will stand before other mortals 
  and speak of the coming chaos and salvation that will arrive as 
  their master does. Consider adding one or more of these traits 
  when creating a warlock or after sending the soul of a hero to 
  the Storm Lord.
   d20
   Trait 
   1  
   You feel uncomfortable in heavy clothing. 
   2  
   You prefer to be outdoors whenever possible. 
   3 
   You whistle quietly at odd times. 
   4 
   You enjoy even the most extreme weather. 
   5 
   You view most people as beneath you. 
   6 
   You move in a way that is strangely light. 
   7 
   You frequently wear dark robes. 
   8 
   You tend to grin widely when watching the suffering 
  of others. 
   9 
   You do not ask. You declare. 
   10 
   You enjoy standing outside in a storm. 
   11 
   Your skin has wisps of fog coming from it. 
   12 
   Your eyes change color to match the sky. 
   13 
   Your blood is watery, as though it were rained upon. 
   14 
   Your skin crackles with sparks when rubbed 
  strongly. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes scarred as though struck by lightning.
   16 
   Your body is covered in symbolic tattoos. 
   17 
   Your hair constantly swirls, even in still air. 
   18 
   Your face is cruel and alien to behold. 
   19 
   When you cast a spell, your eyes glow with a blue 
  light, and mist pours from your hands. 
   20 
   Thunder echoes your speech while you are outside 
  during a storm. 
  Bardic College:  
  College of Harbingers
  Bards of the College of Harbingers are disciples of the Storm 
  Lord, an otherworldly entity that sails between the skies of 
  countless worlds, consuming the souls of fallen heroes. 
  To enter the ranks of these champions, it is typical for an 
  applicant to anchor themselves to a high place during a storm 
  and then throw themselves from the edge. Struck and battered 
  against the mountain or tower, the winds and rain crash and 
  cut at their skin for three days and nights, until finally the 
  Lord shows its favor, strengthening body and soul. Studying 
  the stories of the fallen champions this great beast claims, 
  you learn to call upon the Lord’s power to strike down your 
  enemies and to free you from mortal concerns. The skies 
  will tremble before your performance, as your prowess shall 
  become legend. 
  Rite of Passage
  At 3rd level, you perform the harrowing spiritual journey 
  required to gain the Storm Lord’s favor, allowing the souls of 
  ancient heroes to instruct you in combat and lore. You gain 
  proficiency in martial weapons and in the History skill.
  Black Sky Song
  Also at 3rd level, you learn the hymn that calls a fraction of the 
  attention of your Lord to your plane. As a bonus action, you 
  can expend a use of your Bardic Inspiration to sing a grim song 
  of pain and triumph. Hostile creatures within 10 feet of you 
  must make a Charisma saving throw against your bard spell 
  save DC. If they fail, they are afflicted with a feeling of horrible 
  insignificance. 
   The first time they are hit by an attack before the start of 
  your next turn, they are knocked prone and take lightning 
  damage equal to the number rolled on your Bardic Inspiration 
  die.
  Thunderstruck
  At 6th level, you are wreathed in graceful winds that 
  accentuate your movements and strike down your enemies. 
  You gain resistance to thunder and lightning damage. You are 
  permanently under the effects of the feather fall spell and your 
  jumping height increases by a number of feet equal to twice 
  your bard level. During your turn, you can choose to make 
  a single jump that does not provoke opportunity attacks if 
  the destination is within 10 feet of an enemy. Whenever you 
  descend more than 10 feet during your turn, the first weapon 
  attack you make before the end of your turn inflicts an 
  additional 1d10 thunder damage and pushes the target back 5 
  feet.
  The Unfallen Kingdom
  At 14th level, your soul has ascended to touch the paradise 
  that lies within the eye of the Storm Lord.
   You gain immunity to the frightened condition. Whenever 
  you would be reduced to 0 hit points because of damage 
  inflicted by a creature, you are reduced to 1 hit point instead, 
  and you gain advantage on all attack rolls, ability checks, 
  and saving throws until the end of your next turn. Once this 
  happens, you can’t gain this benefit again until you finish a 
  long rest. 
  
  87
  In the Kingdom of the Lord
  The Storm Lord is a beautiful bringer of devastation and 
  climactic change. The world, when it arrives, is very different 
  from what remains after it has departed. Its coming is rarely 
  a surprise to those gifted with prophecy, though it is not 
  always as destructive as it could be. On occasion, the storms 
  are simply endless rains that may drown the unwary and the 
  ill-prepared. To those in distant lands, the Lord heralds the 
  end of droughts and the beginning of a new era. In the silence 
  after the Lord passes in all of its fury, those who remain begin 
  to recover. The heraldic that they find in place of those who 
  they thought dead are grim reminders of the eldritch nature 
  of the Lord of Storms, and an ever-present notice that war is 
  inevitable and that blood will fall like rain.
  Cults of the Black Sky
  Individuals who are dissatisfied with the current order of 
  things are the most likely to join with a cult to the Storm Lord. 
  These shadowy groups practice dark magics and unusual 
  rituals designed to stir the populace of the region into a panic. 
  The result will bring heroes from far and wide, all seeking to 
  bring about the downfall of these malfeasant cultists. Once 
  the heroes are gathered, the cult will begin to perform a ritual 
  known as the Summoning of the Black Sky, which calls to the 
  void between worlds in an effort to attract the Storm Lord’s 
  attention. If they are successful, their master arrives and 
  brings the tempest in it wake, slaying the heroes that have 
  gathered and sending them to join with the Storm Lord’s 
  kingdom in the sky.
  Rite of the Stormbringer
  Within each cult to the Storm Lord there is an individual 
  known as the Herald, who is charged with speaking the will of 
  the Lord to its disciples. The Heralds must perform the Rite of 
  the Stormbringer to advance to this title, but few are blessed 
  with the mantle. To gain this, they go to the highest point 
  within the land. There, the initiate is stripped, beaten, and 
  dangled from the precarious perch by rope for three days and 
  three nights. Those that survive are considered worthy of the 
  attention of the Lord, and are inducted into the ranks of the 
  Heralds. Those that die are hailed as heroes, and their souls 
  are consumed by the Storm Lord.
  Encompass the Tempest
  When you decide to include the Storm Lord in your world, 
  consider how it has affected things in the past. Has it arrived 
  before now, or is this its first venture onto this plane? Does it 
  travel over civilized areas, or has it remained in the wastelands 
  far from society? The kingdom that the Lord rules over is one 
  of fallen souls kept from their normal resting place, so many 
  of the divine orders are likely to have strong opinions on it. 
  Do the deities of your world accept the Storm Lord, or do they 
  defy it? Are there forces or parties equipped to combat the 
  threat of the Storm Lord, or is it viewed as a force of nature 
  rather than something to be fought? How would a warlock 
  make a pact with the Storm Lord, if it has yet to arrive? Did 
  the pact lure the Lord to this world, or was the pact made in 
  an attempt to prevent its coming? What other titles would the 
  Storm Lord have in the cultures of your world? Is it feared 
  as the Soul-stealing Storm, or regarded as the Eye of the 
  Tempest?
  Reversing the Whirlwind
  If you’d like to change the Storm Lord to better suit your game, 
  there many opportunities to adjust it. The primary themes of 
  the Storm Lord are storms and majesty, as one might expect, 
  but it also has secondary themes of death, rebirth, souls, 
  sound, wind, light, rain, suffering, change, and sacrifice. One 
  of the simplest changes is to have a Storm Queen either as 
  a replacement or a complement to the Lord. There could be 
  many such harbingers, all powerful and unique in demeanor. 
  They could be cruel predators from the elemental planes, or 
  noble bearers of actual cities within the sky. Consider the 
  Storm Lord’s relationship to the souls of the fallen. Is it the 
  servant of a deity of death, acting as a sort of purgatory before 
  the final curtain? Is it a punishment for failure in great quests, 
  or a solemn heaven that spares the souls of the dead from 
  remembering the horrors of their lives? Are the cultists of the 
  Storm Lord an official religion, whose practices are used to 
  destroy the enemies of a kingdom, or are they feared, reviled, 
  and outcast? Consider these questions, and find answers. 
  Sounds of the Storm
  Cultists of the Storm Lord often express their devotion and 
  loyalty through the use of musical instruments, which are 
  essential to some of the more esoteric rituals of their craft. 
  They hold percussion and woodwind instruments in high 
  regard, the former because of its connection to thunder and 
  rain, and the latter for their attachment to the breeze. 
  Cimbalom of Dazd
  wondrous item, very rare (requires attunement)
  This musical instrument consists of a table-like structure 
  covered by thin metal strings that are struck with small 
  mallets to produce sound. It is decorated with symbols 
  of storms and rain. It can be shrunk to the size of a fist or 
  returned to full size by speaking a command word as a bonus 
  action. While it is deployed, you can use your action to play it if 
  you have proficiency with a stringed or percussion instrument. 
  While playing the cimbalom, you cause the effects of the 
  control weather spell, though you must continue playing the 
  entire time in order to maintain concentration upon it. While 
  you are playing this instrument, you are immune to any 
  disruptive effects or damage caused by the weather.
  Fujara of the Eye
  wondrous item, very rare (requires attunement)
  This flute-like instrument as tall as a human, and produces 
  a windswept, meditative sound. When played by someone 
  with proficiency in a woodwind instrument, it is especially 
  powerful. You can call upon the magic within it as an action 
  while playing it to cast aid as a 5th level spell. The magic 
  cannot be used again until the next dawn.
  Kaba Gaida of Nevihta
  wondrous item, very rare (requires attunement)
  This bagpipe-like instrument was made using the bones 
  and organs of a blue dragon. It can be played if you have 
  proficiency in a woodwind instrument. While you are playing 
  it, spells that you cast that would deal lightning or thunder 
  damage are cast as though using a spell slot one level higher 
  than the level actually used. Additionally, you can cast gust 
  of wind at will without using a spell slot. Charisma is your 
  spellcasting ability for this spell. 
  
  88
  The Judge and Executioner
  Across the multiverse, there are countless worlds and 
  disasters, villains and heroes, angels and demons, champions 
  of chaos and soldiers of law. Yet, this is not a static thing. 
  Worlds may fall into ruin or rise into splendor by the will 
  of their inhabitants, striving to face down the darkness that 
  plagues them.
   However, there is one force in the universe that has 
  accepted the responsibility of maintaining the order of the 
  universe, acting to maintain the balance between worlds 
  and to ensure that one does not interfere with another. This 
  godlike being is known as the Warrior-Saint, and it stands in 
  eternal vigil over the universe.
  The Keeper of the Cosmic Balance
  The Warrior-Saint commonly appears as a humanoid, both 
  muscular and lithe, with an androgynous face that is as 
  unyielding as it is implacable. It carries with it a mighty blade 
  of star-steel, forged within the embers of a dying world, and 
  capped with the gemstone heart of that world’s deity: a token 
  of its first failure, and a weapon to punish those that would 
  seek to repeat the same unjust act. Robes woven by the finest 
  of the celestial hierarchies adorn its massive form, while its 
  armor was wrought and inscribed within the furious fires of 
  the burning hells. From its shoulders, ethereal arms rise to 
  weave in defensive spirals; a manifestation of the Warrior-
  Saint’s infinite soul.
  Passion without Emotion
  The Warrior-Saint exists as an expression of the 
  purity of will required to maintain the balance 
  within the universe. Whenever an entity that is 
  too powerful for even a deity to put down arises 
  and begins to wreak havoc, the Warrior-Saint 
  will arrive, sword in hand, to put things to right. 
  This has little to do with the goodness of cause 
  or righteousness of purpose, but instead with 
  the natural order of things. An army of angels 
  invading the pits of hell are just as likely to be 
  opposed by the Saint as the horde of fiends 
  attacking the celestial planes. The Warrior-
  Saint’s reach is not infinite, as it can only be 
  in one place at one time, and so it will recruit 
  servants and warriors to fight in defense of 
  their own rightful edifices and homes, even on 
  opposite sides of a conflict. 
  Judgment and Retribution
  The Warrior-Saint’s servants are bound by a 
  code of conduct that is inviolate, though they are 
  free to interpret it as they wish; such is the right 
  of any sentient creature. However, all yield to the 
  judgment of the Saint, for its eyes see the truth 
  of the universe without fail, cutting through 
  lies and deceit like spiderwebs before the scythe. 
  Actions they perform are recorded by scribeants: 
  small, scarab-like automatons that act as scouts 
  and watchmen for the Warrior-Saint.
  Begin the Final Trial
  The Warrior-Saint is present throughout the 
  multiverse, though more often in places of great 
  danger and discord. If the balance of a world is 
  threatened, its servants will unquestionably 
  appear. What terrible act has drawn the attention 
  of the Saint to your world? What forces has it 
  deployed to act? How have local deities and 
  planar forces responded to this intervention? 
  Are they pleased, or do they refuse assistance? 
  Are they even aware that something has 
  happened, or might they even be complicit?
  
  89
  Otherworldly Patron: 
  The Warrior-Saint
  You’ve made a pact with the Warrior-Saint, one of the great 
  champions of the multiverse. This ancient being acts as an 
  enforcer of the cosmic balance - law and chaos, good and 
  evil. It is the agent of the forces of creation and destruction 
  that act upon the world, and is more akin to a supernatural 
  phenomenon than a god or demon. The Warrior-Saint 
  grants objects and boons of terrible power crafted during the 
  creation, as well as the strength to enforce your own morality 
  and philosophy in the eternal conflict that spans between 
  the planes. In exchange, it watches through the eyes of its 
  servants, and uses them as guardians of its treasures.
  Expanded Spell List
  The Warrior-Saint 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.
  Warrior-Saint Expanded Spells
  Spell Level
  Spells
  1st
  defiant smite*, detect evil and good
  2nd
  enlarge/reduce, enhance ability
  3rd
  irreversible smite*, protection from energy
  4th
  mark of objection*, stoneskin
  5th
  angelic rebuke*, punishing smite*
  Blind Justiciar
  At 1st level, your connection to the Warrior-Saint has granted 
  you the ability to see through the imbalance of both order and 
  chaos. Whenever you would normally make an attack roll, 
  ability check, or saving throw with advantage, you can choose 
  to twist the scales of reality. Roll three d12’s. The die roll 
  result equals the sum of the two highest d12 rolls. You cannot 
  critically hit when you do this.
  Treasures of Past Ages
  At 6th level, your Pact object or familiar is granted power 
  from the Warrior-Saint. You gain one of the following benefits 
  depending on your Pact Boon feature:
  • Pact of the Blade: You gain proficiency in medium armor 
  and shields. Whenever you are targeted with a spell while 
  wielding your Pact weapon, you can use a reaction to 
  make a Charisma saving throw against the caster’s spell 
  save DC. If you succeed, the caster must choose a different 
  valid target or lose the spell. This does not protect you 
  from spells that target an area, like fireball.
  • Pact of the Chain: At the start of your turn or at the start 
  of your familiar’s turn, you can use your reaction to 
  magically teleport, switching places with your familiar or 
  moving one of you to a location within 5 feet of the other.
  • Pact of the Tome: Whenever you are attacked, you can cast a 
  spell or cantrip with a range of “self” as a reaction before 
  the attack’s result is revealed.
  You can use the reaction granted by this feature twice, and 
  these uses recover whenever you finish a short or long rest.
  Hands of the Saint
  At 10th level, two ethereal arms of the Warrior-Saint manifest 
  from your back at your whim. These hands can perform 
  somatic components for spells, but cannot wield weapons, 
  equip shields, or grapple creatures. You can always use your 
  Blind Justiciar feature when making a Strength saving throw 
  if you do not having disadvantage, causing the Saint’s ethereal 
  hands to aid your efforts. Once you do this, you can’t do so 
  again until after the start of your next turn.
  Guardian of Balance
  At 14th level, your patron accepts you as a disciple of the 
  eternal law, and gifts you a treasure of its own creation. You 
  gain one of the following benefits depending on your Pact 
  Boon feature:
  • Pact of the Blade: Whenever you cast a cantrip while 
  wielding your Pact weapon, you can make a single 
  attack with it as a bonus action. Additionally, you gain 
  proficiency in heavy armor.
  • Pact of the Chain: Your familiar can make attacks without 
  you taking the Attack action. It gains a bonus to attack and 
  damage rolls equal to your Charisma modifier plus your 
  proficiency bonus.
  • Pact of the Tome: Whenever you’ve cast a spell that requires 
  concentration and affects only allies or yourself, you can 
  temporarily dismiss it as a bonus action. During that 
  time, it has no effect and does not require concentration. 
  You can resume the spell as a bonus action. You can have 
  only one spell dismissed at a time, and a spell that is 
  dismissed is lost if you finish a long rest.
  Eldritch Invocations
  All Else Equal
  Prerequisites: Warrior-Saint Patron, 7th level
  Whenever you cast a spell with the word “smite” in the name, 
  you can choose to have it function with any weapon attack, 
  rather than only melee weapon attacks.
  Between the Worlds
  Prerequisites: Warrior-Saint Patron, 16th level
  You can cast plane shift without expending a spell slot. Once 
  you cast this spell in this way, you cannot do so again until 
  you finish a long rest.
  Broken God’s Blade
  Prerequisites: Warrior-Saint Patron, Pact of the Blade feature
  You can create a weapon of polished star-steel capped with 
  a shining gemstone using your Pact of the Blade feature. 
  Whenever you strike a creature with this weapon, you can 
  choose to unleash a wave of magical force to push the target 
  up to 10 feet directly away from you. You can choose to use 
  your Charisma modifier for attack and damage rolls with this 
  weapon.
  Scripture of Natural Law
  Prerequisites: Warrior-Saint Patron, Pact of the Tome feature
  You can cast zone of truth once without expending a spell slot. 
  This use recovers whenever you finish a short or long rest. You 
  automatically succeed on saving throws against this spell.
  
  90
  Servant-Priests
  Prerequisites: Warrior-Saint Patron, Pact of the Chain feature
  While you have a scribeant swarm as your familiar, it gains 
  additional maximum hit points equal to your warlock level, 
  and you gain advantage on Investigation and Perception 
  checks.
  Titanic Might
  Prerequisites: Warrior-Saint Patron, 11th level
  Your body flows with righteous power. You count as one size 
  larger for the purposes of grappling and encumbrance, and 
  you gain immunity to falling damage and damage from being 
  forcibly moved.
  Will of the Saint
  Prerequisites: Warrior-Saint Patron
  You can choose to have your AC equal 13 + your Strength 
  modifier, as the robes of the Warrior-Saint cover your armor 
  and flesh to protect you from harm. A shield’s benefits apply 
  as normal. Additionally, you can bypass the effects of the 
  nondetection spell as the Saint’s impartial gaze comes more 
  easily to you.
  Details of the Pact between the 
  Warrior-Saint and  
  Archpriest Isaura
  The signatory henceforth agrees to act in accordance with the 
  wishes of the Saint until the conclusion of this contract. The 
  wishes are as follows: The signatory shall destroy both fiends and 
  celestials that trespass upon the sacred ground of the Temple. The 
  signatory shall judge the living mortals within this plane in a fair 
  and just manner. The signatory shall make responsible use of the 
  treasures granted to them. The signatory shall not consort with 
  fiends, celestials, or other extra-dimensional entities except in 
  appropriate cases, which are as follows....
  ..... I hereby do proclaim and declare that I shall follow the 
  written, spoken, and unspoken intention of this binding 
  document, lest my soul be forfeit:
  Archpriest Isaura of the Seventh Temple
  Traits of the Disciples of the Saint
  The strain of containing the power of the Warrior-Saint takes 
  a toll upon the body and the spirit. Only those who have fully 
  embraced the pact they have sworn or the oaths that they have 
  taken can withstand the power of personified judgment, but it 
  can be done with sufficient will. Consider adding one or more 
  of these traits when creating a warlock or after destroying the 
  enemies of balance in the Saint’s name. 
  d20
   Trait 
   1  
   You enjoy discussing the nature of law. 
   2  
   You judge others harshly for their flaws. 
   3 
   You hold even deities in contempt. 
   4 
   You greatly enjoy slaying the wicked. 
   5 
   You view most people as beneath you. 
   6 
   You seem to occupy a larger space than you should. 
   7 
   You do not speak, you declare. 
   8 
   You tend to avoid strong displays of emotion or 
  affection. 
   9 
   You do not ask. You demand clarification. 
   10 
   You enjoy making contracts with others. 
   11 
   Your skin has wisps of ethereal light coming from 
  it. 
   12 
   Your eyes become a steel gray color. 
   13 
   Your blood is silver, like mercury. 
   14 
   Your skin is unnaturally smooth.
   15 
   Clothing or armor you wear for long periods of 
  time becomes inscribed with legal codes. 
   16 
   Your forehead is marked with a glowing tattoo. 
   17 
   Your face is eerily symmetrical. 
   18 
   Your shadow is always cast directly underneath 
  you. 
   19 
   When you cast a spell, your eyes glow with a blue 
  light, and radiant power pours from your fingertips. 
   20 
   Your voice can be clearly heard even in disruptive 
  conditions, as though you were a judge delivering a 
  verdict to a silent courtroom. 
  I bear witness to these writings. They speak truth, and thus will be 
  allowed to continue. Take care that they do not fall into the wrong 
  hands. If they do, you will be held responsible for the consequences 
  of your failure. Order must be maintained, but even chaos has 
  order. Look into your heart, and see the truth with clear eyes. 
    It is only there that you will find justice. 
   The freedom to choose must be 
    maintained, for without it, 
    life is meaningless.
  
  91
  Sacred Oath: 
  Oath of Judgment
  You have sworn to balance the cosmic scales of the universe, 
  following in the footsteps of the Warrior-Saint, an immortal 
  justiciar who fights to maintain order and balance between 
  the infinite planes. Those who take this oath are forever bound 
  to fight and slay creatures that go against the order of the 
  cosmos, such as fiends that would seek to destroy the heavens, 
  or angels that hunger to purify the hells. Otherworldly entities 
  such as the ever-conflicting Alrisen often attract the attentions 
  of these justiciars, who work to support the losing side so that 
  the world will not be destroyed by their conflict, and so all 
  mortal individuals will retain the right to choose instead of 
  being forced to obey the unconscious desires of greater beings. 
  If a conflict arises that cannot be contained by words alone, it 
  is your task to decide the outcome. You are the judge and the 
  executioner, and the world is your courtroom. All shall rise in 
  your honor, and all shall fall by your hand.
  Tenets of Judgment
  The tenets of the Oath of Judgment are commonly witnessed 
  by a scribeant swarm, which records the event in perfect 
  clarity for review by the Warrior-Saint itself. This oath holds 
  the following four ideals above all others:
  Know the Truth: Always seek a full understanding of the 
  reality of the situation, and let no illusions stand before your 
  impartial gaze.
  Destroy the Guilty: Order must be maintained, and enforced 
  without exception. There will always be another villain to 
  replace this one.
  Maintain the Balance: Angels and demons, fey and nightmares 
  from beyond the planes all must heed the order of the cosmos. 
  Defiance is death.
  Harmonize the Scales: Sometimes, there is no enemy before 
  you. Work to undo the damage done by the accused.
  Oath Spells
  You gain oath spells at the paladin levels listed. 
  Oath of Judgment Spells
  Paladin Level
  Spells
  3rd
  detect evil and good, hellish rebuke
  5th
  calm emotions, zone of truth
  9th
  bestow curse, blink
  13th
  banishment, dimension door
  17th
  dispel evil and good, legend lore
  Channel Divinity
  When you take this oath at 3rd level, you gain the following 
  two Channel Divinity options.
  As Above. As a bonus action, you can use your Channel 
  Divinity feature to call down cosmic fire from the higher 
  planes to burn away at a creature you can see within 30 feet of 
  you. The target must make a Charisma saving throw against 
  your paladin spell save DC. If it fails, it takes radiant damage 
  equal to 10 + your paladin level and become immersed in an 
  ethereal light, preventing it from taking the Hide action or 
  being invisible for one minute.
  So Below: As an action, you can use your Channel Divinity 
  feature to summon the corrupted vigor of the lower planes to 
  lend power to your voice. Each fey, celestial, and aberration 
  within 30 feet of you must make a Wisdom saving throw. On a 
  failed save, the creature is turned for 1 minute.
   A turned creature must spend its turns trying to move as 
  far away from you as it can, and it can’t willingly move to a 
  space within 30 feet of you or take reactions. For its action, it 
  can use only the Dash action or try to escape from an effect 
  that prevents it from moving. If there’s nowhere to move, the 
  creature can use the Dodge action. 
   If the creature’s true form is concealed by an illusion, 
  shapeshifting, or other effect, that form is revealed while it is 
  turned.
  Aura of Censure
  Beginning at 7th level, the powers of the servants of 
  otherworldly entities wither before your impartial gaze. Spell 
  attacks targeting allied creatures within 10 feet of you are 
  made with disadvantage.
  At 18th level, the range of this aura increases to 30 feet.
  From Whence You Came
  Starting at 15th level, whenever you hit a creature with a 
  melee attack and activate your Divine Smite feature, you can 
  choose to push the creature up to 15 feet directly away from 
  you.
  Cosmic Executioner
  At 20th level, you finally understand that the Warrior-Saint 
  was once a mortal paladin like you who had taken the same 
  oath you did. As an action you can channel its power, causing 
  the Saint’s ethereal hands to manifest from your back. For one 
  minute, you gain the following benefits:
  • You gain resistance to all damage
  •  Damage you deal ignores resistances and immunities.
  •  If you would be affected by a spell of 5th level or lower 
  that deals damage, you can use your reaction to cast the 
  spell without expending a spell slot.
  • When you could move, you can choose to teleport an 
  equal distance instead.
  I saw the Saint once. It was across a battlefield filled 
  with fiends and Alrisen as we fought a great war against 
  a tyrant, and it was like nothing I’ve ever seen. Whenever 
  a spell would be about to strike the ground, the Saint would 
  appear in a shimmer of light, grasp the spell with one of 
  those ethereal hands, and hurl it back at the caster. Then 
  it would appear next to them and cleave their head from 
  their shoulders. I almost decided to give up on magic after 
  watching that. At least it was on our side! 
  -Sylvette
  
  92
  Justiciar of the Cosmos
  The Warrior-Saint is considered by many to be the most 
  powerful of the Alrisen, simply because of its position as the 
  enforcer of cosmic balance. When other Alrisen gather to 
  wage war upon one another in a way that would threaten the 
  stability of the natural order, the Warrior-Saint will step in 
  to restore the status quo. The fiends of the lower planes and 
  the forces of chaos are punished just as harshly as the celestial 
  concordant and the mechanical servants of pure law, in 
  worlds protected by the Warrior-Saint.
  Perfect Balance
  The Warrior-Saint was once a mortal warrior who fought 
  endlessly against the forces of injustice. Countless devils and 
  demons fell before his blade, dying with screeching cries 
  before the unstoppable force of the warrior. Evil of all stripes 
  rose to harry and antagonize the warrior, but the warrior did 
  not falter, and pressed ever-further into the cruel darkness. 
   Eventually, when he reached the heart of chaos and cruelty 
  upon his world, the warrior was approached by an ancient 
  entity of unimaginable cruelty and power. The fiend warned 
  the warrior that if it was exposed to the light of the sun, the 
  heavens themselves would not stand for this offense, and that 
  the celestial armies would destroy the world and the gods that 
  ruled over it with such disregard for their duties. The warrior 
  believed the fiend to be speaking falsely, firmly believing in 
  the justice of angels. They fought, and the fiend was even 
  more powerful than the warrior could have ever imagined. 
  In desperation, the warrior lured the enraged fiend into the 
  sunlight, and bore witness to what followed.
  Holy Destruction
   The abomination had spoken truth. Furious that such a 
  foul entity could stand before the light of the stars without 
  divine intervention to stop it, the angels of the higher heavens 
  descended upon the world, bringing destruction and ruin 
  to the entirety of the planet. They slew the deity responsible 
  for the management of the world, claiming that goodness 
  and law could not abide such heretical incompetence. The 
  warrior survived by virtue of his incredible strength and the 
  indifference of the celestial armies, and wept over the corpse 
  of the deity that he had followed. 
   Overcome with grief, the warrior swore the oath of a true 
  saint: to uphold balance and justice, judging both law and 
  chaos, good and evil, without regard to their intentions. The 
  warrior took the heart of the fallen god and using all of his 
  skill, he forged weapons and armor within the core of the 
  dying world, scavenging from the corpses of fallen angels and 
  fiends to complete his work.
  A New Beginning
  Bearing armor forged from hellish steel and robes taken from 
  the bodies of angels, the warrior strode forth into the light 
  and challenged the forces that had brought such suffering and 
  punishment to a world undeserving of their wrath. The angels 
  above laughed, asking how a mortal could hope to stand upon 
  a dead and broken world to speak of justice. 
   Sword in hand, the warrior’s eyes grew cold and merciless. 
  Empowered entirely by his own faith in true justice, the 
  warrior saw the disharmony in the angelic forces. 
   They disrupted the righteous order of the world in their 
  victory, taking choice away from the hands of mortals. 
   They would be punished.
  The Dawnless War
  The warrior moved with precision and grace, cutting 
  down the angels before him. The god-heart attached to his 
  blade thrummed with a lust for revenge, and the demonic 
  inscriptions of the warrior’s armor feasted eagerly upon the 
  blood of the angels. The celestial forces fell into disorder, 
  seemingly incapable of harming the warrior. The robes of 
  archangels provided the warrior with immunity to the radiant 
  bursts of power the lesser celestials unleashed, though the 
  world was torn ever-more asunder with each volley.
   Within the course of one night, the unstoppable warrior 
  slew an entire army of angels. The higher deities could only 
  watch in dismay, for the actions were taken by the free will 
  of a mortal, and thus could not be directly interfered with. 
  Evil and chaos reveled in the display, and fiends boiled forth 
  from the ground. The weaker among them bowed before the 
  warrior, begging to be led to the high heavens to continue 
  their war. The stronger fiends offered enticing bargains 
  and requests for loyalty, and they promised any number of 
  unspeakable things to the warrior.
  The Warrior-Saint
  With eyes like steel, the lone survivor upon a dead world 
  stared at the suffering around him. Wretched fiends feasted 
  upon the flesh of the fallen mortals and angels alike, while 
  laughing and harvesting the bones of their kin to make new 
  weapons for their eternal war. The warrior knew that if he 
  agreed, and fought against the heavens, the light would fall. 
  Every world across every plane would be destroyed by the 
  wicked hordes, and the mortals that did survive would be 
  enslaved and deprived of their freedom to choose.
   Thus, the Warrior-Saint stood firm, and denied the fiends 
  their requests and demands. It declared itself an arbiter in the 
  eternal struggles between greater beings, for it believed in the 
  right for all mortals to define themselves and act according to 
  their own will. The fiends screamed with rage and fell upon 
  the Saint, clawing and biting and unleashing eldritch magic 
  the likes of which has never been seen.
  Arbiter of Balance
  With pure defiance and determination, the Warrior-Saint 
  fought against the fiendish hordes. Even a blade forged with 
  the heart of a god was not enough, and so the Saint changed 
  with an act of will. It grew taller and stronger, glowing with 
  radiant power fed to them by the blood of the fallen angels. 
  Hands of spiritual light emerged from its back as it fought, 
  unleashing spells that made the ground quake and the earth 
  crack. Archfiends and nightmarish horrors stood before the 
  Warrior-Saint, and all fell to the unceasing onslaught. 
   For every fiend slain, another was banished forever back to 
  the foulest pits, sent screaming there by the forceful will of 
  the Warrior-Saint. In the end, the sun rose on a broken world. 
  Thousands of island-sized pieces floated through the void 
  between the stars, and the fiery core within was exposed to the 
  chill of the eternal blackness. The Warrior-Saint looked on, 
  blade in hand, and swore an oath for all eternity:
  “Never again.”
  
  93
  Honoring the Saint
  The Warrior-Saint can easily fit into your game in its current 
  form, but you may wish to modify or customize it to better 
  suit your needs. When including the Saint as it is presented 
  here, answer some of the following questions to determine 
  how it fits into your world:
   Does the Saint have stalwart allies or archenemies? If so, 
  who are they, and why do they feel the way they do about the 
  Saint? How would divine powers react to the presence of the 
  Saint on their world? What would other Alrisen or similar 
  forces do if the Saint came to wage war upon them, and how 
  does the presence of the Saint change their plans? Does this 
  make them more cautious, causing them to use warlocks and 
  other mortal champions as pawns in a great struggle over 
  power, or do they respond in force? Are any strong enough to 
  defeat the Saint alone, or would these great powers have to 
  work together to disrupt the balance?
  Reworking the Warrior
  If you’re interesting in changing the Saint to suit your world 
  or game, one of the easiest places to start is in its appearance. 
  Is the Warrior-Saint masculine, as depicted here, or was it 
  feminine before its ascension? Do terms like these even apply 
  to a force of pure willpower and justice embodied? Does the 
  Saint appear as a being of pure light, mixed with swirling 
  shadow, or might it look to be orderly crystalline shards 
  swirling in a chaotic spiral, shaped into a humanoid form?
   When you change the Saint’s appearance, you can also take 
  the opportunity to give it personality and goals beyond justice. 
  The Saint was once a mortal, so how does that play into its 
  world-view and beliefs about the universe? The Saint depicted 
  here considers good, evil, law, and chaos to be forces that must 
  be kept in check so that greater harm is not done.
   If you’d like to make the Saint fulfill a more benevolent 
  role, consider making it an angel, deity, or other servant of the 
  higher powers, and let it act as a judge of the many dark forces 
  that threaten the multiverse beyond the eyes of mortals. If 
  you’d like to have it take on a darker cast, perhaps give it a goal 
  of decimating all life equally, so that a singular authority can 
  be established.
  Disrupting the Courtroom
  If you’re looking to really go beyond the Saint, consider 
  re-imagining it as something vastly different. Perhaps it is 
  a collector of ancient magical artifacts, and it offers them to 
  heroes in exchange for services or treasure. It could be an 
  entire group of individuals, led by a number of higher justices. 
  It could be a semi-sentient court of cosmic law, similar to the 
  Eternal Citadel in practice, or it could be a legal document 
  signed by the gods themselves.
  Disciples of the Saint
  The Warrior-Saint is engaged in a near-constant conflict 
  against every force in the cosmos, trying to maintain a 
  semblance of balance and peace so that the mortal races 
  can live and choose how to act without constant outside 
  interference. The Saint cannot be everywhere at once, 
  however, and so it will appoint champions and servants to 
  maintain order while it is gone. Cultures who have interacted 
  with the Warrior-Saint and survived the conflict that 
  summoned it often revere it as a guardian or patron saint. 
  Individuals who serve the Saint as warlocks create binding, 
  contractual oaths designed to lead them on the path to 
  becoming aligned to the cosmic balance. The Warrior-Saint, 
  while technically immortal, expects that one day another 
  mortal will have to rise to replace it. It is possible that there 
  have been countless Saints over the endless ages, maintaining 
  the balance and allowing the mortal races and lesser deities to 
  continue to exist and grow.
  Treasures of the Saint
  The Warrior-Saint is a maker of things, skilled in both 
  creation and destruction in equal measure. The creatures that 
  it has fought and defeated have also held terrible artifacts, and 
  it has claimed them to distribute among those that it feels are 
  worthy of such power. Here are some of the most noteworthy:
  Ancient Heart
  wondrous item, legendary
  This is the heart of an elder being, pulsing with eldritch power 
  and quivering with unnatural intent. You can consume it 
  as an action. Roll a d6. You can increase one of your ability 
  scores by a number of points equal to half the result, ignoring 
  maximum limitations. If you roll a 1, you die, your corpse is 
  transformed into an unspeakable creature of CR 20 or greater, 
  and you cannot be resurrected.
  Angelic Robes
  wondrous item, very rare (requires attunement)
  These robes can be worn over armor, and are embroidered 
  with celestial script. Whenever you would take radiant 
  damage, you can use your reaction to negate the damage and 
  gain half as many temporary hit points instead.
  Fiendish Bracers
  wondrous item, very rare (requires attunement)
  These paired bracers are covered in otherworldly runes. 
  Whenever you are exposed to an effect that would cause you to 
  be frightened, you can use your reaction to become immune 
  to the frightened condition. If the source of the effect is 
  another creature, it must make a DC 15 Wisdom saving throw 
  or be frightened until the end of its next turn.
  Qanun of Order
  wondrous item, very rare (requires attunement)
  This 79-stringed instrument is marked with a scroll and an 
  animal-headed deity. While you are playing it, any creature 
  that can hear it that speaks without your permission or 
  knowingly tells a lie takes 1d8 psychic damage after finishing 
  their sentence.
  Sorrowful Ney
  wondrous item, very rare (requires attunement)
  This flute-like instrument was once played by the Saint during 
  a quiet moment after the destruction of their world. As an 
  action while playing it, you can create an illusion of a memory 
  you have. The illusion occupies a 15-foot cube, and it can 
  produce sounds. You cannot alter the memory, only show it.
  World-Walker’s Sandals
  wondrous item, very rare (requires attunement)
  These gladiator sandals are covered in the hieroglyphics of a 
  dead civilization. Whenever you take the Dash action, you can 
  choose to teleport up to your speed. You can only do this once 
  per turn.
  
  94
  
  95
  The Bane of All Truth
  In the beginning, the world was created. Many argue about 
  how this was done, but most accept that it was the actions 
  of the gods themselves that led to the creation of life upon 
  the Material Plane. However, there is one being that was not 
  created deliberately by any deity, and was not spawned upon 
  some far and god-forsaken plane. Instead, it is a creature born 
  when the forces responsible for the creation of the world acted 
  with deceit for the first time. Those who delve deep into the 
  ancient texts call this creature the Weaver of Lies, describing it 
  often as the trickster responsible for the terrible conflicts and 
  destructive wars that arise from mistrust and suspicion.
  The Great Deceiver
  The Weaver of Lies is often depicted as a massive spider-
  like creature with an eerily human mouth and a long, 
  nightmarish tongue. Webs of spider-silk and woven shadow 
  adorn its purplish chitinous body, and religious symbols hang 
  blasphemously from those tattered threads. Its golden-green 
  eyes glare unblinking at those that stand before it, dull and 
  remorseless in the subtle light of its lair. Barbed spines grow 
  from its back and head, forming a twisted crown that seems 
  a mockery of any true regalia. Those who have heard it speak 
  are said to describe its voice as wholesome and trustworthy, 
  despite the obviously deceptive source. Some who have spoken 
  to the Weaver have described it akin to a person draped in 
  a spiderweb cloak, without skin or bone beneath. Instead, 
  an endless horde of skittering spiders move and stand in the 
  shape of a man or woman, with a cruel visage made from the 
  arachnids staring forth from beneath the ever-raised hood. Of 
  course, this form is likely a mere facade in order to disturb or 
  comfort the mortal viewer, for the true form of a liar such as 
  this can hardly be determined.
  Spawn of the First Falsehood
  Many scholars, both arcane and religious, argue over what 
  could be considered the first “true” lie. Only the Weaver itself, 
  the deity that spoke the falsehood, and those who have sworn 
  their service to the Weaver can honestly claim to know the 
  truth. The Weaver exists because that lie is what spawned it, 
  small and alone, lying in wait in a forgotten place deep within 
  the earth. A single falsehood soon begets more, however, and 
  so the Weaver’s webs grew more numerous and complex, 
  growing up through the cracks under the world. When they 
  touched the surface, and the Weaver saw the races that dwell 
  upon the landscape, it grinned with glee, whispering of plans 
  upon plans, wheels within wheels, and webs within webs. 
  There was a tapestry to be woven, and a grim portrait to depict. 
  Thus it called to its children, the spiders that it sees as servants 
  and spies, and began its great and terrible work.
  A Vengeful Creation
  Those who have studied the lore surrounding the Weaver of 
  Lies seem to agree upon one fact about this dark entity: it is 
  the enemy of the gods themselves. It intends to destroy them, 
  exacting a punishment upon these powerful deities for the 
  crime of its own birth. It is a being filled with sly and subtle 
  hatred for all of the higher powers that created the world, 
  thinking them villains in a plot of its own devising. It holds 
  the gods of evil and deceit in contempt, viewing them as fools 
  for continuing to speak and fuel its power, while considering 
  gods of good and justice as hypocrites, knowing that by their 
  own creation of the mortal races, they have contributed 
  directly to the making of those creatures that are capable of 
  the infinite creation of lies and deceptions. The Weaver is 
  empowered by these deceits, according to the scholars and 
  preachers of divine law, but even they do not know if their 
  statements are true.
  Reality and Incomprehension
  The Weaver is more than just a liar: it is a lie. Everything about 
  it is fake and false, even when it is true. This is often difficult 
  for mortal minds to begin to grasp, but at a fundamental level, 
  it remains. The Weaver does not obey the laws of the universe, 
  because to it, those laws are lies. It defies them, it breaks 
  them, and it rewrites them in accordance with its plans and 
  wishes. It is the equal to the deities that it hates, and is only 
  kept in check by the eldritch forces and older, darker powers 
  that exist on the edges of reality. It is a made thing, but also a 
  maker, twisting the corners of truth into spiraling shadows 
  that it weaves once more into lies. Of all the Alrisen, the 
  Weaver is among the most dangerous. When it is involved in 
  anything, it is pulling all of the strings.
  The Puppet-master
  The Weaver of Lies is often thought of as a puppet-master, 
  manipulating events unseen while being in control of both 
  the hero and villain. When it directly intervenes, identifying 
  a falsehood becomes almost impossible. Those who have 
  interacted with the Weaver directly often become paranoid, 
  claiming to see its eerie hands in everything and its strings 
  on everyone. Friends and family members are just false tools 
  created by the Weaver to push the victim down a particular 
  path, but what if defying that path is actually what the Weaver 
  really wants? How could one know? What if both paths lead to 
  the feared fate, and the choice is simply an illusion crafted by 
  this horrible nightmare? Such thoughts lead to madness, but 
  how would one convincingly prove them false?
  Call to Regret
  The Weaver of Lies is not commonly sought willingly. The 
  rare few who do desire to make pacts with this eldritch entity 
  are those that wish to no longer know the truth. Betrayers 
  and murderers, torturers and liars who have seen the harm 
  they have caused and rejected the outcomes will go and kneel 
  before the Weaver, begging to have their memories taken 
  and their minds filled with doubt so they may deny the 
  consequences of their actions. Victims of horrible fates will 
  stand before the Weaver and smile as their past afflictions 
  become little more than another bad dream, something that 
  need not trouble them any longer. Warlocks of the Weaver lie 
  to themselves as much as they lie to others. There is a pride in 
  their blackened hearts, to see the truth, reject it, and weave a 
  new one. The Weaver’s webs are everywhere, and it will create 
  a reality that is universal: one where everything is a lie.
  
  96
  Otherworldly Patron:  
  The Weaver of Lies
  The speech of a god is the act of creation itself, but what 
  happens when the gods lie? The small accumulated deceptions 
  come together, forming a creature of webs and treachery, lies 
  and deceit. The Weaver, it is called, but it is a being woven 
  from the lies of the gods themselves. Its influence is felt each 
  day, in the small comforts one tells oneself to the greatest of 
  blasphemies against the divine concordant. Spiders toil in 
  service to the Weaver, and you’ve joined them in your lust for 
  power or desire to forget.
  Expanded Spell List
  The Weaver of Lies 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.
  Weaver of Lies Expanded Spells
  Spell Level
  Spells
  1st
  alarm, spider’s kiss*
  2nd
  silence, web
  3rd
  nondetection, shadow toxin*
  4th
  compulsion, phantasmal killer
  5th
  modify memory, insect plague
  Poisoned Mind
  When you forge this pact at 1st level, your patron teaches you 
  the first lie ever told. You gain proficiency in the Deception 
  skill, and you gain temporary hit points equal to your 
  Charisma modifier whenever you make a Deception skill 
  check while you are not in combat.
   Also, whenever you cast a spell of 1st level or higher that 
  affects one or more hostile creatures, you can use a bonus 
  action to force one of the targets of the spell to make a 
  Constitution saving throw. If the creature fails, it is poisoned 
  until the end of your next turn.
  A Touch on the Web
  At 6th level, you learn to summon the slaves of the Weaver 
  to extract vengeance. Whenever you take damage from a 
  melee attack, you can use your reaction to summon a horde 
  of spiders to cover your attacker, biting and tearing into 
  them. The target takes magical piercing damage equal to 
  your warlock level and must make a Constitution saving 
  throw against your warlock spell save DC. If they fail, they are 
  poisoned for one minute. While they are poisoned, they are 
  also frightened of you. They can repeat their saving throw at 
  the end of each of their turns, ending the effects on a success.
   Once you use this feature, you can’t do so again until you 
  finish a short or long rest.
  Trickster’s Dance
  At 10th level, you can deceive even the fabric of reality. You 
  cannot suffer disadvantage on saving throws. Additionally, 
  you can cast mislead without expending a spell slot. Once you 
  do so, you cannot do so again until you finish a long rest.
  Sinful Puppeteer
  At 14th level, your blood flows with poison, and your hands 
  dance upon a loom of false spidersilk. You gain immunity to 
  poison damage and the poisoned condition. 
   As an action, you can attempt to magically ensnare and 
  control the actions of a creature that you can see within 60 
  feet of you. The target must make a Wisdom saving throw 
  against your warlock spell save DC. If they fail, the creature 
  is caught in your web of lies. During any of your turns, you 
  can use a bonus action to take total and precise control of any 
  one creature that you have ensnared using this feature. While 
  you are controlling the target, you can perceive through their 
  senses. 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. The creature remains completely unaware 
  that you have acted upon it, and feels certain that any actions 
  it performed were of its own free will. Once you control the 
  creature once, your hold over it is broken. 
   Once you use this feature, you can’t do so again until you 
  finish a long rest.
  Eldritch Invocations
  Acolytes of the Arachnid
  Prerequisite: Weaver of Lies patron, Pact of the Tome feature
  Whenever you finish a short or long rest, you can perform a 
  weaving ritual over the course of 10 minutes. When you finish, 
  you can touch a number of creatures equal to your Charisma 
  modifier. These creatures become immune to the web spell 
  and natural webbing, and climbing costs them no extra 
  movement while the creature is touching a web. This lasts 
  until that creature finishes a short or long rest.
  Assassin in the Dark
  Prerequisite: Weaver of Lies patron, Pact of the Chain feature
  If you have a shade widow as your familiar, it gains additional 
  hit points equal to your warlock level. Whenever it uses the 
  Bite action, you can use your reaction to impose disadvantage 
  on the target’s first Constitution saving throw against the 
  widow’s poison.
  Binding Blast
  Prerequisite: 9th level, Weaver of Lies patron
  Whenever you cast a spell that targets more than one creature 
  and inflicts damage, you can use a bonus action to send 
  transparent webbing to bind all targets that took damage 
  from the spell. A bound target cannot move from they were 
  when you cast the spell unless they succeed a Strength 
  (Athletics) check against your warlock spell save DC at the 
  start of their next turn, which frees them from the webbing. 
  Forced movement, such as a shove, automatically breaks 
  the webbing. The webbing dissolves into dust at the end of a 
  bound creature’s turn, freeing them.
  Blasphemous Whisper
  Prerequisite: 12th level, Weaver of Lies patron
  You can now activate the Poisoned Mind feature whenever 
  you cast a cantrip that targets one or more hostile creatures.
  
  97
  Lair of the Liar
  Prerequisite: Weaver of Lies patron, 7th level
  You can cast the web spell once without expending a spell slot. 
  Once you do so, you cannot do so again until you finish a short 
  or long rest.
   Whenever you cast web and maintain concentration for 
  the full duration, you can choose to have the web become 
  permanent and impossible to dispel.
  The Silver Tongue
  Prerequisite: Weaver of Lies patron, Pact of the Blade feature
  You can create a finesse weapon made of silver and bone 
  using your Pact of the Blade feature. This weapon deals 
  psychic damage. Whenever you strike a creature with this 
  weapon, you can choose to inflict no damage. When you do, 
  the target must make a Wisdom saving throw. If they fail, 
  they are charmed by you until the start of your next turn, and 
  will not take hostile actions against you, but may target your 
  companions.
  A Prayer to a False God
  ”Oh Weaver, let what I have heard be false. Let your whispers 
  speak to the world in which I live, for I have sinned so deeply and 
  fully that even the gods themselves have turned their backs to me, 
  and cast me into the shadow. Oh Weaver, Deceiver, Great Teller 
  of Falsehoods, take me into your web that I might never see the 
  truth of my deeds ever again...”
  6th Era, author unknown
  Traits of the Spidersworn
  The blissful heresy of a servant of the Weaver comes from a 
  corruption of the mind and soul. Consider adding one or more 
  of these traits when creating a warlock or after spinning a 
  great web of lies in service to the Weaver. 
   d20
   Trait 
   1  
   You enjoy telling tall tales. 
   2  
   You take advantage of the gullible at every 
  opportunity. 
   3 
   You view the gods in a poor light. 
   4 
   You greatly enjoy fooling the wicked. 
   5 
   You view trusting people as tools for your use. 
   6 
   You always try to get the last word in. 
   7 
   You tend to talk in circles. 
   8 
   You frequently reject the logical arguments of 
  others. 
   9 
   You do not tell, you imply. 
   10 
   You enjoy betrayal, even against yourself. 
   11 
   Your skin has long barbed hairs growing from it. 
   12 
   Your eyes become a reflective black. 
   13 
   Your blood is yellow, like the ichor of an arachnid. 
   14 
   Your skin is an unhealthy hue. 
   15 
   Clothing or armor you wear for long periods of 
  time becomes covered in spider web insignias. 
   16 
   You grow additional eyes on your forehead. 
   17 
   Your facial proportions seem somehow off. 
   18 
   Your shadow is always cast directly towards the 
  nearest light source. 
   19 
   When you cast a spell with a verbal component, 
  shadows shaped like spiders crawl from your 
  mouth and rush to cover your hands. 
   20 
   Your body is covered in thin chitinous plates. 
  Before I traveled with Xandith and his 
  companions, I was an arcane researcher studying 
  at the behest of a tyrant. Apparently my rivals 
  at the academy set me and my team up, sending 
  us unwittingly into the lair of one of the Weaver’s 
  many children. We were captured, and it feasted 
  upon our magical energies. My fellows died. It 
  dragged me around like a puppet, forcing me to cast 
  destructive magics at X and his friends while it 
  hid, invisible. Luckily, they slew the creature and 
  spared my life. Spiders boiled forth from the corpse 
  of the massive nightmare, and formed into the shape 
  of a cloaked figure. It spoke to us, and I believed 
  it even though I knew it to be a liar. It told me 
  that my friends were alive, back in the lair. It told 
  me that I was responsible for what had happened. 
  It told me I should beware those who saved me. 
  I became paranoid, distrustful of even my own eyes. 
  It was only in the embrace of the Convocation that 
  I could find peace, because when you have real 
  friends, the truth doesn’t hurt. -Sylvette
  
  98
  There are many assassins, spies, and tricksters throughout 
  the endless planes who take on the motif of a spider as their 
  symbol, but you are one of the few for whom this symbol is 
  truly accurate. You’ve learned your craft from the Weaver 
  of Lies itself, an ancient creature spawned when the gods 
  first deceived one another and the mortals they surveyed. 
  Deities that hold sway over the crawling creatures of the dark 
  and guilds of assassins and spies may grant powers such as 
  these, but no matter the origin, you will take these forbidden 
  techniques to your grave. Cloaked in the faces of others and 
  bearing the deadly toxins of your teacher, you crawl along the 
  shadows at the edges of the world, hunting for secrets and 
  spinning webs of treachery.
  Tools of the Traitor
  Whenever you choose this archetype at 3rd level, you 
  discover the secrets hidden in truth and falsehood. You gain 
  proficiency in the Deception skill and with nets. 
   You can weave webs from your fingertips at will, crafting a 
  false face from magical spider silk. This acts as a disguise kit 
  which you are considered proficient with.
   Additionally, you can use a bonus action to weave your 
  webbing into a sticky 50-foot silk rope with adhesive grapple 
  or into a net. This web net has a range of 15/30 and has 
  additional hit points equal to your rogue level. You can only 
  have one such rope or net, called a web construct, at a time. 
  Creating a second web construct destroys the first one. 
  Arachnid’s Fang
  Also at 3rd level, your blades whisper with toxins and lies. 
  Whenever you use your Sneak Attack feature, you can choose 
  to change the damage type of your attack to poison. Whenever 
  you hit a creature that is restrained and change the damage 
  type using this feature, the target suffers disadvantage on 
  Strength checks until the start of your next turn. 
  Subtle Stride
  At 9th level, you learn the talents of your mentor’s small 
  arachnid slaves, and take their hidden power for your own. 
  You can move up, down, and across vertical surfaces and 
  upside down along ceilings while leaving your hands free, you 
  gain a climbing speed equal to your walking speed, and you’re 
  immune to webbing and webs created by the web spell. 
  Twitch on the Web
  At 13th level, your words and deeds ensnare others, dragging 
  them into your dark parlor. You can now throw a net as a 
  bonus action, and this does not prevent you from making 
  additional attacks. Invisibly thin strands of spider silk connect 
  your web construct nets to your body, allowing you to drag a 
  creature restrained by your net up to 30 feet directly towards 
  you, possibly holding them suspended in the air, by using an 
  action to make a Strength (Athletics) check contested by the 
  target’s Strength (Athletics) check. If you succeed, the target 
  is dragged and either knocked prone or held suspended in the 
  air below you. If you fail, your web construct net is destroyed 
  and the target is freed. 
   Your movement speed is halved while suspending a 
  creature, and when you move horizontally while holding it, 
  you can have it move with you or fall to the ground. If you 
  teleport, the target automatically falls to the ground and is no 
  longer suspended.
   You can now have a number of rope or net web constructs 
  equal to your Charisma modifier, minimum one. You also 
  count as one size larger when determining how much you can 
  lift and carry, and for the purposes of grappling.
  Skittering Nightmare
  At 17th level, your body has finally adapted to enable you to 
  move with the eerie grace of the webbed ones. You can’t be 
  knocked prone against your will. While you are prone, you 
  can move at full speed as though standing, you do not have 
  disadvantage on attack rolls, and attackers that are within 5 
  feet of you do not gain advantage on attacks against you. 
  I knew my name in the past. I was a thief I 
  think. I stole from a noble and was caught. I 
  was imprisoned and I was tortured, or so I've 
  been told. I don't really remember. All I know 
  is that there was a spider hidden in that cell 
  of mine. It was larger than it should have 
  been and it ate the rats, snaring them in its 
  web and tearing them apart before my eyes. 
  I remember the spider. It spoke to me, and it 
  told me something. I was broken at the time. It 
  stitched me back together but it took things in 
  the process. I learned things, but I think they're 
  lies. I doubt it matters. I crawled to the ceiling 
  of the prison cell and waited. My captors came 
  in, and I turned them against one another. They 
  slaughtered themselves and I laughed because I 
  know they weren't real. They were just constructs 
  made by the spider to torment me into agreeing. 
  I don't know who I am anymore. I've worn one 
  hundred faces and one thousand names, and 
  none of them are my own. I can't recognize 
  myself in the mirror anymore. I don't see anyone 
  there. I just see a former person. That's all I am 
  now.
    
   
   
   
  -Formerly Someone
  Roguish Archetype:  
  Spidertouched
  
  99
  Conspire with the Weaver
  When including the Weaver of Lies in your world, one of the 
  first things you should decide is how powerful you’d like it to 
  be. Is it incredibly strong, able to warp reality with nothing 
  more than a thought, or is it weaker, and reliant upon clever 
  artifacts or cunning plots to ensure the safety of its dark plans? 
   The Weaver can take on any form and change shape at will, 
  so you can decide how it will look whenever it manifests, but 
  the real trick is deciding how much influence it has had and 
  will have over the course of the game. What is it interested in 
  currently, and what does it want to have happen? Does it have 
  an army of assassins at its beck and call, or is it lonely, waiting 
  among its spiders for a new servant to stumble into its lair?
  Opposed by Faith
  The Weaver of Lies acts in direct opposition to the divine 
  powers that rule over the world, twisting their creations 
  against them in its quest to create a new order where all things 
  are equally false. Religious orders dedicated to seeking truth 
  are often victimized by the Weaver, who will send agents to 
  subvert them or corrupt them into seeing the world as a fluid 
  place where truth is only in the eye of the observer. 
   It pushes agendas that discredit honest folk and turn 
  neighbors against one another. It calls for unity while sowing 
  disharmony. It casts the divines as tyrants and itself as a 
  savior of mortals, claiming that the world will be a better place 
  when the only things believed are the things seen. It does this 
  because it controls what is seen, and heard, and read, and 
  felt in one’s heart. It is jealous, in a strange sense. The Weaver 
  wishes to be divine, but despises divinity. It was born from 
  falsehood, and it will grow until it can no longer be denied 
  by those that created it, for their every denial makes it that 
  much stronger. The very concept of deception itself cannot be 
  defeated with lies, after all.
   The Weaver thrives on doubt and fear and regret, and thus 
  can only be opposed by those strong in faith and hope. The 
  cruel irony of this is that those who are strong of faith and 
  hope are often the easiest for the Weaver to manipulate, as 
  any “divine” inspiration that they may receive could simply be 
  manufactured by this dire abomination.
  A Liar Until Death
  The one true vulnerability of the Weaver is its inability to 
  speak the entirety of the truth. It simply cannot do so. It will 
  always exaggerate, even slightly, when discussing real facts 
  or events. It views numbers and other mathematic concepts 
  with disdain and hatred, as it cannot contend with them. One 
  is one, after all, no matter how much the Weaver may try to 
  persuade the universe otherwise. 
   Asking the Weaver or one of its slaves the sum of a pair of 
  numbers will either cause it to react with hatred or coil about 
  in fear. It may try to persuade one that the concept itself 
  in insufficient, and that the numbers spoken of were not 
  actually the ones said. It will twist the conversation around 
  and around until the other party has been dragged back to the 
  half-truths of the Weaver’s domain, and then it will continue, 
  seeking out flaws in character and regrets from the past in an 
  effort to deride and punish the victim for their insolence. The 
  face at the end of its tongue will turn into the face of the other 
  party, and it will begin to mock and cackle madly, saying that 
  the other is the false one, created by the Weaver, and that the 
  true self sits there, having been devoured long ago.
  Beyond the Web
  If you’d like to change and customize the Weaver of Lies, 
  consider starting with some relatively simple adjustments. 
  Is it truly opposed to the divine powers, or is it subservient 
  to them? Is it actually a deity of deception and darkness? Is it 
  disguised as a deity of light and good? Does it have a gender or 
  a name beyond this title? What cultures know of it, and how 
  do they respond? A system of passwords based on numerical 
  fact could be useful for defying the servants of the Weaver’s 
  plots and schemes, so consider how a culture may implement 
  these sorts of safeguards. What would happen to one that does 
  not know of this weakness?
  Safeguards and Subterfuge
  There are many objects associated with the Weaver of Lies, 
  and with those that oppose it both openly and in secret. Here 
  is an list of several that are more commonly discovered:
  Arcanomathematic Cube
  wondrous item, uncommon
  This cube of brass is covered in numeric inscriptions. When 
  you speak the correct sequence of numbers and addition 
  signs to equal a prime constant, located at the top of a cube, 
  it produces a string of numbers that correspond to locations 
  on the exterior of the cube. When those locations are touched 
  while the equation is spoken, the cube delivers a message 
  directly to the mind of the operator, and shields them from 
  mental influence for the duration of the message. You can 
  then record a new message telepathically while touching it. 
  The cube then resets, the prime constant changes,  and the 
  numbers shift to new locations on the exterior. Operating 
  the cube takes a number of minutes equal to 5 minus your 
  Intelligence modifier, to a minimum of one action.
  balalaika of the Arachnid
  wondrous item, legendary (requires attunement by a creature 
  associated with the Weaver of Lies)
  This stringed instrument normally only has three strings, 
  but this one has twenty-four divided among its eight stems, 
  positioned in a circle so that the strings form a web over 
  the center. It is impossible to play correctly by ordinary 
  individuals, but in the hands of the Weaver’s servants, it 
  produces an eerie and unnatural tune. As an action while you 
  are playing this instrument, you can create a static illusion 
  that occupies a 100 foot cube centered on you. This illusion 
  is impossible to see through without truesight, and it can be 
  interacted with as though real. It cannot inflict damage, but 
  it can restrain creatures or otherwise impede their actions. A 
  creature can destroy an illusory restraint using their action. 
  The illusion lasts until the start of your next turn unless you 
  maintain or change it using your action at that time.
  Book of Lies
  wondrous item, uncommon
  This book is wrapped in silver spiderwebs. A person reading 
  this book will only see what they want to see, or what the 
  magic within the book thinks they would benefit from 
  reading. Everything within is incorrect, exaggerated, false, or 
  otherwise in error. The book contains no numbers, including 
  page numbers, and if you attempt to write a number on one 
  of the pages, the book will unleash a hideous scream, causing 
  2d6 psychic damage to all creatures within 10 feet of the book. 
  This scream is audible up to 300 feet away.
  
  100
  The Wild Huntsman
  The Wild Huntsman
  The Master of Beasts
  In the frostbound peaks high above the world stories are 
  told of a being, clad in armor, riding upon a black horse, 
  surrounded by hounds and bearing a hunting hawk upon its 
  arm. A horrible blizzard would soon follow it, and those who 
  were unprepared would be forced into the wilderness, 
  for no flame would burn within their hearths while the 
  Huntsman awaited. The starving and cold inhabitants of the 
  villages would emerge, begging for mercy and salvation, only 
  to be mauled to death by the hounds of the Wild Huntsman 
  for their weakness. The Huntsman is lord and master over 
  man and beast alike, for the former is the latter until proven 
  otherwise.
  
  101
  Otherworldly Patron:  
  The Wild Huntsman
  You’ve made a pact with the Wild Huntsman, a dark 
  incarnation of the predatory nature of man. Cursed with a 
  bitter chill that can only be shaken by the blood of the prey, 
  and riding astride a steed whose eyes are cold as ice, the Wild 
  Huntsman journeys between the planes seeking the greatest 
  of challenges and the weakest of souls to harvest for its 
  collection. You’ve encountered this entity and survived where 
  others have fallen before its spear, and in return your life has 
  been spared and your bargain made. You’ve been granted a 
  place at the Huntsman’s table and the services of its tireless 
  steeds and hunting hounds, who howl in the darkest winter 
  nights while seeking living souls to claim. 
  Expanded Spell List
  The Wild Huntsman 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.
  Wild Huntsman Expanded Spells
  Spell Level
  Spells
  1st
  hunter’s mark, hunter’s pace*
  2nd
  pass without trace, wolfbane trap*
  3rd
  frozen lance*, haste
  4th
  dominate beast, locate creature
  5th
  cone of cold, nemesis*
  Huntsman’s Disciple
  At 1st level, you gain proficiency in the Survival skill. When 
  you encounter the tracks of a creature, you can summon a 
  spiritual hound to lead you, granting you advantage on checks 
  to track your quarry. It can track targets over water and by 
  scent. The spiritual hound disappears if you roll initiative.
  Black Ice
  Also at 1st level, you can call on your connection to the cold 
  winds of the blizzard to carry you to your prey, closing off 
  their escape. As a bonus action, you can move up to 30 feet 
  toward a hostile creature you can see. If you’re mounted, your 
  mount can move instead of you. If you make an attack roll 
  targeting the creature before the end of this turn, polished 
  ice forms in a 5-foot radius centered on the creature, creating 
  difficult terrain that lasts until the start of your next turn. You 
  ignore difficult terrain created by this effect.
  Pale Rider
  Starting at 6th level, you learn to summon a loyal steed 
  from the Huntsman’s stable. You can cast find steed without 
  expending a spell slot. When cast in this way, its casting time 
  is one action, and you can choose to have the steed appear 
  underneath you, moving you instantly to the saddle.
   While you are mounted on the steed, you can choose to 
  redirect any damage that it would take to yourself.
   Your steed does not recover hit points whenever you cast 
  the spell again, but does recover all lost hit points whenever 
  you finish a short or long rest.
  The Black-hearted Killer
  The Wild Huntsman is a primal thing, dressed in the trappings 
  of a man. It speaks with a voice that sounds like the cracking 
  of ice and soft footfalls upon the snow, demanding a display of 
  strength and prowess from those that come before it. Anyone 
  who impresses the Huntsman is allowed to live, regardless 
  of their former station. Those who fail are killed, with rare 
  exception. The survivors are tasked with aiding the Huntsman 
  in his pursuit, and are gifted a weapon and a quarry, often far 
  beyond any reasonable request. A single hunter armed with 
  naught but a knife is asked to kill a bear, while a party of three 
  might be instructed to hunt down a deadly winter hydra. 
  The Huntsman demands to see the dominance of mortal 
  races over the beasts that lurk within the darkness, and is as 
  merciless as the blizzard at its back.
  The Horn in the Night
  For those who manage to kill their quarry, often through 
  wit or guile, the Huntsman is generous in its gifts, granting 
  beasts to command and weapons to wield. Those who manage 
  to triumph through strength of arms or physical might are 
  lauded with an invitation to the Huntsman’s private lodge, 
  accessible through any snowbound glade or windswept peak. 
  There the hunters gather and feast, reveling in their prowess 
  and remarking upon the trophies they have gathered. There 
  is a price to such joy, however, and it is one paid in a grim toll 
  upon the mind. Those who travel to the Huntsman’s domain 
  and call upon this dark elemental as a host find themselves 
  growing ever colder in both body and spirit, becoming as cruel 
  and callous as the lord of the manor itself. Those who retain 
  compassion and benevolence best are those who distance 
  themselves from the Huntsman and seek the company of 
  other mortals. This matters little to the Huntsman, as it cares 
  not for the activities of its riders so long as they come when 
  called, responding to the summons of the Wild Hunt when it 
  rides across the night sky.
  Humanity or Death
  Those who go willingly to the Huntsman, seeking it so that 
  they can make a deal or bargain, face the same test as those 
  who are forced into his game. These souls are known as frozen 
  riders, for they inherit a fraction of the Huntsman’s control 
  over ice and snow, while also claiming his hounds and steeds 
  as their own. The eldritch power they wield is as wicked as 
  the weapons they favor and often twists their bodies into 
  mockeries of their former selves. Others, however, are cursed 
  by the Huntsman, having slain a creature that the ambitious 
  master had sought as his own prey. These individuals have 
  their souls torn asunder and the wild creature’s spirit forced 
  inside, making them fight to retain their sanity and control.
  Bring forth the Huntsman
  The Wild Huntsman is rarely bound by the planar laws, 
  appearing wherever there is a good hunt to be found, so it 
  is fully compatible with almost any world or setting. When 
  introducing the Huntsman, decide when it arrived, how many 
  are aware of its presence and its deeds, and what creature or 
  task it has arrived to slay or accomplish. How do the people of 
  the world react? How does the landscape change in accordance 
  to its wishes? Does it desire a blizzard to bring devastation, 
  or is there merely a light chill in the air, so that the hunt can 
  occur as nature intended?
  
  102
   If your steed has been reduced to 0 hit points, it cannot be 
  summoned again using this feature until you finish a long 
  rest. At 14th level, you can re-summon a fallen steed after you 
  finish a short rest.
  Hounds of the Hunt
  At 10th level, you learn to call to the Huntsman’s favored 
  servants. You gain resistance to cold damage, and are not 
  subject to exhaustion gained from cold environments or high 
  altitudes.
   As an action, you can summon a pack of the Huntsman’s 
  hounds to an empty space within 30 feet of you. These hounds 
  use the statistics adjacent to this feature.
   These hounds understand your commands and obey you 
  without hesitation. The hounds act on your initiative count. 
  They also gain additional maximum hit points equal to your 
  warlock level. Whenever your pack is reduced to 0 hit points, 
  they vanish into frozen mist. You can also dismiss your 
  hounds at any time as an action, causing them to disappear. 
  If your pack has been reduced to 0 hit points, it cannot be 
  summoned again until you finish a long rest. The hounds 
  recover all lost hit points whenever you finish a long rest.
  Fimbulwinter
  At 14th level, the cold winds of the boreal forests come at your 
  call. You, your steed, and your hounds ignore difficult terrain 
  while in cold regions, and your hounds and steed also gain 
  resistance to cold damage. While you are in a cold region, you 
  and creatures you control emit a magical aura that creates icy 
  difficult terrain in a 10-foot radius.
   Whenever you finish a long rest, you can choose to perform 
  a ritual that will gradually change the climate in a 10-mile 
  radius to become cold and snowbound by an unnatural 
  blizzard for 24 hours. This needs to be performed only once 
  in mountainous or cold environments, twice in temperate 
  regions, or three times in warm, tropical lands to take effect. 
   Creatures not native to the cold have disadvantage on 
  Survival and Perception checks while within the area of your 
  Fimbulwinter once it reaches full effect. Creatures of your 
  choosing are immune to this effect and to any exhaustion 
  from being exposed to a cold environment. 
   If you fail to perform this ritual again before the effect fades, 
  the blizzard will cease one hour later, and the snow and ice 
  will melt as normal.
  The Hounds of the Huntsman
  The Hounds of the Huntsman are fearsome and deadly 
  beasts, bred over countless generations to track and harry 
  their prey. They are not made to perform the kill themselves, 
  for that may steal glory from their master. Instead, they are 
  renowned for their unity and purpose, serving with singular 
  intent that cannot be shaken or broken by any force. Tales 
  commonly told of these hounds state they could look a 
  dragon in the eye without blinking before eagerly rushing 
  to attack, even when they are sure to be vanquished and 
  banished back to the Huntsman’s lodge. Those that die in 
  battle vanish in a puff of snow, only to be reborn when the 
  magic of one bound by the Huntsman’s pact calls them forth 
  again.
  Hounds of the Hunt
  Large swarm of Medium beasts, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 26 (4d10 + 4)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  13 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills: Perception +6, Stealth +4
  Damage Resistances: bludgeoning, piercing, and slashing
  Condition Immunities: charmed, frightened, special (see 
  text)
  Senses: darkvision 30 ft., passive Perception 16
  Languages: Understands master but can’t speak
  Challenge: 1 (200 XP)
  Frostborn Pack. The hounds can occupy another creature’s 
  space and vice versa, and can move through any opening 
  large enough for a Medium hound. The pack can’t regain 
  hit points from magical healing, but recovers all missing hit 
  points whenever it finishes a long rest.
  Keen Hunters. The hounds have advantage on Wisdom 
  (Perception) checks that rely on hearing or smell, and can 
  track creatures across water.
  Overwhelming. The hounds are immune to conditions that 
  would only apply to a single target, such as poison from 
  a dagger or grappling by one person. When determining 
  this, the hounds count as 4 Medium creatures standing 
  adjacent to one another in two rows of two. The hounds have 
  advantage on saving throws against spells and effects that 
  would function on only a single target, such as poison spray, 
  and they have disadvantage on saving throws from spells and 
  effects that would apply to all the space they occupy, such as a 
  well-aimed fireball.
  Perfect Pack Tactics. The hounds function with a single 
  purpose, and always have advantage on melee attacks.
  Actions:
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 +3) piercing damage, and the target must succeed 
  a DC 13 Strength saving throw or be knocked prone. If the 
  hounds have half their hit points remaining or fewer, the 
  target takes 6 (1d6 +3) piercing damage and must succeed a 
  DC 11 Strength saving throw or be knocked prone.
  Eldritch Invocations
  Bitterchill Blast
  Prerequisite: Wild Huntsman patron
  Your Black Ice feature can now be triggered when you cast a 
  cantrip that requires a saving throw. When you use your Black 
  Ice feature, you can choose to have the attack or cantrip inflict 
  cold damage instead of the normal type. When you do and the 
  target takes damage, it cannot benefit from features or effects 
  One of Xandith’s former companions joined the Huntsman, 
  seeking to kill the Ashen Wolf for having a “demonic” nature. 
  If only he knew the price...Now he rides alone after his 
  betrayal. The Wolf has called for his death, and so the battle 
  shall repeat once more. I doubt Xandith will win!
    
   
   
    -Sylvette 
  
  103
  that allow it to ignore difficult terrain until the start of your 
  next turn.
  Chronicle of Winters Past
  Prerequisite: Wild Huntsman patron, Pact of the Tome feature
  You can use an action to infuse yourself with the cruel bite of 
  ice from ages long past. For one minute, cold damage you deal 
  ignores immunities and resistances. You also gain immunity 
  to cold damage for the duration. Once you do this, you cannot 
  do so again until you finish a short or long rest.
  Frostbound Armor
  Prerequisite: Wild Huntsman patron, 5th level
  You gain proficiency in medium armor and heavy armor, but 
  not shields.
  Grim Harvester
  Prerequisite: Wild Huntsman patron
  You can use your action to take a trophy from a corpse, 
  filling it with a fraction of the soul of your prey until the next 
  dawn. You can siphon the spiritual energy from the trophy 
  as a reaction to gain advantage on one single attack roll, skill 
  check, or saving throw of your choosing. Each trophy can 
  be used only once. Once you harvest two trophies using this 
  invocation, you cannot do so again until you finish a short or 
  long rest.
  Lord of Beasts
  Prerequisite: Wild Huntsman patron, 13th level
  Your hounds gain a bonus to their attack and damage 
  rolls equal to half your Charisma modifier, and the saving 
  throw associated with your hound’s attacks equals 8 + your 
  proficiency bonus + half your Charisma modifier (rounded 
  up). If you have a familiar, it also gains these bonuses.
  Seeker of Prey
  Prerequisite: Wild Huntsman patron, Pact of the Chain feature
  When you have a harrowing hawk as your familiar, it gains 
  additional maximum hit points equal to your warlock level, 
  you can communicate telepathically with your hounds and 
  steed from up to ten miles away, and you can perceive through 
  their senses in the same way you can with your familiar.
  Slayer’s Armory
  Prerequisite: Wild Huntsman patron, Pact of the Blade feature
  You can now create any simple or martial weapon from 
  blackened cold iron and the bone of ancient beasts using your 
  Pact of the Blade feature. If this weapon is a ranged weapon, 
  it instantly creates ammunition when used. Whenever you 
  hit a creature with this weapon while they are the subject of 
  hunter’s mark, the target takes 1d6 additional cold damage. 
  You can choose to use Strength for attack and damage rolls 
  with this pact weapon, even if it is ranged.
  Traits of the Frozen Rider
  Those who have made a pact with the Wild Huntsman are 
  often known as frozen riders by other practitioners of the 
  eldritch arts, for obvious reasons. They seek out new prey and 
  hunt for the glory of their master, and may be called upon as 
  bounty hunters or other pursuers of mortals when they are 
  freed from their duties to their patron. Consider adding one or 
  more of these traits to your character when creating a warlock 
  or after slaying a deadly foe in the Huntsman’s name:
   d20  Trait 
   1  
   You enjoy the outdoors immensely. 
   2  
   You harry your foes before killing them. 
   3 
   You view other warlocks as kin, even as you 
  challenge them for dominance. 
   4 
   You boast of your kills at every opportunity. 
   5 
   You take a trophy from everything you hunt. 
   6 
   You feel comfortable in cold weather. 
   7 
   You prefer to cover your armor in trophies of your 
  past adventures. 
   8 
   You frequently mock weaknesses you see. 
   9 
   You count actions over words. 
   10 
   You love the taste of meat. 
   11 
   Your skin is always coated in a thin layer of frost. 
   12 
   Your irises become a pale white color. 
   13 
   Your blood freezes when exposed to air. 
   14 
   Your skin is cold to the touch. 
   15 
   Clothing or armor you wear for long periods of time 
  becomes covered in murals of hunting and sport. 
   16 
   Your weapons gradually become blackened. 
   17 
   A helm or mask appears in place of your face. 
   18 
   Spikes of black metal sprout from your skin 
  whenever you are enraged.
   19 
   When you cast a spell, a swirl of snow spirals 
  around you, and the air grows chill. 
   20 
   Your beasts bear your mark, and wear it proudly.
  Ranger Path: 
  Hound of the Huntsman
  In your life, you’ve slain a creature great and terrible, whether 
  by design or by the twisting turns of fate, showing the mastery 
  of mortals over the natural world. As you brought the beast 
  low, you felt the eyes of an ancient immortal upon you. The 
  sheer power of the Wild Huntsman’s cold intent tore the beast 
  open and infused you with its spirit. You owe no favor to this 
  manifestation of the predatory nature of mankind, nor must 
  you hold it in any esteem. Nevertheless, the cursed cold of its 
  domain bores into your veins, even as the twisted spirit of the 
  beast you slew writhes within your skin, bursting forth in a 
  spiritual manifestation of primal hate. In the heat of combat, 
  you must keep an icy grip on your humanity, lest you fall into 
  the dark hunger of the predator. It is through dominance that 
  you shall triumph, for anything less will lead to your death. 
  Prove to the Huntsman that you are greater than a beast. 
  Prove to yourself that you are worthy of life and power.  
  You are a Hound of the Huntsman, and your curse shall be 
  your salvation.
  
  104
  Spiritual Curse
  At 3rd level, the spirit of the beast you slew begins to awaken 
  within you, gradually seeking to drive you into the baser urges 
  of a wild animal.
      Whenever you take the Attack action, you can choose to 
  make feral attacks in place of your normal attacks if you 
  have at least one free hand. Strength is your ability score 
  for a feral attack. When you do this, the spiritual claws of 
  the beast within manifest around your arm as you strike a 
  creature within your reach. Make an attack roll. If you hit, the 
  target takes slashing damage equal to 1d12 + your Strength 
  modifier. You can choose to use your bonus action to make an 
  additional feral attack if at least one feral attack you’ve made 
  during your turn hits a creature.
   Whenever you kill a creature with a feral attack, you 
  risk losing control of yourself, and are overwhelmed with 
  a compulsion to feast upon the spirit leaving the corpse. If 
  the corpse of a creature you have slain with a feral attack is 
  within your reach at the start of your turn at any time during 
  the first minute after you have killed it, your predatory 
  spirit will appear and feast using your action, granting you 
  temporary hit points equal to half your ranger level plus your 
  Constitution modifier. Once it does this, you regain control, 
  and you can use a bonus action before the end of your turn to 
  make one feral attack.
  Cold Iron
  Also at 3rd level, the hoarfrost of the Huntsman’s domain 
  infuses your mind and body even as your soul fights within 
  you. You gain the following benefits:
  • Hunting Blind. You can create an area of artificial 
  camouflage up to 10 feet in each dimension for yourself 
  and your allies over the course of 1 minute. While within, 
  you gain advantage on Stealth checks and cannot be 
  detected by scent.
  • Winter’s Might. You can add your Strength modifier to 
  your AC in place of your Dexterity modifier, and you can 
  use your Strength modifier when making attacks with 
  ranged weapons. This does not allow you to surpass the 
  normal limits of an armor’s AC value.
  • Flawless Pursuit. Whenever a hostile creature you can see 
  takes the Dash action, you can use your reaction to move 
  up to your speed towards them, even while mounted.
  • Dark Hunter. You ignore any disadvantage on Perception 
  checks caused by dim lighting.
  Rend Asunder
  At 7th level, your savagery becomes even more difficult to 
  contain, but you begin to embrace the eldritch power of this 
  primal spirit. Whenever you make an additional feral attack 
  using your bonus action, you can choose to dominate the 
  beast within by giving it the blood it craves. If this attack hits, 
  it inflicts the maximum possible damage per die, and if this 
  is a killing blow, you are not forced to use your action to feast 
  upon the soul of the creature if you start your turn while the 
  corpse is within your reach, though you may choose to do so 
  using your action as normal. If the attack misses, you have 
  disadvantage on all attacks targeting a creature other than the 
  one you just attacked until the end of your next turn. 
   Additionally, your jumping height and distance increases by 
  a number of feet equal to your Strength score. 
  Hunter’s Call
  At 11th level, when you use the Attack action, you can let out 
  a hunting cry as a bonus action. Choose one enemy creature 
  within 30 feet. If you hit that target during your next turn, 
  the creature must make a Wisdom saving throw against your 
  ranger spell save DC. If they fail, they are frightened of you 
  until the end of their next turn.
  Lord of the Beast Within
  At 15th level, you learn to bind the spirit within you more 
  fully, forcing it to obey your whims and mastering the 
  predatory instinct within you. You can now always make an 
  additional feral attack as a bonus action, and you can feast 
  upon the spirit of a corpse as a bonus action instead of an 
  action. Finally, you can track by scent, and gain advantage on 
  all Perception checks.
  RANGER VARIANTS
  This subclass is designed to function with several ranger 
  variations. When you gain a level in this class, check your 
  chosen ranger variant’s class table to see if you gain a new 
  subclass-related feature that level. If you would not gain 
  a feature at that level, then you do not acquire the feature 
  mentioned here associated with that level.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  While they’re typically called “Hound” after the 
  slaying of dire wolves, my research has uncovered that 
  this not always the case! Bears are the second most 
  common, with giant boars coming after that. In distant 
  lands, lions, giant hyenas, sharks, and tigers are other 
  potential beasts the Huntsman may take an interest 
  in. Not all are so ordinary, however! Monstrous 
  creatures such as gryphons and hydras are occasionally 
  bound to these unfortunate souls, though this is less 
  common. I’ve even seen reports of one being bound to 
  a roc, and another to a kraken! The most disturbing 
  thing I’ve heard is that of a slain fiend being bound to 
  a particularly faithful ranger, though I suspect this is 
  merely an unfounded rumor. If that were true, then 
  clearly the Huntsman sees even sentient creatures as 
  little more than savage beasts. -Sylvette
  
  105
  Begin the Wild Hunt
  When the stars are right, and the skies have been completely 
  darkened by the chill of a bitter winter, the Wild Huntsman 
  will summon all of its loyal hunters to a single location and 
  begin a ritualistic hunt. They will mount upon their steeds 
  and take to the night sky, carried forth by a cold lust for blood 
  and a timeless eldritch magic. Hundreds of harrowing hawks 
  and thousands of hounds will follow across the land, tireless 
  in their chase. Any creature that flees from the hunt will be 
  skewered by an arrow or bolt of frost from the hunters above, 
  dragged down by the hounds below, or be blinded by the cruel 
  pinions of the harrowing hawks. The snow behind this legion 
  will be stained entirely red with blood, leaving only carnage 
  and death in their wake. They will descend on innocent 
  hamlets and villages, killing everyone in sight. Any that 
  manage to wound one of the hounds or hunters are spared 
  this dire fate, and are offered a choice: Participate in the 
  bloodshed as a hunter, or suffer in mindless grief as a hound.
  The Hound and the Horse
  The beasts of the Wild Huntsman are not ordinary creatures. 
  Some are born and bred, corrupted by the influence of this 
  primal thing, but others were once mortals. Individuals who 
  refuse to join the hunt and ride across the skies due to their 
  grief or moral code are instead changed and twisted into 
  hunting hounds. There, their burning hatred for the merciless 
  Huntsman is tempered by the unnatural loyalty that comes 
  with their new form. It is in this form that they will often live 
  out the remainder of their existence, falling and rising from 
  the snow as mere beasts. Those that willingly choose to join 
  as hunters are cursed with a different fate. Each must kill 
  at least one beast or mortal before the Wild Hunt ends, for 
  if they do not, they will be transformed into a steed. Thus, 
  they are rewarded for their courage, but punished for their 
  unwillingness or inability to claim the blood of the prey.
  The Final Prey
  When the Wild Hunt is near completion and the hunters 
  and hounds have been drenched in blood, they will collect 
  their favored trophies and ride to the lair of an ancient and 
  powerful creature that has never been defeated. This could be 
  an ancient dragon, elemental, giant, spiritual beast, or even 
  an elf or other long-lived mortal. There, the Huntsman shall 
  call upon the hunters to present their trophies from this hunt, 
  and it will choose the one it finds most impressive based on 
  the skill of the hunter and the determination they showed. 
  This individual will be invited to participate alongside the 
  Huntsman in a fearsome battle with the ancient creature. 
  Those that accept are honored among their comrades, 
  while those who refuse outright are shamed and killed for 
  cowardice. Thus, the Huntsman and its chosen warriors will 
  slay the ancient thing, feast until dawn, and plan for the next 
  Wild Hunt. When the stars are right once more, they cycle of 
  blood and death repeats, again and again, for eternity.
  Beyond the Huntsman
  The Wild Huntsman can be interpreted in many different 
  ways and used in a variety of fashions in your world, so feel 
  free to change and modify it to suit your needs. The Huntsman 
  could just as easily be a Huntress, a deity of cold and ice, or 
  an ancient weapon once wielded by a bloodthirsty tyrant. 
  The motives of the Huntsman are fairly simple, but are easily 
  malleable to suit your game. Consider if its goals would align 
  with that of the party, or if it would be antagonistic towards 
  them. What does it currently seek to hunt? How will it achieve 
  this goal? How powerful is the Huntsman in relation to 
  other entities that rule over your setting, and what kinds of 
  relationships does it have with them?
  A Kind Pursuit
  If you really want to expand your interpretation, consider 
  changing the Huntsman from a cruel entity to a benevolent 
  one. Perhaps it brings food to the hungry, and cool weather 
  to alleviate the heat of the summer sun. Its hounds could be 
  friendly to children, and it could deliver gifts to those that 
  dwell within its domain. It could act as a guardian of mortals 
  against the great and terrible beasts that dwell on the edges 
  of civilization, keeping the mortal races safe from what lies 
  beyond their walls and firelight. This Huntsman would be 
  likely to take on a more friendly appearance, perhaps with 
  bright colored clothing and a more cheerful entourage.
  Trophies of a Hunter
  The Wild Huntsman and its servants are known far and wide 
  for the vast collections of trophies they claim, both magical, 
  mundane, and otherwise. These objects are among the more 
  interesting of that collection.
  Beastfur Cloak
  wondrous item, very rare (requires attunement by a warlock 
  with the Pact of the Tome feature)
  This cloak appears to be made from hundreds of scraps of 
  hide. As an action, you can transform your Book of Shadows 
  into a beast with a CR less than or equal to one-fourth your 
  warlock level. The beast obeys your telepathic commands 
  and acts on your initiative count. It remains in this form 
  until slain or until you use a bonus action to end the effect. 
  Once the cloak has been used, it can’t be used again until the 
  following dawn.
  Horn of the Wild Hunt
  wondrous item, legendary (requires attunement)
  This hunting horn is covered with a symbol for every beast the 
  Huntsman has slain. As an action at night, you can activate 
  the magic within. Each creature of your choosing that you 
  can see gains a flying speed equal to their walking speed, 50 
  temporary hit points, advantage on all attack rolls, immunity 
  to cold damage, and truesight out to 120 feet. These benefits 
  last until the sun breaks over the dawn. If a creature is flying 
  when the magic ends, it descends harmlessly to the ground. 
  Once it is used, it can’t be used again until after the stars have 
  aligned and the moon is full overhead.
  Winter’s Hand
  wondrous item, very rare (requires attunement by a warlock 
  with the Pact of the Blade feature)
  This gauntlet appears to be crafted from the hide and bones 
  of a white dragon. Once per turn, you can create your pact 
  weapon without using an action, and your pact weapon 
  gains a +1 enhancement bonus, which stacks with other 
  enhancement bonuses it may have. Additionally, you can 
  choose to have your pact weapon inflict cold damage instead 
  of the normal type. If you kill a creature with your pact 
  weapon, your next attack with it inflicts an additional 2d10 
  cold damage.
  
  106
  Descendants of the 
  Alrisen Pact-makers
  Not all heroes go on to die terrible deaths, cast aside before 
  their time. Some go on to have families and children, setting 
  aside their life of conflict and adventure to celebrate their 
  victories, or to prepare the next generation to continue 
  the fight against the forces of destruction. The offspring of 
  warlocks, however, are often influenced by the decisions 
  of their parents. Some have been promised as payment in 
  exchange for the powers claimed by the pact-maker, taken 
  from their homes and bent to the devices and intrigues of the 
  Alrisen. Some are raised to lead ordinary lives, while others 
  go on to adventure as their parents once did. Over time, 
  the direct influence of an eldritch entity may strengthen or 
  decline within a family tree, appearing with clear results 
  only rarely, or casting a dark pall over the honorable nature 
  of a once-favored bloodline. Regardless of the consequences 
  and origins, the manifestation of an Alrisen’s influence 
  within a child often leads to conflict and courage, trials and 
  determined resolve. Some flee from this responsibility, while 
  others embrace it.
   In some cases, the pact itself is so twisting and so cruel in 
  price that it will change the very nature of the pact-maker, 
  causing them to become an Alfallen rather than retain their 
  racial origin. These instances are uncommon but should not 
  come as a complete surprise, as the powers that dwell within 
  the lost and forbidden places are rarely gentle towards those 
  who come to barter.
  Accursed Archive:  
  The Maledicti
  Blood is life, and life is pain. Suffering. Fear. Doubt. Sweet 
  sorrow and bitter loss swirl together into a maddening spiral 
  that brings a smile to the face and a tear to the eye. All things 
  end, eventually. Ruin comes in the darkness, watching and 
  waiting for a moment of weakness to begin the gradual 
  corruption and destruction of one’s soul and humanity. The 
  Archive is that which waits, and the maledicti are the twisted 
  results of that foul patience, driven mad by the constant 
  scratching of quills upon flesh and the ink that flows through 
  their veins like blood. They smile, because they know it will all 
  come to an end.
  Cursed by the Accursed
  The maledicti first were spawned in the darkness of the 
  Archive, when curious and cruel archivists sought to discover 
  if the Silent One was deterred by innocent children. These 
  Alfallen Races
  Alfallen Races
  archivists were slaughtered to the last by the monstrosity 
  and dragged to the darkest places below to be subjected to 
  unspeakable ends. The children, however, were left unharmed 
  and trapped in the upper halls, incapable of leaving. Time does 
  not pass properly in the Archive, but the unholy and subtle 
  sentience of the library could not resist the opportunity to 
  create a new and twisted weapon in its endless war against the 
  forces of preservation.
   The ink-blood of countless fiends and aberrations was 
  drawn forth from ancient tomes of lore and forbidden magic, 
  and it crept into the hands of the children as they huddled, 
  forcing terrible knowledge upon their minds even as they grew 
  quickly to maturity. The scratching of the quills and the war 
  shouts of the fiends filled them with cunning and knowledge 
  of war, while the twisted ink-blood in their veins made them 
  strong and mighty.
  Maddened by the Archive
  Remade and reborn as twisted reflections of their former 
  selves, the accursed children, the maledicti, departed the 
  Archive for the first time to paint a stain across the world. 
  Over time, their descendants have managed to gradually 
  free themselves from the virulence of the curse, but more 
  still return to the Archive seeking power. Archivists who 
  have devoted themselves entirely to the ruinous cause of 
  the Accursed Archive are often transformed into maledicti, 
  seeking the frightening strength of fiendish blood for their 
  own purposes, unafraid of the consequences upon their own 
  mind. They had already lost their sanity long ago.
  Eerie Visage
  The most startling things about a maledicti are their eyes and 
  hands. Universally, their eyes are pure red, and black veins 
  creep down their face from their tear-ducts and the corners 
  of their eyes. Their hands are even more disturbing, always 
  stained black from the ink-blood underneath their skin. Their 
  fingers are sharp and pointed, reminiscent of writing quills or 
  spikes, and they have an unfortunate tendency to use them to 
  scrawl upon surfaces and skin around them. Ink-blood flows 
  smoothly from their fingertips, quickly staining anything 
  they touch a deep and inescapable black. Dark veins run up 
  their forearms, giving them a corrupted appearance. The 
  most disturbing part of a maledicti is their mad and terrifying 
  smile. Each one suffers from some unique insanity, and while 
  most maintain a careful grasp on reality, they can rarely shake 
  the unsettling grin that is the hallmark of their madness.
  Ruined Minds
  The maledicti are insane, by all conventional senses of the 
  word. They speak to things that are invisible to others, write 
  unsettling phrases upon seemingly innocent objects with their 
  quill-like claws, and will cackle with laughter even when none 
  have told a joke. Most are innocuous in their madness, only 
  descending into psychopathic behavior when their black blood 
  has been spilled upon the ground. Most do not bother to bring 
  about small ruinations, instead working towards ones far 
  grander. Maledicti would agree that toppling a kingdom and 
  sending a civilization into a chaotic spiral towards destruction 
  is much more worthwhile than torturing an enemy or 
  Origin Race
  After choosing an Alfallen Race, make sure that you choose 
  a Racial Origin in the following section. This will grant you 
  additional features, set your Size, determine your speed, and 
  apply other modifications to your character.
  
  107
  frightening a friend, seeing the latter as beneath them. Ruin is 
  about results, after all.
  In Crimson Darkness
  Communities of maledicti are hierarchical, with the eldest 
  and most accomplished naturally rising to the top. Maledicti 
  are naturally clever and cunning, leading them to make long 
  and devilish plans even when considering mundane tasks. 
  They are shunned by polite society and must conceal their 
  nature to rise to power or prestige. Those that manage to reach 
  the top are prone to encouraging corruption and dissent in the 
  lower ranks, ruling like tyrants. Not all maledicti are truly evil, 
  nor are all forces of chaos, but the curse laid upon them by the 
  Archive makes them prone to the temptations of dark powers 
  and eldritch rites. Those that decide to shun their heritage 
  are inevitably drawn to adventure, seeking to cause ruin to 
  groups more deserving of their special touch. Many are fond 
  of elaborate tattoos that conceal or highlight their ink-black 
  veins, telling of their deeds using their parchment-like skin 
  as a canvas. Maledicti are often drawn to wizardry, possessing 
  a certain knack for it thanks to their Archive-written 
  memories, while others favor their surprising strength to lead 
  them to victory in battle. No matter their path, a maledicti 
  will inevitably stain the world as red as the skies above the 
  Archive.
  Scribes of Suffering
  Dragonborn maledicti appear as though they were dipped 
  in ink and left to dry, with pale scales across much of their 
  bodies and dark scales upon their hands and legs. Other than 
  their red eyes, they appear surprisingly ordinary, as it can be 
  difficult to see the smile upon a face such as theirs.
  Dwarven maledicti are uncommon but are banished or killed 
  whenever they are found. They are known in dwarven culture 
  for attempting to cause cave-ins or earthquakes, and are 
  viewed as menaces to society and goodly folk.
  Elven maledicti appear to look like ravens, in a sense, 
  possessing long quill-feathers that seem to grow from their 
  hair. Their hands and feet are often shaped into the talons of 
  a bird, and many will grow feathers along their arms. Their 
  faces still possess a striking elvish beauty, though the red 
  eyes and black veins reveal their true nature to even the most 
  casual observer. They are welcomed amongst the dark elves, 
  as their propensity for chaos is legendary, and are shunned by 
  the others of their kind.
  Gnomish maledicti often try to blend with their original 
  society and are largely successful. Their innate cunning allows 
  them to keep up with other gnomes, and their appearances 
  can be explained by magical accidents or dormant curses. 
  Their gnomish heritage allows them to resist the call of their 
  madness better than most, though it remains ever-present 
  nonetheless.
  Halfling maledicti often appear to human eyes as corrupted 
  children, causing fear and distress wherever they are seen. 
  They are unwelcome in the normally benevolent halfling 
  communities, and often seek to wreak revenge among their 
  former people.
  Human maledicti are the most common, as unsuspecting 
  human children are easily drawn into the Archive thanks 
  to their natural curiosity. Those who are transformed into 
  maledicti after sealing a pact with the Archive are also often 
  human, having delved too deeply into the eldritch secrets 
  within.
  Tiefling maledicti suffer the darkest fate of any. Pitch-black 
  feathers burst painfully from parchment-pale skin, sharp 
  and pointed at the edges. Horns twist into unnatural shapes, 
  and bone ridges grow upon their extremities. Their eyes burn 
  with fiendish fire and eldritch magic, as their already-tainted 
  blood is driven wild by the hellish nature of their lineage. 
  Their mouths are often filled with hundreds of tiny razor-
  sharp teeth, and their smiles are by far the most disconcerting 
  of any. They always have the hands and feet of a raven, and 
  many are mistaken for harpies from a distance. Tiefling 
  maledicti are horrifying to behold, and often the maddest of 
  them all.
  Maledicti Names
  Maledicti rarely keep their original names after they have 
  been changed, instead choosing new ones to suit their 
  corrupted nature. If they are among a community of other 
  maledicti, they will all agree upon a single name to use, with 
  members only reclaiming their old moniker once they depart 
  from the group.
  Maledicti Names: Agony, Malice, Spite, Hate, Ruin, Decay, 
  Collapse, Defile, Corruption, Damnation, Resentment, Revile, 
  Torment, Suffering, Disgust, Sin, Sorrow
  
  108
  Maledicti Traits
  As a maledicti, your cursed blood fills you with power.
   Ability Score Increase: Choose either Strength or 
  Intelligence. That ability score increases by two, while the 
  other score increases by one.
   Age: The lifespan of a maledicti is doubled. All are instantly 
  raised to adulthood, though they can become aged afterward.
   Alignment: Most maledicti tend to be evil, chaotic, or both, 
  though some can withstand their dark urges.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Maledicti are fluent in Common and in the 
  language of their racial origin.
   Black Blood: Your blood is cursed, and it marks everything 
  it touches. You gain resistance to necrotic damage. If you 
  would also gain this resistance from a class feature, you learn 
  the shadowthorn* cantrip. Intelligence is your spellcasting 
  ability for this cantrip.
   Madness: Your insanity causes you to be difficult to read. 
  Creatures that make Insight checks against you do so with 
  disadvantage.
   Quill Claws: Your fingers are deadly, and drip with black 
  ink-blood. Your claws are natural weapons, which you can 
  use to make unarmed strikes. If you hit with them, you 
  deal necrotic damage equal to 1d6 + your Strength modifier, 
  instead of the bludgeoning damage normal for an unarmed 
  strike.
  Ashen Wolf:  
  The Ashenspawn
  The Ashen Wolf is a creature whose blessings and curses are 
  often indistinguishable from one another. Those who have 
  made pacts with the Wolf may find themselves transformed 
  and changed, with skin growing covered with burning embers 
  and ashen wood, teeth elongating in a canine visage, and 
  limbs distorted in strange and eerie ways. If an individual goes 
  untouched by the twisting magic of the Wolf’s gifts, then they 
  still are unsafe, often siring or mothering children who are 
  touched by the magic of the Hungering Flame.
  Kin to the Wolf
  Ashenspawn are relatively uncommon, and are often 
  mistaken for tieflings, fire elementals, or other even fiends by 
  those unfamiliar with the Alrisen. Burning embers often drift 
  gently from their skin, smoldering like a fire that recently 
  burned out. While these flames are harmless and incapable 
  of igniting other objects, they do lend an eerie cast to the 
  appearance of an ashenspawn. Many have eyes that glow with 
  red, orange, yellow, or blue light and flare or dim in response 
  to the ashenspawn’s emotions. While many have a skin tone 
  that one would expect from their race, others are coated 
  in a thin layer of pale or dark ash. Almost all have teeth of 
  blackened steel, hinting at their ability to consume wood and 
  metal the way one would eat a heavily charred steak.
   Dragonborn are often the most changed, their normal scales 
  replaced with scale-shaped shards of burning wood or glowing 
  metal, and their horns become shiny and chrome covered in a 
  layer of soot. 
   Dwarven ashenspawn are often taller than their natural 
  kin, with beards filled with burning embers. They are often 
  even more accomplished blacksmiths than other dwarves, 
  though their affinity for the Alrisen makes them pariahs in 
  their community.
   Elves tend to become more wolf-like, in response to their 
  normal affinity to the natural world, growing lupine ears 
  and burning fur manes from their heads. Among elvish 
  communities, ashenspawn are viewed as an unfortunate part 
  of the natural order, and are treated with pity or are quietly 
  shunned.
   Gnome and halfling ashenspawn are exceptionally 
  uncommon, but they rarely show strong traits of their lineage, 
  instead receiving glowing eyes and sharp features. 
   Humans have the widest variety of expressions of this 
  cursed blessing, as one might expect, and are the most 
  common. Some appear as flaming werewolves, with disjointed 
  limbs and long faces. Others look like natives to the Elemental 
  Plane of Fire, with flaming hair and smoke coiling around 
  their hands. A rare few show no trace of their heritage until 
  exposed to extreme heat, their skin growing dark and gnarled 
  like an ancient oak until the fire is gone. 
   Tieflings often show all of these traits and more, appearing 
  as true fiends to the uninformed. Their metal horns, burning 
  tails, skin covered in scarred wood and burning brand-marks, 
  eyes of fire that bleed black smoke, and long, lupine tongues 
  make them fearsome to behold. 
  Hunters and Mercenaries
  In societies where ashenspawn are numerous enough to 
  be a significant population group, they are often seen as 
  excellent warriors and raiders, though they often lack the 
  iron-clad discipline of a true soldier-race. They make excellent 
  smiths thanks to their natural affinities to flame, metal, and 
  burning wood, and they are also renowned as hunters. These 
  subcultures are typically sedentary, and establish settlements 
  near volcanoes or forested regions. Those who embrace their 
  lineage fully often become raiders, pyromancers, and bounty 
  hunters. 
   The arcane arts are looked upon as a method for reaching 
  further strength, leading many to embrace their sorcerous 
  power. Others return to their patron and forge their own pact, 
  for the Ashen Wolf is generous and kind to those it calls kin. 
  Of course, it’s kindness is often a cruelty, as the rest of the 
  world rarely sees ashenspawn as anything more than demons 
  and unholy fiends. Those who are marked in a less visible way 
  typically have an easier time blending in with polite society, 
  bathing in sand to cleanse themselves of ash and covering the 
  glowing brands upon their bodies with clothing and cosmetics. 
   In extraplanar locations where sentient fire elementals and 
  fiends gather to drink and carouse, ashenspawn will prepare 
  drinks filled with flecks of gold and steel and the blood of 
  slain animals, and consume the weapons of those who fought 
  against them, as they possess an uncanny ability to eat wood 
  and metal without harm. This makes them very hardy in the 
  wilderness, and leads them to avoid settling in places without 
  trees or heavy foliage, despite their obvious affinity for fire. 
  Water, while not harmful to them, is distinctly uncomfortable 
  and is thus avoided whenever possible. Their natural fiery 
  tendencies make them very unsuitable for life aboard 
  flammable ships, and so a seafaring ashenspawn would be a 
  rarity among rarities.
  Ashenspawn Names
  While most ashenspawn are named along the lines of their 
  cultural and racial origin, some take new names after realizing 
  their heritage in full. Others are born into a culture that 
  
  109
  recognizes them as kin to the Ashen Wolf, and are named in 
  accordance with the rites and rituals of the Wolf.
  Ashenspawn Names: Brand, Cinder, Pyre, Smoke, Dust, Ash, 
  Hunter, Cruelty, Spite, Hunger, Ember, Flare, Singe, Torch
  Ashenspawn Traits
  As an ashenspawn, your blood is tainted by the burning 
  eldritch power of the Ashen Wolf, marking you forever.
   Ability Score Increase: Choose either Strength or Charisma. 
  That ability score increases by two, while the other score 
  increases by one.
   Age: Ashenspawn can live as long as others of their origin 
  race, though most die to violence long before then.
   Alignment: Ashenspawn are influenced strongly by the 
  nature of the Ashen Wolf, and cruelty comes easily to most. 
  While most are not truly evil or chaotic, very few tend to be 
  genuinely good or lawful. Most value fulfilling their own 
  passionate desires and fervent hunger, even at the cost 
  of others, and so most are neutral, chaotic, evil, or some 
  combination of the three.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Ashenspawn are fluent in Common and in the 
  language of their racial origin.
   Darkvision: Due to your lupine eyes that glow in the dark, 
  you have superior vision in dark and dim conditions. You can 
  see in dim light within 30 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray. If you gain Darkvision from 
  your racial origin, add both values together.
   Gift of Ash: Ashenspawn are blessed with an exceptional 
  resistance to flame, as it fills their form with power and might. 
  You gain resistance to fire damage. If you gain resistance to 
  fire damage from a class feature, your inner power awakens, 
  granting you the ability to cast the scorch* cantrip. Charisma is 
  your spellcasting ability for this cantrip.
   Flaming Feast: Thanks to your relation to the Wolf, you 
  can easily consume wood, metal, and raw meat without 
  harm, and they provide you with sustenance. You can eat 
  nonmagical wood and metal at the same rate you could 
  consume normal food as your jaws and teeth are strong 
  enough to allow you to bite through iron if you can get 
  your mouth around it. Stronger metals are tough and may 
  take several minutes to bite through, depending on their 
  thickness. Magical metals are too durable for 
  ashenspawn to consume using this feature. 
  Eating metal produces a terrible screeching 
  sound that can be easily heard up to 
  500 feet away.
  Yeah, that’s me. Don’t ask about the eye, it’s 
  a long story. I used to be human, but that didn’t 
  last long. The Wolf, you see. -X
  Most ashenspawn aren’t actively burning, 
  but Xandith indulged fully in the power of the 
  Ashen Wolf! So, he’s on fire now all the time 
  forever and it’s kind of weird. 
   -Sylvette
  
  110
  Blackthorn Grove:  
  The Groveborn
  Those who make pacts with the Blackthorn Grove are hardy 
  individuals who travel easily out into the world, so it is 
  unsurprising that they would find love and have children. 
  Those children, however, are rarely untouched by the effects 
  of the Blackthorn heart. Extreme emotion comes easily to 
  these children, and as they age, their true nature becomes 
  ever-more-clear. They are known as Groveborn, for their 
  lineage is forever marked by this unnatural power.
  Life Renewed
  Not all who go to the Grove do so with mindless apathy. Some 
  have cultured a perfect disdain for life, and have washed 
  any cares away like tears in the rain. These individuals are 
  hopeless by choice, nihilists all, and they seek the Grove as a 
  means to fully embrace that void. They do not seek to offer 
  their hearts and receive new ones filled with life. They seek to 
  offer their hearts as a means to die, and be gone forever. The 
  Blackthorn accepts these individuals, rare as they may be, and 
  instead of granting them a heart filled with life and purpose, 
  they are instead taken fully into the Blackthorn. Years pass as 
  they are shaped and regrown into something new, filled with 
  the memories and former passions of those whose blood was 
  drained entirely within the Maze. When they emerge from the 
  Grove, they are different people entirely, driven by the total 
  desire of the hundreds of supplicants who died on their way to 
  the heart of the Grove, slain because of their inability to let go 
  of what they truly felt inside.
  Born of Thorn
  Groveborn are relatively uncommon among all races, 
  simply because so few are drawn into the clutches of the 
  Blackthorn. Among those individuals, it is rare for them to 
  survive, and then they must subsequently live through their 
  new adventures. Because of this rarity and their plantlike 
  appearance, groveborn are often mistaken for dryads or other 
  creatures who arise from the verdant landscape. Speaking 
  with one, however, often casts suspicion on that idea. The vast 
  majority are intense individuals, driven with almost blind 
  purpose towards their chosen pursuits. They love as quickly as 
  they hate, and they fight with a fervor one would not expect to 
  find in a race of plant-folk.
  Variety in Appearance
  Most groveborn are clearly inhuman, having hair of vines or 
  leaves, skin that appears bark-like in texture, and occasionally 
  having foliage growing directly from their bodies. They have 
  limited control over this growth, enabling them to form 
  simple clothing with time and focus. Most are surprisingly 
  colorful, having blood-red markings upon their bodies, 
  while green leaves sprout from their chests and blue accents 
  flow underneath their skin. Not all follow this color scheme, 
  having deep black skin or purple markings, but it often tends 
  to follow their original demeanor and appearance from before 
  they became Groveborn.
   Dragonborn affected by this change appear to have their 
  scales replaced by bark, and have horns similar to tree 
  branches that grow and spread into colorful headdresses. 
  Those that breathe fire tend to seem as though they are 
  constantly smoking, burning from the inside out despite their 
  otherwise calm appearance.
   Dwarven groveborn often have beards of thick moss or other 
  foliage instead of their normal hair, and will have skin like 
  the roots of an ancient tree. They are viewed with suspicion by 
  dwarven culture, and are shunned in most communities.
   Elvish groveborn are the most normal-seeming of their 
  kind, though they behave quite a bit more impulsively than 
  other elves. Their verdant hair and colorful skin is quite 
  reminiscent of certain elven groups, though their curious 
  strength differs from their kin.
   Gnomish groveborn often are mistaken for forest gnomes, 
  and thus are able to blend easily into gnomish society. Their 
  passions make them paragons of their communities quite 
  frequently, and they make for fierce adventurers.
   Halfling groveborn are uncommon, and are often mistaken 
  for forest spirits of various kinds. Their shining eyes and 
  striking features make them seem even more otherworldly.
   Half-orc groveborn have large thorns instead of tusks, giving 
  them an unusually primal appearance. Orcs rarely accept their 
  strange appearance, but their extreme demeanor fits well with 
  
  111
  Eternal Citadel:  
  The Statuesque
  The beauty of the Eternal Citadel is eerie and strange, given 
  form by the radiant light of preservation that rests between 
  the twin spires of the central keep. In that light, those who are 
  old, withered, and frail begin to change to suit the needs of 
  the Citadel. They are not allowed to die or age, instead being 
  embraced by the solid light around them. The power of the 
  Eternal Citadel restores strength to weary limbs, fitness to 
  worn minds, and light to dreary eyes. The things that these 
  elders have seen must be preserved and used to great effect, 
  for if they were lost to time, the world would suffer for it. 
  These individuals are known as statuesque, for they become as 
  living stone and statuary come to life.
  Immortal Heroes
  Not all statuesque are those transformed by the Citadel from 
  a mortal state. As time goes on and mortal heroes die, statues 
  are constructed in their honor, fabricated from stone and 
  metal in remembrance of their great virtue and sacrifice. 
  All those who look upon these monuments with love, hate, 
  praise, fear, joy, and sorrow add credence to the names of 
  these champions for all of eternity. 
   When ruin and destruction come for a place where these 
  monuments have been carefully preserved and maintained 
  for at least a century, the Citadel may invoke a fraction of 
  its eldritch power, calling forth the collected memories and 
  emotions associated with the champion. In a flash of radiant 
  light, the statue will come to life, cast in the form of one of the 
  heroes of old.
  First Awakening
  These are awakened statuesque, and they are not 
  reincarnations of the real heroes of the past. They are 
  fabricated beings, assembled from the endless stories and 
  emotions of those who looked upon the monument in awe. 
  They firmly believe themselves to be heroic, and take up the 
  names and tasks of their former stations. Those known as 
  skilled combatants or fearsome spellcasters intrinsically gain 
  a fraction of the abilities of their supposed selves, and know 
  all of the legends and history surrounding their false past. 
   Many will mistake them for who they resemble, and may 
  bear grudges or offer help in turn. If two awakened statuesque 
  of the same hero meet, the reaction is impossible to predict, 
  but rarely will it end in death for one or  both. There is a duty 
  that must be fulfilled, for even false heroes can be real ones.
  Marble and Metal
  The statuesque are precisely as they sound in regards to their 
  appearance, with clear musculature and bodies many would 
  describe as the pinnacle of physical achievement. Strong and 
  imposing, they appear to be heroes in their prime, tempered 
  with age and experience.
   The most curious and noteworthy thing about the 
  statuesque is their skin and flesh. They are made entirely from 
  stone, metal, gemstones, and other inorganic substances. 
  The most common appear to be made from marble, with a 
  color similar to their original skin tone. Some are made from 
  obsidian or other natural glasses, while others are comprised 
  of forged metal. Most have smooth skin that is fine and 
  reflective, while some are rough and matte.
  many orcish customs.
   Human groveborn show a wide variety of appearances. 
  Those who are affected the most subtly simply have hair of 
  leaves, while those who are strongly influenced have thorns 
  instead of teeth, small horns of wood, and skin the color of 
  living vines. Those who pursue the more primal arts tend to 
  become druids or rangers, while many more embrace the 
  eldritch power that lies within their bloodline. 
   Tiefling groveborn, or “leaflings” as they are called by 
  scholars, are a strange breed, fully taken by the power of the 
  Blackthorn. All of them have skin that appears to be vines or 
  wood merged into a single unified mass. Horns of wood sprout 
  from their heads, glowing with ethereal light or eldritch 
  power. Their bodies are often covered by outfits grown entirely 
  from their own leaves, and their fingers appear as grasping 
  branches tipped with sharp thorns. They are unquestionably 
  the most colorful, with deep reds mixing with their normally 
  green hue, and while they may be beautiful, it is a harsh 
  beauty that rarely appears welcoming to mortals.
  Groveborn Names
  Most most groveborn who are born naturally are named 
  in accordance with the culture of their parents. Those who 
  are transformed will usually keep their former name, as a 
  mockery of the person whose body this newly-grown soul now 
  inhabits.
  Groveborn Traits
  As a groveborn, your connection to the natural world is only 
  marred by the eldritch power in your verdant body.
   Ability Score Increase: Choose either Strength or Wisdom. 
  That ability score increases by two, while the other score 
  increases by one.
   Age: The lifespan of a groveborn is twice that of their origin 
  race, thanks to the blessing of the Grove.
   Alignment: Most groveborn are neutral, driven by singular 
  passions but still bound by their own morality. Those who 
  fully embrace their nature have little respect for law, and may 
  trend towards a chaotic alignment.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Groveborn are fluent in Common and in the 
  language of their racial origin.
   Durable Mind: You gain resistance to psychic damage.
   Guise of the Grove: You can take the Hide action to conceal 
  yourself even when you are only lightly obscured so long as 
  you are concealed by plants, such as trees, bushes, or tall grass.
  Natural Soul: You gain proficiency in the Nature skill. 
  Sundrinker: If you are exposed to sunlight for at least 1 hour, 
  you do not need food or water for the day. You can drink the 
  blood of other creatures in place of eating or drinking without 
  ill effect, and the blood of a single Small creature will sustain 
  you for one day. A Medium creature could sustain you for 
  three days, while a Large creature’s entire supply of blood 
  could sustain you for one week or more.
  I eat metal, they drink blood. We should open a 
  tavern! Call it “Iron & Copper!” Oh, I’d probably 
  burn it down on accident anyways. -X
  
  112
  Honored and Feared
  Dragonborn statuesque are relatively common, and are 
  commonly crafted from stone or metal that matches their 
  original color. Chromatic dragonborn are usually made from 
  stone, while metallic dragonborn are almost always comprised 
  of their respective metal. They are often revered among their 
  culture for their courage and perseverance.
   Dwarven statuesque are the most common, as many of the 
  virtues upheld in dwarven culture are strongly compatible 
  with the ideals of the Citadel. Awakened statuesque are 
  viewed as paragons of community and history, and are told of 
  their nature as manufactured souls.
   Elvish statuesque are rare, especially transformed ones. 
  Elven longevity leads to few truly old elves that would 
  be susceptible to the influence of the Citadel. Awakened 
  statuesque are treated as though they are the originals reborn, 
  regardless of the truth of the matter.
   Gnomish statuesque are uncommon, but the connection 
  some gnomes have with architecture and construction leads 
  them to deliberately seek out the Citadel at the end of their 
  lives, so that they can continue their quests.
   Halfling statuesque are rare, as their light-hearted nature 
  does not lend easily to the ideals of the Citadel. Those few 
  awakened statuesque are deeply affected by the many stories 
  told of their originators, leading to them being perfect copies.
   Half-orc statuesque are incredibly rare, second only to 
  tieflings in rarity. They are seen as enigmatic by their kin, 
  who admire them for their physical prowess but view their 
  inherently preservative instincts as unusual. Awakened 
  statuesque are even more rare, but struggle due to their 
  appearance as heroes of old, as suspicions over their nature 
  often arise.
   Human statuesque are very common, second only to 
  dwarves. Their short lifespans and propensity for creating 
  monuments to heroes lead to many statuesque of both 
  varieties being created. Their cultural views vary wildly, but 
  most are relatively understanding and favorable.
   Tiefling statuesque of either variety are the most rare of 
  all, as their fiendish blood and longer lifespans makes them 
  outcasts and pariahs of most societies. Their horns often trail 
  radiant light and many have bodies comprised of multiple 
  substances or types of stone, making them appear almost 
  angelic yet strangely material as the same time.
  Statuesque Names
  Most statuesque will retain their names from before their 
  transformation, preserving their history and heritage. 
  Awakened statuesque will maintain the names of the hero 
  whose appearance they took, though they may bear it with 
  shame if they discover the real nature of their origin.
  Statuesque Traits
  As a statuesque, you are both durable and wise, with flesh of 
  stone, hair of metal, and eyes of radiant gold. Despite this, 
  your constitution is quite similar to that of a living mortal.
   Ability Score Increase: Choose either Constitution, 
  Wisdom, or Charisma. That ability score increases by two, 
  while the other scores increase by one.
   Age: Statuesque live for thousands of years, and are renewed 
  in the light of the Citadel. None have ever died from old age.
   Alignment: Most statuesque tend to be lawful or neutral 
  good. Their heroic nature is often what attracts the Citadel to 
  them, but not all statuesque are great heroes. Some are cruel 
  and evil, seeking preservation without regard to consequences.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Statuesque are fluent in Common and in the 
  language of their racial origin.
   Radiant Blessing: You gain resistance to radiant damage. 
  If you gain resistance to radiant damage from a class feature, 
  your inner power awakens, granting you the ability to cast the 
  mending cantrip. Charisma is your spellcasting ability for this 
  cantrip.
   Timeless Mind: You have proficiency in the History skill.
   Unyielding Body: Your form is incredibly durable, thanks to 
  your immortal composition. Whenever you take damage, you 
  can choose to reduce the damage taken by 1. This reduction is 
  applied after resistances or vulnerabilities.
  I, um, found a rhyme about a statuesque.
  “I met a man of stone
  Who I welcomed into my home
  He seemed a man of rock
  And was, all the way down to his
  Oops! Spilled the ink everywhere. 
   -Sylvette
  
  113
  Fallen Exile: 
  The Luminari
  There are countless stars in the heavens above, each more 
  distant and alien than the last. In their celestial dance, they 
  shift and move in tune with cosmic energies often beyond the 
  understanding of the mortal races. These cosmic shifts arrange 
  them into constellations, which channel their power towards 
  inscrutable ends. The stars are ancient, wise, and incredibly 
  powerful. Filled with eldritch energy that gives them sentience 
  that  is seemingly incomprehensible to the minds of mortals, 
  these stars are not without their blessings. It is from this 
  power that the luminari are born: individuals touched by the 
  light of the cosmic fire at the heart of the universe.
  Born to the Flame
  When a child is born when the stars are aligned in perfect 
  accordance to their intricate dance, the soul of the child 
  becomes inherently attuned to the constellations of the sky 
  that watch over their race. The cosmic fire fuses with their 
  essence, marking their flesh with a series of stars. These are 
  typically innocuous, appearing as scars, discolorations, or 
  intricate tattoos, and can be located at any point on their 
  bodies. These children are innately gifted with magical power, 
  and are cunning, wise, and charismatic. Whenever they cast 
  spells, their constellation-marks flare and spark, lending the 
  celestial energies of the stars above to the power of the casting.
  Stolen Arcana
  Individuals who swear themselves to the doomed quest of the 
  Fallen Exile are gifted with the ability to steal power from the 
  stars. Some of them overindulge, drawing more than their 
  frail mortal bodies can withstand. The experience is incredibly 
  painful, tearing away at the flesh even as the soul is stretched 
  beyond its normal limitations. Experiences from the past are 
  seared away and the body is sapped of strength while power 
  pours into the warlock. The constellation-marks upon their 
  skin are far more intense, covering most of their bodies in 
  scars, tattoos, or intricate script resembling their racial stars.
  Blessed by Fate
  The influence of the celestial spheres is subtle in most cases. 
  The flowing space between time is manipulated by these 
  eldritch beings, causing it to shift gently into a new pattern. 
  The consequences are small: the ice melts just a little faster 
  than it should, the torch takes a moment longer to dim than it 
  might have, the poison seems to kick in just a hair later than it 
  was supposed to; but, every single tiny change matters in the 
  grand scheme of things. 
   The ice breaks just below the foot of the brave adventurer, 
  soaking their boot, forcing them to stop early to warm 
  themselves, and delaying their long trek by one crucial hour. 
  The dying torch reveals the hidden switch that opens the exit 
  just moments before sputtering out. The guard manages to 
  raise the alarm before falling to the ground, foaming at the 
  mouth. Each subtle touch shifts events in a new direction, 
  and the minuscule adjustments the stars make are within the 
  grasp of the luminari, thanks to their attunement to these 
  constellations.
  Signs of the Stars
  Each race is blessed by a different collection of stars, as all 
  are manipulated with different ends in mind. Most of these 
  blessings appear to be contrary to the norm for their race, 
  causing these individuals to often viewed with disdain by their 
  society. Still, the manipulations of fate make them powerful in 
  their own right, and able to forge their own destinies.
   Dragonborn luminari are marked by the Constellation of 
  the Slayer, which often appears as a weapon surrounded by 
  fire in complex marks, or a line of stars in simple ones.
   Dwarven luminari are marked by the Constellation of the 
  Wanderer, which appears as a road winding away from a 
  mountain in more complex marks or a triangle bisected by a 
  line in simple ones.
   Elven luminari are marked by the Constellation of the 
  Devourer, which appears as a fanged maw or a spiral of 
  scarred blades.
   Gnomish luminari are marked with the Constellation of the 
  Skulker, which appears as a shrouded figure in more complex 
  designs and as a curved arc of stars in simple ones.
   Halfling luminari are marked with the Constellation of the 
  Champion, which appears as a shield or helm, though it may 
  be a simple square or bent line in scarred designs.
   Half-orc luminari are marked with the Constellation of the 
  Scholar, which appears as a book, scroll, or tome.
   Human luminari are marked with the Constellation of the 
  Heartless, which appears as an open hole centered on the 
  
  114
  Gelatinous Convocation: 
  The Oozian
  The Convocation is known for being transformative and life-
  changing, as even a single glimpse of their true power can 
  leave even the most stalwart filled with a fragment of their joy 
  and cheer. There’s a certain simplicity to being an ooze that 
  most mortals simply cannot understand, and yet it calls to 
  them nevertheless. 
   Those who travel far and wide seeking the Convocation may 
  find themselves changed by it without ever encountering it 
  in person. At some point, however, it will finally touch the 
  supplicant with its infinite wiggly appendages, changing them 
  fully into the slime that they have desired to become. Thus, 
  the oozians are created, reborn from the slime beyond.
  Saved from Tragedy
  Not all oozians are seekers of the Convocation. Others 
  are survivors, stored within crystalline cubes from lost 
  civilizations and re-awoken at the proper moment. The 
  Convocation will approach a city that is destined to fall to war, 
  starvation, or natural disaster, and offer a bargain to them. 
  The citizens of the city will be consumed by the slime, have 
  their memories processed and cataloged, and their souls and 
  minds will be stored within massive crystalline cubes within 
  hidden vaults. 
   After a sufficient time has passed, the Convocation will take 
  actions that lead to the discovery of the vault, and the new 
  oozians will be freed from the crystal and reborn into bodies 
  that are imitations of their previous forms.
  Slippery Sense of Self
  The process of being stuck inside a cube with thousands 
  of other minds, while painful at first, eventually leads to 
  understanding, agreement, and harmony among the slimes. 
  Thus, when they are freed, they immediately begin to act 
  in concert towards the goal that they have agreed upon. 
  Unfortunately for their former oppressors, this usually 
  involves taking revenge upon those that wronged them. An 
  army of mentally-trained, Convocation-blessed soldiers who 
  act with one purpose is nearly unstoppable, as many worlds 
  have discovered, and it allows the Convocation to harvest 
  memories from two groups: those that made the deal, and 
  those that died to them.
  Slime-folk
  The oozians are fairly simple to describe, though a description 
  of their appearance does not truly do them justice. Oozians 
  appear to be people, ordinary, run-of-the-mill humans, elves, 
  dwarves, even tieflings and dragonborn, except they’re made 
  entirely from colorful, semi-transparent slime. The majority 
  of them are a lime green color, but reds, blues, purples, 
  yellows, and even rainbow-colored slimes are not uncommon. 
  Some shift in hue according to their emotions, while others 
  are very singular in tone. A rare few appear to be more exotic 
  in appearance, looking to be made of quicksilver, liquid gold, 
  black oil, or even blood. 
  chest with a line pointing towards the person’s dominant arm. 
   Tiefling luminari are marked with the Constellation of the 
  Overseer, which commonly appears as a series of inscriptions 
  shaped into an eye. Most have dozens of these eyes across the 
  prime points of their body, giving them an eerie appearance.
  Luminari Names
  Societies that are unaware of the nature of luminari often 
  ignore their star-signs, considering them mere oddities in 
  most cases. Thus, their names are commonly derived directly 
  from their culture of origin. Cultures that are aware and 
  view them strongly will often replace their family name or 
  clan-name with “Starcursed”, “Luminate” or “Starblessed” to 
  highlight their status.
  Luminari Traits
  As a luminari, your constellation-mark grants you magical 
  abilities tied to your racial origin.
   Ability Score Increase: Choose either Intelligence, Wisdom, 
  or Charisma. That ability score increases by two, while the 
  other scores increase by one.
   Age: The lifespan of a luminari is unchanged.
   Alignment: Most luminari tend to be different from others 
  of their kind, making them outcasts and rebels. Some are 
  chaotic and cruel, but others are lawful or benevolent.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Luminari are fluent in Common and in the 
  language of their racial origin.
   Star-Marked: You gain resistance to radiant damage. 
   Mystical Power: Choose a cantrip from the cleric, wizard, 
  or bard spell lists. You learn this cantrip, and you can cast it 
  using either Intelligence, Wisdom, or Charisma (your choice).
   Constellation: You have been marked by a particular 
  constellation, and gain a benefit based on your racial origin 
  that applies whenever you cast a cantrip.
   Dragonborn: Slayer. Your next successful weapon attack 
  inflicts 1d4 additional damage of the same type as your breath 
  weapon.
   Dwarf: Wanderer. If you take the Attack action during your 
  next turn, your speed increases by 10 feet until the end of that 
  turn.
   Elf: Devourer. If you make an opportunity attack before the 
  start of your next turn, you can move up to 30 feet as part of 
  the same reaction. Your movement must follow the same path 
  as the creature that triggered the attack.
   Gnome: Skulker. If you take the Hide action before the end 
  of your next turn, you gain advantage on the check.
   Halfling: Champion. If the cantrip inflicted damage, you 
  gain resistance to that damage type until the start of your next 
  turn.
   Half-Orc: Scholar. If the cantrip did not inflict damage, 
  your first melee attack during your next turn is made with 
  advantage.
   Human: Heartless. If you take the Dodge action during your 
  next turn, the first successful attack against you inflicts half as 
  much damage.
   Tiefling: Overseer. You can take the Search action as a bonus 
  action after casting the cantrip. If you do, you can discover the 
  location of one invisible living creature within 20 feet of you.
  Oh! There I am! I was wondering why I hadn’t showed up yet!  
   Elf no more, ooze galore! Yay! -Sylvette
  
  115
  Cheerful Wanderers
  Oozians are most famous for one trait in particular, and this 
  fame is certainly well-earned: they are all cheerful. All the 
  time. No doubts, no questions. Cheerful.
   Most other races find this both charming and incredibly 
  distressing. Those with oozian friends often refer to them 
  as pleasant, but also eerie and disconcerting on unexpected 
  occasions. Oozians are just as likely to laugh at a good joke 
  as they are to chuckle at a friend’s graveside, much to the 
  concern of those around them. Their thoughts on death 
  are fairly simple for the most part: everyone who dies will 
  have their memories preserved within the Convocation, so 
  there’s no point in mourning them unless their bodies are 
  unrecoverable. Even when they are sad, they instinctively look 
  on the brighter side of life.
  Eternal Optimism
  The oozian’s propensity for cheer and good humor also 
  extends to their outlook on life. They are surprisingly durable 
  and difficult to kill by most standards, so they do not shirk 
  from danger or deadly adventures. While they enjoy the 
  company of others, especially fellow oozians, they are perfectly 
  willing to wander out alone into the world whenever the 
  desire strikes them. 
   They are fairly passionate people, and will speak up in 
  defense of their friends or turn scornful toward their enemies 
  without a moment’s notice. While not all are quite so vocal, 
  their stubborn drive to act rarely has them sitting on the 
  sidelines of life. 
   When they are among other oozians, they become wild and 
  expressive, sharing stories and experiences freely amongst 
  themselves. While they are friendly towards other races, few 
  can really understand the joys of the Convocation without 
  having experienced it for themselves.
  Open to Life
  The one thing that all oozians crave more than anything 
  else are new experiences. They can rarely stand performing 
  repetitive tasks, unless there is something new to be learned 
  or mastered. Oozian smiths are some of the most famed of 
  the Alfallen, second only to the ashenspawn. While the fiery 
  ones work with metal alone, the oozians are famed for their 
  slime-smithing, where they take crystallized ooze and work it 
  into new shapes, brimming with magical power. Other oozian 
  craftspeople perform feats of incredible skill, always seeking 
  to create something unique and innovative. 
   Many oozian sculptors and artists take a special joy in 
  subverting expectations, creating dozens of identical works. 
  The trick, they will tell you, is that despite the appearances 
  of these copies, each one is comprised of different materials 
  and different techniques carefully applied and created so that 
  the finished products are the same, but the experiences that 
  created them are entirely different.
  Oozian Names
  Most oozians will retain their names from before their 
  transformation, and often take great pride in them. Oozians 
  born to others of their kind are usually named in accordance 
  with their culture, but some are named based on their color, 
  demeanor, or sensibilities.
  Oozian Names: Emerald, Lime, Cheery, Azure, Ruby, Pride, 
  Bashful, Slippy, Wobblence, Wiggilium, Jade, Mercury
  Oozian Traits
  As an oozian, your body is both durable and flexible, as befits a 
  slime blessed by the Convocation.
   Ability Score Increase: Choose either Constitution or 
  Dexterity. That ability score increases by two, while the other 
  score increases by one.
   Age: The lifespan of an oozian is unchanged.
   Alignment: Most oozians tend to be good or chaotic, as they 
  are a kind but passionate people, but not all are.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Oozians are fluent in Common and in the 
  language of their racial origin. Additionally, you can 
  communicate with sentient oozes, regardless of the language 
  they may speak.
   Acidic Body: You gain resistance to acid damage. If you gain 
  resistance to acid damage from a class feature, your inner 
  power awakens, granting you the ability to cast the acid splash 
  cantrip. Charisma is your spellcasting ability for this cantrip. 
  You are immune to acid damage caused by friendly oozes.
   Jiggly Self: You have resistance to falling damage, and you 
  are not knocked prone when you take falling damage.
   Limitless Cheer: You can add your Charisma modifier to 
  saving throws against being frightened.
  
  116
  Serpent Empress:  
  The Imperial
  Countless worlds have fallen to the Endless Empire. Worlds 
  beyond number lie subservient at the feet of the Empress, 
  and her eyes are everywhere. Every single serpent lends its 
  flickering tongue to her ear, whispering of the things they 
  see and the treasons they encourage. The Empress delights in 
  traitors, as they offer opportunities for punishment, but she 
  also values loyal servitude. Those who are born within the 
  lands ruled by the Empress are imperials, and those who fully 
  subject themselves to her will are similarly regarded.
  Born of Scale
  There are few responses beyond the horror that a mother 
  will feel when looking upon their child and seeing them 
  bear the face of an oppressor, even when conceived with one 
  they love. The Empress’s eldritch influence is pervasive and 
  subtle, seeping into the souls of her subjects even as they sleep 
  within her dominion. Such power taints the essence of the 
  unborn, causing them to become warped in body and mind. 
  There are few imperials to whom kindness and benevolence 
  comes naturally, as most are selfish, scheming, and sinful. The 
  corruption they are exposed to causes their bodies to change, 
  becoming serpentine in subtle ways at first. Small, semi-
  transparent scales form over their skin, usually only visible 
  on large open parts of their skin or the edges of the face. 
  Their teeth become fanged, and their tongues narrow into 
  serpentine imitations, flickering out to taste for scents. Their 
  hair is replaced with long thin feathers, and their eyes become 
  slitted and glow with an unearthly light.
  Servants and Slaves
  The imperials are known for their devotion to the Empress, 
  but they are naturally predisposed to betrayal and deception. 
  Schemers and liars, their culture is hierarchical, with 
  countless layers standing between the lowliest of their 
  number and the imperial court. They thrive on injustice. 
  Those who show proper subservience are often slain for 
  being too cunning, while those who rebel are killed for their 
  insolence. Instead, the imperial castes are determined by 
  endless political maneuvering and magical oaths of loyalty. 
  When an imperial swears an oath, they are bound to it until 
  released by the one who accepted their oath. Their first words 
  are often oaths to the Empress, but not always. Some who 
  manage to flee to the worlds beyond her current grasp make 
  use of their ability to change their skin, concealing themselves 
  among the populace of their new home. Others use this to 
  infiltrate and undermine, casting rumors and suspicion.
  Serpentine Lineage
  Imperial dragonborn are common, usually green, and are 
  spectacularly serpentine. Their horns often are replaced with 
  the scaled hood of a cobra.
   Imperial dwarves are rare, and they are hated by their kin 
  for their treacherous ways and feathery beards.
   Imperial elves are even more reptilian than most, with 
  small claws in place of their nails. Their sibilant poetry 
  conceals their usual malice.
   Imperial halflings are looked down upon by the other races 
  of the empire, though they are known for their charm.
   Human and half-orc imperials are among the most 
  common, rarely deviating from the typical appearance.
   Imperial tieflings are truly serpentine, with colorful scales 
  across their entire bodies and horns like those of a dragon.
  Imperial Names
  Most imperials are named according to the traditions of their 
  origin culture, though they take titles that identify their place 
  in the imperial hierarchy.
  Imperial Traits
  As an imperial, the corruption of them Empress empowers 
  you even as it twists your will to her demands.
   Ability Score Increase: Choose either Dexterity or Wisdom. 
  That ability score increases by two, while the other score 
  increases by one.
   Age: The lifespan of an imperial is unchanged.
   Alignment: Most imperials tend to be lawful or evil, bound 
  by hierarchy but jealous of those above them.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Imperials are fluent in Common and in the 
  language of their racial origin.
   Darkvision: With serpentine eyes, you have superior vision 
  in dark and dim conditions. You can see in dim light within 
  
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  60 feet of you as if it were bright light, and in darkness as if 
  it were dim light. You cannot discern color in darkness, only 
  shades of gray.
   Forked Tongue: You can add your Wisdom modifier to 
  Deception checks in place of your Charisma modifier.
   Form Suppression: You can conceal your serpentine 
  traits as an action by focusing your will, as though you were 
  maintaining concentration on a spell.
   Viper Fangs: You can choose to have your unarmed strikes 
  inflict poison damage.
   Venomous Blessing: You gain resistance to poison damage. 
  If you gain resistance to poison damage from a class feature, 
  your inner power awakens, granting you the ability to cast the 
  poison spray cantrip. Wisdom is your spellcasting ability for 
  this cantrip.
  Shadowcat:  
  The Nocturne
  Sleep does not come easily to everyone, especially those who 
  are plagued by nightmares. These individuals are often drawn 
  from sleep, screaming in terror and fear due to the devastating 
  visions that haunt them at the midnight hour. The Shadowcat, 
  the First Nightmare that seeks to consume and convert other 
  all other nightmares into a reflection of itself, takes special 
  interest in people who suffer in this way, and may pay them a 
  visit as they stare silently into the darkness. Tiredness lulling 
  their eyes to close, they fight to stay awake for fear of what this 
  night will bring. The soft and terrible voice of the Shadowcat 
  will whisper into the ears of those marked, night after night, 
  feeding on the nightmares that come for them and keeping 
  them safe from harm.
  Guarded by Darkness
   This protection does not come without a cost. Individuals 
  will find themselves changing gradually by the influence 
  of the Shadowcat, for they are both entertainment and a 
  delightful feast to the Shadowcat and its infinite army of 
  reflections. Each night, they shall find themselves growing 
  less comforted by sleep, their reflexes quickening even as 
  their eyes open to the mysteries of the unspoken dark. These 
  individuals are known as the nocturne, for their insomnia is 
  not cured by their caretaker. The dark power of the Shadowcat 
  will seep ever deeper into their soul, causing their eyes to 
  become catlike and their ears to shift to a more feline form. 
  Wisps of blue light will flow gently from their irises as they 
  stalk the night, hoping and fearing for the dawn.
  The Dreamless Watchers
  The Shadowcat is powerful beyond measure, but the Inverse 
  is more a universe than a kingdom. Nightmares spawn 
  within wherever they could possibly take root, growing and 
  festering and appearing in countless forms. The Shadowcat 
  hunts for these terrors, but another will always appear 
  wherever a mortal mind becomes filled with fear. Jesters with 
  bleeding eyes cavort and dance alongside fiendish spiders and 
  disgusting, consuming, unstoppable slimes. Stairs become 
  gateways to the darkness of terror below, and cliffs lead to 
  terrible falls that seem unending yet ever-perilous. Every 
  doorway has a monster behind it, waiting to be let loose, and 
  every meal is filled with maggots and human bones. Hags and 
  witches cackle in every woodland cabin, werewolves howl 
  beneath the moon, and undead claw forth from their graves 
  wearing the faces of loved ones in the Inverse. It is a land 
  built from fear, where lightness is pitch black and darkness is 
  pale white. It is the land that the nocturne visit in their sleep, 
  and it is here that they watch and listen. The nocturne do not 
  dream anymore. They witness.
  Born of Shade
  The nocturne are often children who have been born to 
  parents who have made pacts with the Shadowcat, as its 
  influence often bleeds into the bloodline of these individuals. 
  These changes rarely go unnoticed, but as children are 
  especially precious to the Shadowcat, it will send a strong 
  reflection of itself to protect the child until it comes of age. 
  Individuals who make pacts with the Shadowcat are opened 
  to its influence and may also become nocturne because of 
  their pacts. When this happens, the process is far faster, and 
  completes in full when they gain their eldritch powers from 
  the Shadowcat.
  Pale Eyes
  Nocturne are often subtle in their changes, but their eyes will 
  almost always give them away. They are universally a deep 
  and intoxicating shade of blue, and in the dark, wisps of teal 
  mist will seem to shimmer from the corners of their eyes. 
  They can suppress this effect with practice, and even conceal 
  the glow of their eyes, but rarely choose to do so. Second, their 
  hair is dark and thick, like the ebony fur of their patron, and 
  their ears rise catlike above their hair.
  
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   Thirdly, their eye teeth are especially prominent, giving 
  them an almost vampiric cast that is unquestionably feline 
  upon closer inspection.
   The eyes of a nocturne are their most striking feature, and 
  the one for which they are best known. Many tales are told of 
  their legendary sight, picking out color even in the darkest of 
  shadow as though standing in daylight. The more frightening 
  stories report that they can see into the darkest fears of others, 
  and can make them real. These are often exaggeration or 
  mis-attribution, as the nocturne are far too concerned with 
  the nightmares they are still plagued with to bother with the 
  dread of others. While their connection to the Shadowcat 
  grants them a measure of protection against the suffering 
  that comes from a lack of rest, the allure of their unique 
  souls causes nightmares to enter their dreams constantly. 
  Each night, the nocturne must decide - sleep, and suffer the 
  consequences upon their mind, or stay awake and lose their 
  feline edge. Most settle into a pattern, sleeping as little as they 
  can in order to retain their sanity, but those who are warriors 
  or practice the sorcerous arts are often not granted that 
  luxury, instead awakening with power and energy even as 
  dread eats gently at the corners of their minds.
  Umbral Lineage
  The Shadowcat’s mark often appears upon humans, halflings, 
  and gnomes, who are more prone to fear in the darkened 
  hours. This is not always the case, however, and nocturne 
  of all races have appeared at least once. Even elves, who 
  normally do not sleep as the other races do, are not immune 
  to nightmares coming forth during their trance if they have 
  witnessed horrors in their lives or suffered fear during their 
  waking hours.
  Nocturne dragonborn are exceptionally rare, so much so that 
  they’re often considered mere myths or individuals bearing 
  the heritage of a shadow dragon instead. Their horns are 
  long, jagged, and stream with ribbons of shadow, and they 
  lack the cat ears other nocturne possess. Their fangs are often 
  especially large and are difficult to conceal.
  Nocturne dwarves are uncommon but not unheard of. They 
  tend to be smaller and less stocky than other dwarves, and 
  their eyes can tend towards a purplish hue as opposed to the 
  stark blue of other races. They typically conceal their heritage, 
  though they’re valued as excellent scouts in the dark tunnels 
  of the dwarven lands.
  Nocturne elves are uncommon, for nightmares have a harder 
  time seeking them in their trance. Still, the Shadowcat takes 
  great pleasure in changing an elf, as their long lives provide 
  a constant and enduring source of nightmares to feast upon. 
  They often possess additional feline traits, such as tails or 
  small claws.
  Nocturne gnomes are oddly common, despite their racial 
  propensity to withstand and recover from magic that would 
  affect the mind. As a smaller race, gnomes are often victimized 
  by monsters and brigands, sowing a ripe garden within which 
  nightmares may bloom. The Shadowcat enjoys devouring 
  these nightmares, for their shape is pleasing to it, and so it will 
  be often prone to whisper in the ears of a cowardly gnome.
  Nocturne halflings are also common, though less so among 
  the braver and stouter members of their race. Their natural 
  luck and affinity for trickery causes them to attract the 
  attention of the Shadowcat whenever they become afflicted 
  in the night, and they often bear claw-like marks upon their 
  skin from where a reflection of the Shadowcat has tasted their 
  famed fortune.
  Nocturne humans are very common, as are nocturne half-
  elves, if only by the sheer population of their original race. 
  Vulnerable to the terrors of the night, humans show great 
  variety in how the traits of a nocturne are expressed. Some 
  only bear the classic eyes and ears, while others have fangs, 
  small claws, tails, and even fur along the arms and legs, 
  though more advanced changes are rare.
  Nocturne tieflings are especially vulnerable to the influence 
  of the Shadowcat, and commonly have fur along their entire 
  bodies, and occasionally have faces reminiscent of a cat. Other 
  feline traits are almost assured, though traces of their fiendish 
  heritage rarely remain visible. Very few possess horns or 
  demonic tails but will often have digitigrade legs that place no 
  weight upon the heels, like those of a natural cat.
  Mixed Blessings
  Civilized lands often view individuals who have become 
  nocturne through no fault of their own as troublemakers 
  and tricksters, for they rarely sleep when others do. Some 
  view them with sympathy, treating them as one might an 
  individual suffering from a mental illness. Others are less 
  caring but may speak in hushed whispers about a person with 
  glowing blue eyes that wisp with eerie smoke. Communities 
  of nocturne are viewed poorly by others but have a strong 
  in-group bond. Knowing that others understand the constant 
  lure and terror of sleep helps many stay sane and whole, 
  despite the troubles in their lives. Few nocturne speak about 
  their forced insomnia to those outside a close circle of friends, 
  as they feel it would put unrequited burden upon strangers.
  Nocturne Names
  Most nocturne keep their names from before they were 
  transformed, and are usually named in accordance with their 
  origin culture. Some take pseudonyms they use exclusively 
  after dark, keeping their normal name for daylight hours.
  Nocturne Traits
  As a nocturne, your newfound insight and agility is restrained 
  only by your unceasing insomnia.
   Ability Score Increase: Choose either Dexterity or Wisdom. 
  That ability score increases by two, while the other score 
  increases by one.
   Age: The lifespan of a nocturne is unchanged.
   Alignment: Most nocturne tend to be neutral or chaotic, 
  driven by their desires but also restrained by their fears.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Nocturne are fluent in Common and in the 
  language of their racial origin.
   Darkvision: Blessed by the Shadowcat, 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 discern color in darkness, 
  thanks to your eerie eyes.
   Night Terrors: You gain resistance to psychic damage and 
  proficiency in the Perception skill.
   Perpetual Insomnia: You desire and fear sleep in equal 
  measure. Whenever you take a long rest, you can choose to 
  remain awake or try to sleep. If you remain awake, you gain 
  advantage on Charisma saving throws, and can perform light 
  activity, such as keeping watch, to gain the benefits of a long 
  rest. If you sleep, your movement speed and jumping height 
  each increase by 5 feet, but you suffer disadvantage on saving 
  
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  throws against being frightened. These benefits last until you 
  begin a new long rest.
   Restless: You do not suffer exhaustion when you go without 
  sleep for extended periods of time. You must still take a long 
  rest at least once every 48 hours or risk suffering exhaustion.
   Nine Lives: You’re hard to kill, but only when your fate is 
  unknown. Whenever you are hidden from all other creatures, 
  you gain advantage on death saving throws and on saving 
  throws to reduce damage.
  Storm Lord:  
  The Heraldic
  The Storm Lord travels between the countless worlds of the 
  cosmos, gathering the souls of heroes as it goes. These souls are 
  immersed in the radiant power of the storm for eternity, but 
  they do not always stay in the Lord’s kingdom forever. Some 
  are given a new purpose, and travel down from the storm to be 
  born anew to parents of a mortal race. 
   Upon their birth, they quickly recall much of their previous 
  lives, though not all of them are so blessed. Those that do 
  remember or have their nature reawakened begin to manifest 
  a strange and mighty power caused by their soul’s former state 
  as a wraith of thunder and lightning. 
   These individuals are often called “heraldic” by those who 
  study such things, for the appearance of a heraldic child 
  indicates that a great conflict shall begin within their lifetime.
  Consumed by the Storm
  The Heraldic are champions of the mortal races from the 
  first moment of their lives, for they are the reincarnations of 
  heroes who entered the embrace the Storm Lord as they died. 
   These champions are nearly countless in number, for 
  the Storm Lord’s collection has spanned the endless worlds 
  for untold centuries. Those that it collects exist in a strange 
  paradise of thunder and lightning, conflict and peace. 
  Eventually, they begin to forget themselves, becoming restless 
  and purposeless as they struggle with their inability to pass to 
  a higher plane, merely continuing to exist within the Storm 
  Lord’s kingdom in the sky. 
   Those souls that forget all but their names and fragments 
  of their former lives become violent and wrathful, yelling in 
  a booming voice that some call thunder while striking out in 
  arcs of radiant light.
  Blessed by the Storm
   Upon these days, when the sky is black and the winds are 
  still, the lightning that crashes to the ground hungers for 
  purpose and life. A champion’s soul carried within it may 
  inhabit a child yet unborn, or strike a living mortal, causing 
  the champion to replace them upon the earth. If they are 
  born to parents, they will know only their name, and speak it 
  with a thunderous voice upon their birth. Flashes of memory 
  from their former lives may plague them as they grow, only 
  becoming fully apparent when they experience the full wrath 
  of a great tempest or engage in a deadly battle. Those who have 
  taken the place of another mortal are more conscious, and 
  remember their past from the beginning, though often know 
  little of what has happened after their deaths. 
   Once a heraldic understands their true nature, their soul 
  will ignite for the first time within their body, causing wings 
  of mist and lightning to appear at their back to carry them 
  towards the kingdom in the sky that they once called home. 
   Only true heroes will survive this experience, for the Storm 
  Lord’s powerful blessings are as merciless as a hurricane. As 
  the heraldic grows more powerful, they become better able to 
  withstand the strain of allowing their soul to manifest in such 
  a way, though it is never a comfortable experience. 
  Scarred by the Storm
  Heraldic individuals often appear surprisingly ordinary 
  at first glance. One of the subtlest signs is the unconscious 
  control their emotions have on the air directly around them. 
  An enraged heraldic will appear to be lashed by a tempest, 
  while a calm one would seem to exist in the serene eye of 
  their own personal storm. Many have eyes of gold, silver, gray, 
  or blue, disregarding their original race. The more powerful 
  heraldic often appear to have thunderheads sparking in their 
  irises. Individuals who were exchanged, rather than born, 
  will commonly have a scar somewhere upon their bodies 
  from where the lightning struck them, and it will glow with 
  otherworldly light when underneath a stormy sky.
   Many heraldic have hair of white, gold, or clouded gray, and 
  often prefer to wear it long so that it whips about in the air 
  currents that constantly surround them. Some heraldic are 
  fond of elaborate tattoos that detail their feats and the legends 
  of their pasts, so that they will never forget them again.
   The single most striking visual feature of the heraldic is not 
  
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  always visible, but when it is seen it cannot go unnoticed. 
  The heraldic possess the ability to ignite their own souls in 
  radiant power, causing them to expand beyond their bodies. 
  This ignition manifests as wings of smooth mist and crackling 
  lightning that spread behind the heraldic, causing them to 
  appear as avenging angels of the storm. Some of these wings 
  are cloak-like and poorly defined, but others are crisp and 
  visible as the wings of birds, bats, dragons or insects. Some 
  will appear as long streamers of light, spiraling in a constant 
  flow of eldritch power. Regardless of the appearance of these 
  wings, they are always awesome to behold, and carry the 
  heraldic forth into the sky like a dancer upon the breeze.
  Heroes Reborn
  Heraldic dragonborn are surprisingly common, though 
  usually their breath is of lightning and their heritage is of 
  the blue, brass, or adamantine draconic lineages when they 
  are born. Among their kind, they are viewed with reverence, 
  though only so long as they prove themselves to be the heroes 
  they claim to be.
   Heraldic dwarves are incredibly rare, mostly because so few 
  are consistently present above ground. They possess silver 
  beards and hair long before their age would begin to show, 
  leading to confusion among other dwarves who might expect 
  them to be elders among their kind. They are often viewed 
  with suspicion because of this, and because of their propensity 
  for flight, which is not a dwarvish trait in the slightest.
   Heraldic elves are common, and blend easily within their 
  communities. As a long-lived race, it is entirely possible to 
  meet an old friend who perished in battle, now reborn as a 
  heraldic. Those heraldic elves that were formerly of other 
  races may experience some disconnect from elven culture, 
  being more brash and hasty than the typical elf and are thus 
  well-suited to the adventuring lifestyle.
   Heraldic gnomes are quite rare, and typically appear more 
  frequently in lands where gnomes dwell in the forests and 
  fields. Their large and striking eyes often earn them unusual 
  titles, and many become treasured historians and researchers. 
   Heraldic halflings are occasionally called cherubs, though 
  such a statement is often considered impolite. Their features 
  tend to make them stand out among others of their kind, as 
  their unusual eyes and hair will make the subject of many 
  jokes and pranks in more traditional halfling communities.
   Heraldic humans and half-orcs are the most common, as 
  the frequent wars that these races engage in lead to many 
  moments of potential heroism for the Storm Lord to enjoy. 
  Most possess storm-scars of some kind, even if born naturally, 
  and these scars will shine with a radiant light when exposed to 
  rain. Their wings have the most variation of any racial group, 
  occasionally appearing as sigils of light instead of a facsimile of 
  natural limbs.
   Heraldic tieflings are the rare few that show traits that are 
  present upon the Storm Lord. Many have blue skin or scales, 
  horns that appear like the Storm Lord’s eerie maw, or bodies 
  that crackle with electricity whenever they are standing in the 
  rain. Almost all these tieflings will possess long, sinuous tails, 
  and many will have reptilian claws instead of hooves upon 
  their feet.
  Fated for Glory
  Heraldic individuals are doomed to die glorious deaths. Every 
  culture recognizes them as harbingers of conflict and change, 
  so their arrival will often spark tensions and fear. Long-lived 
  races such as elves will care far less, for an elven heraldic 
  could mean a war will begin in several centuries, but a human 
  heraldic symbolizes that the clash of steel is soon to begin.
   As reborn heroes, heraldic are instinctively drawn to power  
  and conflict. Those that try to resist are often swept along 
  by fate, discovering ancient magics within their bloodline 
  or taking to the sword and bow with an ease brought upon 
  by their ancient experiences. Many accept their fates as 
  harbingers and call to the Storm Lord for guidance, forging 
  new pacts with the great ruler or singing songs of its coming.
  Heraldic Names
  Heraldic individuals are born knowing their names, shouting 
  them in a thunderous voice. They may not be born to the 
  correct race or culture, and thus may go by a foreign name or 
  one in an unspoken language, but it is their name. Some will 
  simply state titles, transcending to an archetype instead.
  Heraldic Names: King, Queen, Prince, Princess, Conquerer, 
  Slayer, Hunter, Savior, Destroyer, Ruler, Master, Majesty
  Heraldic Traits
  As a heraldic, you are defined by your reborn soul and the 
  radiant lightning that courses through your veins.
   Ability Score Increase: Choose either Wisdom or Charisma. 
  That ability score increases by two, while the other score 
  increases by one.
   Age: The lifespan of a heraldic is unchanged.
   Alignment: Heraldic individuals are often unbound by 
  conventional morality, having seen death, but many are 
  heroic and benevolent all the same.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Heraldic are fluent in Common and in the 
  language of their racial origin.
   Scarred by the Storm: You gain resistance to lightning 
  damage. If you gain resistance to lightning damage from 
  a class feature, you gain the ability to cast shocking grasp. 
  Charisma is your spellcasting ability for this spell.
   Soul Ignition: As a bonus action, you can ignite your soul, 
  forcing it to appear as wings of mist and lightning until the 
  start of your next turn and causing you to immediately take 
  6 radiant damage. During this time, you gain a flying speed 
  equal to your walking speed. If you do not repeat this process 
  to maintain your flight at the start of your next turn, you will 
  fall.
  Weaver of Lies:  
  The Arachi
  When the Weaver first began to plot against the gods, mere 
  moments after its creation, it realized the need for servants 
  and slaves, actors that could go where it was not welcome and 
  speakers that could repeat the lies it spun. Thus, the Weaver 
  looked into the universe and discovered something curious: 
  mortals, living and dying and writhing in their own personal 
  miseries and misfortunes, regrets and horrors. Having little 
  respect for the creations of the gods, the Weaver sought to 
  twist them to its ends, both body and soul. Thus, the arachi 
  were created, born from this malignant mind and twisted by 
  the hateful soul that seeks the destruction of reality and the 
  creation of a place where all things are equally false. After all, 
  for a lie to have power, it must be heard.
  
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  Born from Deception
  Individuals who have made pacts with the Weaver of Lies 
  come in many shapes and many forms, but there is a certain 
  group among them that the Weaver finds most suitable for its 
  dark work: those who seek to forget and to hide themselves 
  from the truth. 
   The Weaver takes these individuals and twists their bodies, 
  tearing them asunder and stitching its vile magic into their 
  souls before repairing them anew in a form more pleasing 
  to this terrible horror. What was once a living person is 
  now something both far less and yet far more; a sentient 
  construction of living flesh, enchanted spidersilk, and eldritch 
  magic shaped into the form of a mortal. 
   The true reason the Weaver seeks these individuals is 
  because it becomes easy to fulfill the agreement, as the 
  process takes the names and unwanted histories from these 
  tormented souls, saving them from the memories of their past 
  misdeeds, suffering, and regrets.
   However, not all arachi are created in the webs of an 
  inescapable pact. Others are born rarely to parents who 
  have lied about their identities to their partners; cheats and 
  tricksters, spies and assassins. These are often mistaken 
  entirely for natural children, until they come of age and the 
  horrifying truth begins to make itself known, for not all lies 
  can remain forever hidden in the dark.
  Twisted by the Spider
  The arachi are deceivers by nature, lying to themselves even as 
  they lie to others. The most blatant example of this is in their 
  appearances, as they have two that they change between. The 
  first is their false form, which appears as an almost-ordinary 
  person of their original race. The few differences are entirely 
  cosmetic and usually benign enough to go unnoticed, such as 
  eyes of a golden or greenish color, black or pale hair that tends 
  towards a purplish cast in the right light, and symmetrical, 
  attractive faces. 
   Their true forms, however, are much more monstrous. Hair 
  becomes chitinous blades that form together into a helm, an 
  additional pair of eyes opens in the forehead, and small fangs 
  dripping with green ichor spring forth, giving the arachi a 
  predatory appearance. Their body shape and apparent sex 
  may also change between the two forms, though this is rare 
  and may merely be rumors that further cloud the truth of this 
  deceptive race.
   The form is not the only thing that changes to the arachi; the 
  mind is equally malleable. Whenever an arachi enters their 
  false form, their magic forces them to forget their true nature, 
  casting it back into their subconscious. This, coupled with the 
  innate influence of the Weaver, causes them to be excellent 
  liars, for their innocent pleading is genuine to their own ears.
   Dragonborn arachi are very rare, tending to have either dark 
  black scales or nearly-translucent white ones. In their true 
  form, their faces extend and the additional eyes open directly 
  behind the first set, underneath their chitinous and wicked 
  horns. 
   Dwarven arachi are most common among dwarven 
  communities that dwell far below the surface of the earth, 
  never seeing sunlight in their natural lives. They tend to have 
  extremely pale skin and eyes like golden coins, and in their 
  true forms, their beards become like chitinous spikes.
   Elves born as arachi are often mistaken for dark elves, 
  typically possessing pale hair and dark skin, though it is not 
  unheard of for them to appear as those who dwell in the 
  moonlit forests. In their true form, the spidery appearances 
  of their faces are emphasized, with mandibles forming from 
  their hair that sit around their cheekbones.
   Gnomish arachi are typically thin for their race, and their 
  large eyes may have unusually-shaped pupils. In their true 
  form, their eyes split into two smaller sets, giving them a cruel 
  and vicious visage.
   Halfling arachi are more common than one might expect 
  among a race of cheerful tricksters, appearing as the least-
  changed of the many varieties. In their true form, halfling 
  arachi possess deep and soulful eyes, often appearing as 
  strange and otherworldly children. 
   Humans typically have the easiest time concealing their 
  unnatural lineage, as their skin will often simply trend 
  towards a more extreme cast of what their ordinary tone 
  would have been. Darker individuals become nearly obsidian, 
  while paler ones could be mistaken for those with albinism. 
  Despite these defining traits, the true forms of human arachi 
  are varied and mixed. Some may not even possess the four 
  eyes common to their race, while others may have as many as 
  eight. 
   Tiefling arachi obtain an unusual blessing thanks to their 
  deceptive natures: they appear entirely human or elvish 
  in their false forms, without horns, tail, or colorful skin. 
  However, their true forms are especially nightmarish. Horns 
  of spider legs that twitch and writhe of their own volition, 
  tongues that have teeth, four eyes of pure green, gold, or 
  purple, and skin of onyx black or deep purple are among the 
  least concerning of their features. 
  Tricksters and Killers
  The arachi try to keep themselves hidden as best they can, 
  often deliberately staying in their false forms for as long as 
  possible in order to prevent being suspected of every crime 
  ever committed. Few accept them in their true forms, and 
  fewer still once they know of their association with the 
  Weaver.
   Arachi have an almost universal disdain for the gods, 
  brought upon them by the influence of the deity-hating 
  Weaver, and thus only become clerics or priests in unusual 
  circumstances. Their habitual lying keeps them from 
  becoming paladins in many cases, for few are able to muster 
  the strength of will to take an oath without trying to writhe 
  out of the less-attractive portions of it. In other professions, 
  however, they flourish. Arachi turning to criminal pursuits 
  are very successful, as their ability to forget their own deeds 
  makes them paragons of innocence outside the shrouded 
  hours where they do their dark work. 
   Soldiers among this race are not uncommon, acting as 
  scouts and spies, infiltrators and bodyguards. When their true 
  nature is revealed in battle, they fight without mercy in order 
  to preserve their secrets. 
   Sorcerers whose power manifests from their dark heritage 
  often gain powers over shadow and shade, while wizards and 
  more traditional scholars of the arcane lean towards the arts 
  of illusion, enchantment, and transmutation. Arachi bards 
  are fairly common, though many hone their arts in secret in 
  order to maintain appearances. Those who are born arachi 
  have little to lose by making pacts with their cruel creator, as 
  the Weaver’s perilous power is well-suited to tricksters such as 
  these.
  
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  Arachi Names
  Arachi who are created directly through the Weaver’s 
  influence are stripped of their former names, and will thus 
  either adopt new ones or pseudonyms that remind them of 
  their loss. Those born as arachi take names from their original 
  race and culture, though they tend towards common and 
  disinteresting ones when given the choice.
  Arachi Names: Formerly, Nobody, Somebody, Loss, 
  Elsewhere, Never, Unknown, Impossible, Undecided, Denial
  Arachi Traits
  As an arachi, your twisted nature manifests itself in a variety 
  of ways common to your race.
   Ability Score Increase: Choose either Dexterity or 
  Charisma. That ability score increases by two, while the other 
  score increases by one.
   Age: Arachi typically live somewhat 
  longer than their original race, concealing 
  their aging as the signs begin to 
  show.
   Alignment: Arachi are greatly 
  influenced by their deceptive 
  nature, but this can play out in many 
  ways. Some are lawful, and work within the confines of a 
  system to their advantage, while others are chaotic and sow 
  disharmony wherever they go. Few are good, as honesty does 
  not come easily to them, but most trend towards neutrality 
  despite their wicked streak.
   Size: Your size is determined by your origin race. 
   Speed: Your speed is determined by your origin race.
   Languages: Arachi are fluent in Common and in the 
  language of their racial origin. Those who are born into 
  communities of arachi learn thieves cant, and use it 
  frequently.
   Blood of the Spider: Arachi possess a remarkable 
  resistance to poison, and it flows through their fangs with 
  equal ease. You gain resistance to poison damage. If you 
  gain resistance to poison damage from a class feature, 
  you gain the ability to cast falling spider’s spite* at 1st level 
  once per long rest without expending a spell slot.
   Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 30 feet 
  of you as if it were bright light, and in darkness as if it 
  were dim light. You can’t discern color in darkness, 
  only shades of gray. If you gain Darkvision from your 
  racial origin, add both values together.
   False Form: As an arachi, you possess two forms, 
  a true form and a false form. Your false form 
  appears as a member of your origin race, and can 
  look however you wish. Once you choose this 
  appearance, it can never be changed. You can 
  change between your false form and true form 
  as an action. Nothing aside from your physical 
  appearance changes. However, while in your 
  false form, you gain advantage on Deception 
  checks related to concealing your true nature as 
  an arachi or to actions you performed while you 
  were in your true form.
   Remarkably Forgetful: You learn the forget* cantrip, 
  and you can cast it on yourself multiple times instead of only 
  once, forgetting a total number of different things up to your 
  character level.
  That's me, I think. I can never be sure these 
  days. Or I could be lying to you. I'm known
  for that kind of thing, as you've probably 
  guessed. 
   
   
   
   
  -Formerly Someone
  
  123
  Racial Origins
  While a person may be a direct descendant of an Alrisen, or 
  of one who had made a pact with one of the Alrisen, they are 
  not so unique as to totally be deprived of their physical and 
  cultural heritage. When you choose one of the Alfallen races, 
  choose one of the following racial origins, to indicate what 
  race you would be if not for the magical influence within your 
  blood. You gain additional racial traits and features depending 
  on your chosen racial origin. Your appearance and lifespan are 
  primarily determined by your chosen racial origin. Any effect, 
  feature, or feat that would reference your race will apply to 
  you based upon your racial origin, rather than your Alfallen 
  racial category.
  Dragonborn
  While the dragon blood that flows through your veins remains 
  potent and powerful, it has been greatly changed by the 
  influence of the Alrisen upon your bloodline. Your appearance 
  will shift due to your altered bloodline, often leading to 
  strange scale patterns, partial absence of scales, or even a nigh-
  human appearance rather than a draconic visage, depending 
  on the origin. 
   You gain the Draconic Ancestry and Breath Weapon racial 
  features, but do not gain the Damage Resistance feature or 
  any other racial features. Your speed is 30 feet, and your size is 
  Medium.
  Dwarf
  Dwarvish bloodlines are uncommon to see in the ranks of the 
  Alfallen, though not quite as rare as one might expect. Most 
  dwarvish Alfallen retain their dwarvish stature, though many 
  find themselves without the natural resistances, cultural 
  instruction, and visual acuity that their heritage might grant. 
   You gain the Dwarven Toughness racial feature, and your 
  speed becomes 25 feet, though your speed is not reduced by 
  armor. Your size is Medium.
  Elf
  Elven bloodlines are surprisingly open to the influence of the 
  Alrisen, though they retain much of the strange physiological 
  changes brought upon them by the magic of the fey. 
   You gain the Darkvision, Fey Ancestry, and Trance racial 
  features of an elf, and your speed is 30 feet. Your size is 
  Medium.
  Gnome
  Alfallen of Gnomish heritage are surprisingly stable in the 
  quirks of their bloodline, retaining their unusual curiosity 
  and cheerful demeanor, as well as that special resistance 
  to magical influence; however, exposure to eldritch forces 
  has had unusual effects of their physiology nevertheless, 
  oftentimes reducing their visual acuity. 
   You gain the Gnome Cunning racial feature. Your walking 
  speed is 25 feet, and your size is Small.
  Halfling
  A humble yet boisterous folk who often get over their heads, 
  Alfallen halflings typically make up about one-fourth of 
  the Alfallen population in a given world. Nevertheless, they 
  retain their small stature and surprising luck, granting them 
  remarkable success in all of their pursuits. 
   You gain the Lucky and Halfling Nimbleness racial features. 
  Your speed is 25 feet, and your size is Small.
  Half-Orc
  While half-orcs are already a rare breed, Alfallen half-orcs are 
  especially uncommon, and often viewed as curiosities rather 
  than a genuine racial category. Most are deprived of their 
  original culture, growing up as either slaves or outcasts even 
  among orcish societies, though some will rise to power and 
  greatness thanks to their Alfallen bloodline. Still, they all seem 
  to retain the burning determination of an orc combined with 
  the passionate nature of humanity. 
   You gain the Relentless Endurance and Darkvision racial 
  features. Your speed is 30 feet, and your size is Medium.
  Human & Half-Elf
  Humans are the most common Alfallen races, comprising 
  the vast majority of pact-makers and their descendants. Most 
  attempt to conceal their mixed heritage, preferring to not 
  face persecution or estrangement due to the decisions of their 
  ancestors. Others are less fearful, choosing to embrace their 
  strange bloodline. Half-elves whose lineage is touched by the 
  Alrisen manifest traits very similar to those of humans, losing 
  their fey heritage, though their appearance is slightly different 
  and they retain the extended lifespans of their elven kin. Many 
  who have strong ties to the Alrisen often find themselves 
  drawn once again to the same powers as those their ancestors 
  once sought, seeking to right the wrongs done against them, 
  discover their past, or write a new chapter in their lives. 
   You gain proficiency in two skills of your choosing and one 
  language of your choosing. Your walking speed is 30 feet, and 
  your size is Medium.
  Tiefling
  Tieflings are among the most unusual of the Alfallen races, for 
  their fiendish bloodlines provide them a substantial amount 
  of magical power already. While many retain the horns, tails, 
  and scarlet skin of a fiend, others find themselves more easily 
  warped by the influence of the Alrisen, seeing their fiendish 
  traits overridden by the equally exotic appearances of the 
  Alfallen. This vulnerability to the influence of the Alrisen, 
  combined with their exotic appearances, makes them outcasts 
  in all but the most welcoming communities. Individuals 
  who would be born tieflings but have their fiendish heritage 
  entirely purged by the influence of the Alrisen would often be 
  classified under the human, elvish, halfling, or dwarvish racial 
  origins instead.
   You gain the Infernal Legacy racial feature. Your walking 
  speed is 30 feet, and your size is Medium.
  Racial Balance
  Using the Detect Balance (DB) scale, each racial origin accounts 
  for 6-7 points worth of features. The Alfallen races are designed 
  to account for ~20 points of features, keeping the grand total 
  in line with the standard set of races. If you’d like to include a 
  different race other than the ones described here, use the DB 
  scale to calculate a similar amount of points from that race’s 
  list of racial features when creating a new racial origin. Avoid 
  offering ability score modifications or other simple numeric 
  bonuses when doing so.
  
  124
  The following section contains a number of optional rules 
  that your group may choose to use during gameplay. These 
  rules are intended to highlight different facets of the game 
  experience and to provide methods for dealing with situations 
  and requests that may arise. Note that these rules are optional 
  for a reason: they are not intended for every group to use, 
  nor appropriate for all scenarios. After each rule is a short 
  discussion detailing how this may impact gameplay and why 
  you may choose to implement the rule. Players, if you are 
  denied the use of one or more of these rules, please accept the 
  benevolent intentions behind the denial and comply with the 
  request. If you don’t trust your group, you won’t enjoy playing 
  with them, so address issues immediately when they arise.
  Optional Rule: Long Days
  The GM can declare a long day at any point during play. When 
  they do, consult your character sheet and determine any 
  and all features, spell slots, or class resources that recharge 
  whenever you finish a short or long rest. You gain additional 
  uses of these features equal to the amount that you would 
  have after finishing a long rest, effectively doubling them. 
  This does not apply to hit dice, hit points, or to any features 
  that recover only on a long rest or by another mechanic. No 
  character can recover uses of features that recharge on a short 
  or long rest until after they complete a long rest. They can still 
  spend hit dice to recover hit points during short rests. A long 
  day applies only until you complete a long rest.
  Intention of this Optional Rule
  Many character classes, such as fighters, warlocks, and 
  monks gain much of their power and utility from the ability 
  to recover essential resources when they finish a short rest. 
  During adventuring days where there is only going to be a 
  single challenging encounter, character classes like wizards, 
  clerics, and barbarians have a distinctive advantage, because 
  they are designed with the question of conserving resources 
  in mind. When there’s only one fight, they have no reason to 
  conserve resources, and can perform at a higher level than 
  classes that have smaller, more easily recovered abilities. 
  Therefore, if your group has only 1-2 combat encounters each 
  day, it may be beneficial to use the long day rule to make the 
  warlocks and fighters of the group function at the same level 
  as the other classes. Effectively, you’ve doubled the amount 
  of spell slots a warlock has, the ki points a monk would have, 
  and any other features that any class would have available 
  to it on a short-rest basis, such as Channel Divinity or Wild 
  Shape. This allows your group to have singular, climactic 
  encounters with more powerful foes at the cost of over-time 
  endurance. This typically increases the power of short-rest-
  based classes in these games, so be sure of the consequences of 
  declaring a long day.
  Bargain of the Archivist
  Optional Rules for an  
  Intelligence-Based Warlock
  Some patrons, such as the Keeper of the Depths and Accursed 
  Archive are particularly suited to a more intelligent warlock, 
  but any of them can be appropriate if you’ve talked with 
  your group about how this may be implemented.
   These rules are designed to enable you to play a warlock that 
  is based on Intelligence as the primary ability score for the 
  class instead of Charisma.
   Wizards beware - the warlock is entering your domain with 
  secrets once thought forgotten.
  Saving Throws
  Your saving throw proficiencies become Intelligence, Wisdom 
  instead of Charisma, Wisdom when you select this class at 1st 
  level.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your warlock spells, 
  so you use your Intelligence whenever a spell refers to your 
  spellcasting ability. In addition, you use your Intelligence 
  modifier when setting the saving throw DC for a warlock spell 
  you cast and when making an attack roll with one.
  Class Feature and Invocation Alteration
  Whenever a warlock class feature or an Eldritch Invocation 
  references your Charisma modifier, you must use your 
  Intelligence modifier instead of your Charisma modifier.
  Intention of the Optional Rule
  Intelligence is an ability score that many groups find less 
  useful than other ability scores. Wizards and subclasses based 
  around the wizard spell list are among the only ones that 
  rely on it for anything other than skills. There are very few 
  spells that target Intelligence saving throws, so it isn’t very 
  useful from a defensive standpoint. Additionally, Charisma is 
  essential for four core classes, while Intelligence only boasts 
  one. Shifting your warlocks to rely on Intelligence helps to 
  shift their role away from social prowess into intellectual 
  study, and can provide diversity in party abilities from that 
  perspective. It should have a negligible effect on the overall 
  strength of the class in gameplay.
  Bargain of the Priest
  Optional Rules for a Wisdom-based Warlock
  Some patrons, such as the Storm Lord, Ashen Wolf, Eternal 
  Citadel, Forgotten Graveyard, and Warrior-Saint are 
  particularly well suited for a warlock that relies on Wisdom, 
  but many of them can be suitable if you’ve talked with your 
  group about how this may be possible.
   These rules are designed to enable you to play a warlock that 
  is based on Wisdom instead of Charisma as the primary ability 
  score for the class.
   Clerics and druids should stand aside, for the darkest of 
  gods and spirits once thought forgotten have returned.
  Class Skills
  The warlock class skill list is replaced with the following one: 
  Animal Handling, Arcana, Insight, Medicine, Nature, Religion, 
  Survival.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your warlock spells, 
  Optional Rules
  Optional Rules
  
  125
  so you use your Wisdom whenever a spell refers to your 
  spellcasting ability. In addition, you use your Wisdom 
  modifier when setting the saving throw DC for a warlock spell 
  you cast and when making an attack roll with one.
  Class Feature and Invocation Alteration
  Whenever a warlock class feature or an Eldritch Invocation 
  references your Charisma modifier, you can choose to use 
  your Wisdom modifier instead of your Charisma modifier.
  Intention of the Optional Rule
  The relationship between warlock and otherworldly patron 
  varies dramatically. When a warlock casts spells using their 
  Charisma, they are effectively saying “This is my power. It is 
  inherent to my soul. I have purchased it, and it is now separate 
  and distinct from any other. When I grow in power, I may 
  learn from my patron, but even if my patron were gone, I 
  would still be able to grow and advance.”
   Wisdom implies a connection to an external force in most 
  cases. Clerics have a direct connection to their god, and if they 
  were rejected by their deity for some reason, then they would 
  need to find a new one to grant them their abilities. Druids 
  have a similar connection with nature, calling upon it and 
  channeling its power through them. If your warlock has a 
  similar, directly subservient relationship with their patron, it 
  may be fitting to have them use Wisdom instead of Charisma 
  to represent this distinctive change. Note, however, that 
  this is not always appropriate from a gameplay perspective. 
  Wisdom is a more valuable ability score when it comes to 
  saving throws, which makes the warlock somewhat more 
  powerful. While in most cases it should have a limited effect 
  on gameplay, think carefully before allowing this rule.
  New Feats
  This section contains a collection of feats, which are an 
  optional rule that your group may allow. Whenever your class 
  would grant you an ability score increase, you can choose to 
  take a feat instead. You must meet all the prerequisites for a 
  feat in order to select it.
   Eldritch Marks represent smaller, less direct pacts with 
  the Alrisen. Agreements, rewards, and even curses could 
  be defined using these marks, and they may come with 
  additional stipulations or requests. Some are spiritual, but 
  others may involve physical changes or actual marks.
  Mark of the Archive
  You have been touched by the ruinous power of the Accursed 
  Archive, and its secrets have granted you power. You gain the 
  following benefits:
  • Whenever you reduce a creature to 0 hit points, you can 
  use your reaction to unleash a bloodcurdling scream. 
  Choose a creature that you can see within 30 feet of you 
  that can hear you. The target must make a Wisdom saving 
  throw against 8 + your proficiency bonus + your Charisma 
  modifier. If they fail, they are frightened until the start of 
  your next turn.
  • You can cast dark secret* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Ashen Wolf
  You have been scarred by the power of the Ashen Wolf, and 
  its fiery might burns within your soul. You gain the following 
  benefits:
  • Whenever you cast a spell that deals damage, you can 
  choose to have it deal fire damage instead of the normal 
  type.
  • You can cast hunter’s pace* once as a 2nd-level spell without 
  using a spell slot. Charisma is your spellcasting ability for 
  this spell. You can’t do so again until you finish a short or 
  long rest.
  Mark of the Blackthorn Grove
  You have been blessed by the Blackthorn, and it grants you 
  strength and cunning. You gain the following benefits:
  • Whenever you are adjacent to a corpse, you can touch it as 
  an action to remove its heart. While you are holding the 
  heart of a creature, you can crush it as a bonus action to 
  gain advantage on your next attack roll or ability check.
  • You can cast heartripper* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Currency Conspiracy
  You’ve been marked as a person of interest by the Conspiracy, 
  though you may not know it. You gain the following benefits:
  • While you are holding an item, you can mark it with an 
  invisible rune as a bonus action. While the item is marked 
  and on the same plane as you, you always know the 
  direction and distance to it. The rune can be removed as 
  an action by any creature that can see it.
  • You can cast sinister threat* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Eternal Citadel
  You’ve stood within the radiant light of the Eternal Citadel, 
  and it has granted you power. You gain the following benefits:
  • Whenever you are within 10 feet of a friendly creature and 
  it takes damage, you can use your reaction take the Search 
  action and then move up to 30 feet towards the source of 
  the damage.
  • You can cast lesser restoration once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Fallen Exile
  You’ve been marked by the Exile, causing the stars themselves 
  to regard you with interest. You gain the following benefits:
  • While you can see the sky, you can use a bonus action 
  to emit bright magical light in a radius of 60 feet, and 
  dim light in a radius of 60 feet beyond that. The light 
  continues to emit from you until you cause it to stop 
  using a bonus action or you go to a location where you 
  cannot see the sky.
  • You can cast augury* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Forbidden Graveyard
  You’ve stood on the border between life and death, and the 
  experience has marked you. You gain the following benefits:
  • Whenever you are reduced to 0 hit points, spectral 
  apparitions surround you and strike out at your foes. 
  Each hostile creature within 20 feet of you takes necrotic 
  
  126
  damage equal to your character level. 
  • You can cast suffer* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Gelatinous Ones
  You’ve been touched by the wiggly ooze of the Convocation, 
  and it has marked you. You gain the following benefits:
  • As an action, you can touch an object and coat it in thick 
  adhesive slime. The next time that object touches another 
  object, it becomes bound to the object as though by strong 
  glue. The glue can be broken if a creature uses its action to 
  make a Strength check with a DC equal to your Charisma 
  score. Once broken, the glue vanishes.
  • You can cast enlarge/reduce once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest. 
  Mark of the Gray Portrait
  You’ve created an artwork of incredible skill, marking yourself 
  among the great artists. You gain the following benefits:
  • Whenever you create an artwork, you can choose to imbue 
  it with a figment of motion. The art will move realistically 
  as though alive, following a pattern that you have 
  predetermined upon its creation.
  • You can cast mirror image once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest. 
  Mark of the Keeper of the Depths
  Your flesh has been marked by the eldritch tentacles of the 
  Keeper of the Depths. You gain the following benefits:
  • You can breathe normally in water, and you gain a 
  swimming speed equal to your walking speed. If you 
  already have either of these benefits, your swimming 
  speed is doubled.
  • You can cast devilish hunt* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Perfect Chord
  You are blessed by the eternal song of the Perfect Chord, for it 
  has marked your soul. You gain the following benefits:
  • Whenever you cast a spell, you can choose a 5-foot cube 
  within 30 feet of you. Until the start of your next turn, the 
  area within that cube is magically silenced.
  • You can cast shatter once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest. 
  Mark of the Serpent Empress
  You bear the imperial mark of the Empress, either willingly or 
  as a curse. You gain the following benefits:
  • Whenever you take damage from a spell, you can use your 
  reaction to reduce the damage you take by an amount 
  equal to 1d6 + your character level.
  • You can cast command once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Shadowcat
  Your nightmares now bow to you, for the Shadowcat’s mark is 
  upon your soul. You gain the following benefits:
  • Whenever you take the Hide action and successfully become 
  undetected, you can move up to 30 feet before losing the 
  benefits of being hidden.
  • You can cast duskwalk* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Storm Lord
  Your flesh has been scarred by the thunderous power of the 
  Storm Lord. You gain the following benefits:
  • Whenever you cast a spell as an action, you gain the benefits 
  of the Dash action, and your jumping height and distance 
  is doubled until the start of your next turn.
  • You can cast feather fall once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  Mark of the Warrior-Saint
  You have been blessed by the Warrior-Saint, as it has noted 
  your devotion to balance. You gain the following benefits:
  • Whenever you are hit with a melee attack, you can use your 
  reaction to push your attacker 10 feet directly away from 
  you. Creatures more than one size larger than you are 
  immune to this effect.
  • You can cast detect interference* once without using a spell 
  slot. Charisma is your spellcasting ability for this spell. 
  You can’t do so again until you finish a short or long rest.
  Mark of the Weaver of Lies
  Your regrets have led you to the Weaver, and it has marked 
  you as one of its own. You gain the following benefits:
  • Whenever you are disguised, you can choose to magically 
  alter your speech and voice to be perfectly suited to your 
  role. This cannot be detected without the use of magic.
  • You can cast falling spider’s spite* once without using a spell 
  slot. Charisma is your spellcasting ability for this spell. 
  You can’t do so again until you finish a short or long rest.
  Mark of the Wild Huntsman
  Your prowess has been noted by the Wild Huntsman, and it 
  has marked your flesh in turn. You gain the following benefits:
  • Whenever you move at least 20 feet during your turn before 
  making a melee weapon attack with advantage, you can 
  choose to make the attack without advantage. When you 
  do and the attack hits, the target is knocked prone.
  • You can cast wolfbane trap* once without using a spell slot. 
  Charisma is your spellcasting ability for this spell. You 
  can’t do so again until you finish a short or long rest.
  I’ve heard of a human who had eight of these marks. I think they might be a few sparks short 
  of a bonfire, if you know what I’m saying. Guess the Chord wasn’t enough in their head, so 
  they started a whole collection to go with it. -X
  You’re not much better, chair-eater! 
   
   
   
  -Sylvette
  
  127
  Eldritch Invocations
  Eldritch Invocations
  New Invocations
  The following section contains new eldritch invocations for 
  the warlock class. These invocations are available regardless 
  of the warlock’s chosen patron, unlike those presented in the 
  previous sections. Remember that the level prerequisite refers 
  to the character’s warlock level, not their character level.
  Awakened Insight
  Whenever you cast a spell using a warlock spell slot, you gain 
  advantage on the first ability check you make before the end of 
  your next turn.
  Barred Mind
  Whenever you make a Wisdom saving throw and succeed, 
  your mind locks shut. If the same creature or effect forces you 
  to make another Wisdom saving throw before the end of your 
  next turn, that saving throw is made with advantage.
  Blade Empowerment
  Prerequisites: Pact of the Blade feature
  As a bonus action, you can empower your pact weapon 
  with eldritch energy. The first time you hit a creature with 
  your pact weapon before the start of your next turn, it takes 
  additional force damage equal to your warlock level and is 
  pushed 5 feet directly away from you.
  Broken Dreams
  Prerequisites: 18th level
  As part of a long rest, you can cast dream once without using a 
  spell slot. Casting this spell does not interfere with your rest.
  Captured Heart
  You gain advantage on attack rolls targeting creatures that you 
  have charmed. If you hit a creature you have charmed with an 
  attack, it cannot take reactions until the end of your next turn.
  Compendium of Forgotten Secrets
  Prerequisites: Pact of the Tome feature
  You are aware of the presence of any Alrisen upon the same 
  plane as you, and you have learned the relationships that they 
  may have with one another. You are instantly aware if any of 
  these relationships change. If you are loyal to one or more of 
  them, you can sense the direction they are located while they 
  are on the same plane as you. Most Alrisen have the capacity 
  to conceal themselves from your detection, at their discretion. 
  You also gain advantage on checks made to identify their 
  followers, servants, slaves, or other minions.
  Dark Speech
  As an action, you can create a 5-foot cube of magical darkness 
  at a point that you can see within 60 feet of you by speaking a 
  phrase from a forgotten tongue. The cube lasts until the start 
  of your next turn.
  Eldritch Annihilation
  Prerequisites: Pact of the Blade feature, 18th level
  Whenever you kill a creature with an attack made using your 
  pact weapon, you siphon a fragment of their essence. The next 
  time you inflict damage with your pact weapon, it inflicts 
  additional force damage equal to your warlock level.
  Eldritch Shaping
  Prerequisites: 5th level, eldritch blast cantrip
  Whenever you cast a spell using a warlock spell slot, you can 
  use a bonus action to collect the excess power you’ve released 
  and channel it into yourself, modifying your next casting of 
  eldritch blast by replacing the normal beams of energy with 
  shaped explosions of energy. Choose one of the following 
  options each time you do so. The saving throw DC equals your 
  warlock spell save DC.
  • Pulse: Choose a number of creatures that you can see within 
  10 feet of you equal to the number of beams you can 
  produce using eldritch blast. Each creature must make a 
  Dexterity saving throw. If a creature fails, they are struck 
  by one beam from your eldritch blast.
  • Shockwave: You unleash a 20-foot cone of energy. Choose 
  a number of creatures equal to the number of beams you 
  can produce using eldritch blast that are within the area. 
  Each creature must make a Dexterity saving throw. If 
  a creature fails, they are struck by one beam from your 
  eldritch blast.
  Eldritch Shaping, Greater
  Prerequisites: 11th level, eldritch blast cantrip
  As Eldritch Shaping, except you choose from the following 
  options instead.
  • Spike: You summon a 10-foot-long spike of power from 
  beneath the ground at a point you can see within range, 
  attempting to strike one creature you can see. The target 
  must make a Dexterity saving throw. If they fail, they 
  are struck by all the beams you can produce by casting 
  eldritch blast as though you were standing at the point 
  where the spike originated.
  • Ray: You unleash a devastating arc of energy in a line 60 feet 
  long and 5 feet wide. Choose a number of creatures equal 
  to the number of beams you can produce using eldritch 
  blast that are within the area. Each creature must make a 
  Dexterity saving throw. If a creature fails, they are struck 
  by one beam from your eldritch blast.
  Eldritch Shaping, Master
  Prerequisites: 17th level, eldritch blast cantrip
  As Eldritch Shaping, except you choose from the following 
  options instead.
  • Doom: Choose one creature that you can see within range. 
  The target must make a Charisma saving throw. If it fails, 
  it is struck by all of the beams of your eldritch blast. If 
  the creature dies, you can use a bonus action to prepare 
  another Eldritch Shape.
  • Destruction: Choose one primary creature within range, 
  and up to four other hostile creatures that you can see 
  within 30 feet of the primary creature. Each of the other 
  creatures must make a Wisdom saving throw. Each 
  creature that fails is struck by one beam of your eldritch 
  blast. The primary creature is struck by a number of 
  beams equal to the amount of other creatures that failed 
  their saving throw.
  
  128
  Evil Eye
  As an action, you glare darkly at a creature, imbuing your 
  eyes with eldritch magic. If the creature can see you, it suffers 
  disadvantage on its next attack roll or ability check made 
  within one minute. 
  Fractured Soul
  Prerequisites: Pact of the Tome feature
  Your Book of Shadows is no longer destroyed when you die, 
  and it can be used in place of your corpse to restore you to life.
  Grand Executioner’s Blade
  Prerequisites: Pact of the Blade feature, 15th level
  Whenever you summon your pact weapon, you can use a 
  bonus action to cast a spell of 1st level or higher with a casting 
  time of one action. When you do so, you gain advantage on 
  your next attack made with your pact weapon.
  Grand Occultist’s Tome
  Prerequisites: Pact of the Tome feature, 15th level
  Whenever you cast a cantrip, you can use a bonus action to 
  empower yourself with a defensive aura. Until the start of 
  your next turn, whenever a hostile creature enters a space 
  within 5 feet of you, you can use your reaction to trigger the 
  aura, pushing the enemy up to 10 feet directly away from you.
  Grand Summoner’s Chain
  Prerequisites: Pact of the Chain feature, 15th level
  Your control over your familiar increases. You can choose 
  to instantly cast find familiar without expending a spell slot 
  immediately after you finish a short or long rest, and you do 
  not need material components for this spell.
  Hidden Pocket
  As an action, you can touch one unattended nonmagical 
  object that weighs less than 30 pounds, such as a shield, 
  gemstone, or glaive. The object disappears into a hidden 
  pocket dimension. You can use an action on a subsequent turn 
  to access this pocket dimension and retrieve the item. You can 
  have only one item stored in this way at a time, and an item 
  that is under the effects of a magical spell or effect cannot be 
  stored. If you die or are reduced to 0 hit points, the item exits 
  the pocket dimension and falls to the ground in your space.
  Indescribable Form
  Prerequisite: 18th level
  Your form is no longer bound by the laws of reality. As an 
  action, you can choose to appear as any creature or object that 
  is Small or Medium. For example, you could choose to appear 
  as a dog, a mass of floating lights, or a simple wooden crate. 
  No matter what appearance you choose, your statistics and 
  capacity for action are the same. This appearance is a physical 
  change, but magic that allows others to discern the true form 
  of shapeshifters will reveal your normal appearance.
  Limitless Weapon
  Prerequisite: Pact of the Blade feature
  While you have this invocation, you gain the ability to modify 
  your pact weapon with greater ease. When your pact weapon 
  is a magical weapon that you have attuned to, rather than 
  one you’ve created, you can choose to shift its form to one 
  of your choosing, changing the weapon to a different one. 
  Additionally, you can apply the benefits of any invocations 
  that require you to create your pact weapon, such as Butcher’s 
  Quill or Scorched Blade, to your pact weapon even when you 
  have a magical weapon attuned as your pact weapon provided 
  it is shaped to fulfill the requirements of that invocation.
  Sacrificial Demise
  Prerequisites: Pact of the Chain feature, 6th level
  As an action, you can cause your familiar to sacrifice itself in 
  an explosion of eldritch power. Choose any damage type that 
  the familiar can inflict with an attack. Creatures within 20 feet 
  of your familiar must make a Dexterity saving throw against 
  your warlock spell save DC. If they fail, they take 1d6 damage 
  per two warlock levels you possess of the chosen damage 
  type, or half as much damage if they succeed. Your familiar is 
  instantly slain by this sacrificial attack, but can be summoned 
  again by casting find familiar as normal.
  Secretive Speech
  You can choose to speak in an otherworldly tongue. When 
  you do, the only people who can understand you are those 
  you choose. To others, this speech sounds like the ramblings 
  of a lunatic, the chittering of some indescribable beast, or 
  undiscernable whispering, depending on the volume.
  Servant to the Master
  Prerequisite: 18th level, Pact of the Chain feature
  Your familiar gains additional hit points equal to your warlock 
  level, and whenever it attacks, you can use a bonus action to 
  cause it to inflict twice the normal amount of damage.
  Terrifying Voice
  Prerequisite: 18th level
  Your voice takes on an unnatural timbre. Whenever you 
  speak, you can use an action to project your will towards a 
  creature you can see that can hear you. The target must make 
  a Wisdom saving throw against your warlock spell save DC. If 
  they fail, they are frightened of you until the end of your next 
  turn.
  Twinned Blades
  Prerequisite: Pact of the Blade feature
  You gain access to a second pact weapon, and you can 
  summon both whenever you would summon one of them. 
  When you engage in two-weapon fighting using both your pact 
  weapons, you can add your ability modifier to the damage of 
  the second attack. 
  Veil of Sorrow
  Prerequisite: 18th level
  Whenever you see an allied creature be reduced to 0 hit 
  points, you can choose to channel your emotions through 
  your eldritch power as a reaction. Choose up to 10 creatures 
  that you can see within 60 feet of you. Those creatures take 
  psychic damage equal to your warlock level and must make a 
  Wisdom saving throw. If they fail, they are knocked prone and 
  frightened of you until the end of your next turn. Once you do 
  this, you can’t do so again until you finish a short or long rest.
  Wretched Mark
  Prerequisite: 18th level, the ability to inflict a curse on another 
  creature using a spell or class feature
  Whenever a creature that you have cursed makes an attack roll 
  while you can see them, you can use your reaction to impose 
  disadvantage on the roll before the roll is made. If the attack 
  still hits, the cursed creature takes 2d10 psychic damage. 
  
  129
  Expanding Your World
  When implementing the Alrisen in your world, you have 
  many choices to make. The first, and possibly the most 
  difficult, is choosing which Alrisen to allow into your domain. 
  An obvious choice is to ask your players which ones they’d 
  like to be directly associated with, in order to ensure that they 
  are able to make a pact with that particular entity. However, 
  if you’re interested in going beyond this, here are some things 
  you’ll want to consider and delve into:
  Power of the Alrisen
  When choosing your Alrisen, consider how powerful you’d 
  like them to be, especially in relation to the characters. If a 
  player is interested in a revenge story where they are able to 
  best and slay their former patron, you may want to ensure 
  that their chosen patron is actually within their power, or will 
  be at some point within the game. You could have the Alrisen 
  be relatively weak, and have their defeat be a turning point 
  in the character’s development, or you could have them be 
  incredibly powerful, and make defeating one the purpose of 
  an entire campaign.
  Relationships of the Alrisen
  There are numerous possible ways to implement multiple 
  Alrisen and how they will interact with one another. The next 
  section covers what you’ll need to consider and gives some 
  insight on how the Alrisen may be inclined to behave under 
  certain conditions.
  Number of Alrisen
  When including the Alrisen in your world, it may be tempting 
  to include the entire set! Think carefully before you do this, 
  as these entities are often very significant. For example, if 
  you have the Weaver of Lies, the Currency Conspiracy, the 
  Keeper of the Depths, the Serpent Empress, and the Accursed 
  Archive all present within one game world and equally active, 
  your plot may rapidly become an endless series of mysteries, 
  tricks, traitors, scheming, and political maneuvering. If that’s 
  what you want, great! If you’re wary of introducing this many 
  conflicting motivations into your game, you may want to stick 
  to having only a few be present or active at a given time.
  Combining Alrisen
  One unorthodox way around the issue of having so many 
  patrons is to combine two or more of them together into a 
  singular entity. This means that they’d have only one goal, 
  and would enable you to use them with a greater amount of 
  precision and finesse rather than having dozens of conflicting 
  threats floating about in your world. Here are some simple 
  combinations that could very easily help keep your Alrisen 
  easy to manage.
  • The Sunsworn Rider: A combination of the Wild 
  Huntsman, Ashen Wolf, and Fallen Exile, this entity could 
  travel across the world to maintain the balance of the 
  seasons, bring light to the darkness, and give mortals a 
  connection to the heavens above.
  • The Wretched One: A combination of the Serpent Empress, 
  Weaver of Lies, and Accursed Archive, this entity would 
  gradually destroy all that was filled with light, goodness, 
  and hope in a mad quest to rule over all mortal races by 
  killing the divines above.
  • The Border Monument: This combination of the Accursed 
  Archive, the Eternal Citadel, and the Forbidden Graveyard 
  would capture the three aspects of mankind: Mind, Body, 
  and Soul, and their capacity for creation and destruction. 
  It could dwell beyond the planes, accessible through 
  meditation, training, and the study of the eldritch arts.
  • The Hungering Dark: A combination of the Weaver of Lies, 
  the Shadowcat, and the Ashen Wolf, this entity could 
  be born of a cruel hunger, using deception and flame to 
  create nightmares on which it may feed.
  • The Artist of Ages: A combination of the Perfect Chord, 
  Gray Portrait, and Eternal Citadel, this entity could 
  instruct talented creators in secrets thought forgotten, 
  and request that they discover new ones in exchange.
  • The Dreamtaker: A combination of the Keeper of the 
  Depths, the Shadowcat, and the Fallen Exile, this entity 
  could have control over all things that happen in the dark 
  of the night, creating dreams and replacing them with 
  wonderful nightmares.
  • The Lord of War: A combination of the Warrior-Saint, the 
  Ashen Wolf, and the Wild Huntsman, this burning soldier 
  could ride across the planes on a flaming beast, bringing 
  chaos and death wherever there is peace and life to bring 
  balance to the universe.
  • The Guardian of Eternity: A combination of the Eternal 
  Citadel and the Warrior-Saint, this champion could roam 
  between the worlds bringing justice and order.
  • The Slithering Slime: A combination of the Gelatinous 
  Convocation and the Serpent Empress, this giant coil of 
  ooze wiggles across the multiverse, consuming and ruling 
  all in its path.
  • The Cosmic Mercenary: A combination of the Warrior-
  Saint and the Currency Conspiracy, this living weapon 
  enforces debts and payments throughout the universe.
  • The Sky Queen: A combination of the Serpent Empress and 
  the Storm Lord, this monarch rules over a flying city that 
  roams between the worlds, conquering and raiding.
  • The Soultaker: A combination of the Forbidden Graveyard 
  and the Storm Lord, this entity destroys civilizations and 
  collects souls for an unknown purpose. Those that choose 
  to obey it will return to life, fighting in its name.
  • The Blackened Heart: A combination of the Blackthorn 
  Grove, the Shadowcat, and the Weaver of Lies, this 
  eldritch nightmare enters the dreams of sleeping mortals 
  to steal their love and leave them cold and hollow. It 
  offers them the power to take back their life, but only in 
  exchange for dark and terrible deeds.
  • The Burning Tree: A combination of the Ashen Wolf and 
  Blackthorn Grove, this spirit represents the harmony of 
  growth and destruction present in nature.
  Master the Alrisen
  Master the Alrisen
  
  130
  Relationships Between  
  The Alrisen
  While mysterious, all Alrisen have goals that require them to 
  interact with the mortal world in some way. This will often 
  lead to them interacting with one another, often in conflict 
  but occasionally in alliance. This section explores some of the 
  possible relationships between certain sets of Alrisen, and how 
  you could use these to your advantage.
  The Accursed Archive  
  & The Eternal Citadel
  If there are any Alrisen that are enemies by nature, then the 
  Archive and Citadel must surely be the first example. The 
  Archive is dedicated to ruin, and the Citadel is dedicated 
  to preservation. If you’d like to highlight this relationship, 
  consider having the Archive be located inside the Citadel, 
  with the latter acting as a guardian and counterbalance to the 
  destructive nature of the former. It would be difficult to cast 
  them as allies, but if you were inclined to, you could have 
  them acting in concert to give life to mortal races or to create 
  new worlds from the elemental matter of the universe.
  The Accursed Archive  
  & The Fallen Exile
  Strong, passionate desire makes for strange bedfellows. The 
  Archive is dedicated to ruin, and the Fallen Exile may seek to 
  slay the sun and bring about the downfall of the other stars. 
  The secrets to do so may be hidden within the Archive, but the 
  arts required for such a magnitude of destruction are nearly 
  impossible to discover, let alone master. A warlock of the Exile 
  may seek the Archive in their hunt for these powers, looking 
  for information on artifacts and forces that may be able to 
  bring about this event. Alternatively, an archivist may seek the 
  Exile, offering it the secrets it craves in exchange for fulfilling 
  the ruinous intentions of the Accursed Archive.
  The Accursed Archive &  
  The Keeper of the Depths
  The Archive is a place of written knowledge and information 
  stored for the purpose of destruction, but the Keeper of the 
  Depths is not interested in ruin, and has little respect for 
  secrets so mundane that they can be written and cataloged. 
  Instead, it seeks to find and collect both objects and mysteries 
  that are beyond this understanding. However, its collection 
  draws the attention of many archivists, who often desire to 
  claim these secrets and turn them to foul purposes. Thus, 
  the Keeper and the Archive are often at odds, engaging in 
  a struggle hidden from the light of day and from the other 
  Alrisen. If the Keeper was somehow persuaded to cooperate, it 
  may spell the doom of countless worlds.
  The Accursed Archive  
  & The Serpent Empress
  The Empress reigns with supreme power within her domain, 
  and she constantly seeks to expand to new lands and conquer 
  new peoples, turning them into imperial subjects and slaves. 
  The Accursed Archive is both a valuable asset and a deadly 
  threat to her rule, as ruin makes little differentiation between 
  the powerful and the weak in the grand scheme of things. The 
  eldritch knowledge that it holds would prove invaluable in 
  her quest to conquer the infinite worlds, but the dangers that 
  the Archive holds are perilous indeed. Thus, she may send her 
  warlocks in search of the Archive, hunting for the rituals and 
  rites that would align the stars in her favor.
  The Accursed Archive  
  & The Weaver of Lies
  The Archive is a place of dark truths and unwelcome 
  revelations. Thus, it is antithetical to the Weaver of Lies, 
  who would despise such a place with every fiber of its being. 
  The concept of a location that it cannot reach holding truths 
  that it cannot taint or corrupt or twist into deceptions 
  would be maddening to the ancient horror, and its twisted 
  machinations often turn towards the destruction of the 
  Archive and its servants. A world that has been completely 
  destroyed is not a world that the Weaver can pervert from its 
  good purpose, nor one with the opportunity for falsehood and 
  deceit. In that regard, the Weaver will send servants to hunt 
  and assassinate those that have been touched by the Archive. 
  If there was another way, however, to change this seemingly-
  untouchable place, then the situation might be different. The 
  discovery of an artifact or ritual that would allow the Weaver 
  to fill the Archive with tomes of trickery and books of bald-
  faced lies would make the nightmarish spider grin with glee 
  and wicked intent. All it would need to do is find a way to 
  destroy the Silent One, and its plan could be set in motion.
  The Ashen Wolf &  
  The Blackthorn Grove
  The Blackthorn Grove is a massive heart, pulsing with the 
  blood of the countless wanderers who have died within and 
  brimming with the verdant wood of an entire forest. The 
  Ashen Wolf is a creature of hungering flame and gluttonous 
  desire, so it would likely wish to consume this massive source 
  of eldritch power in a fiery inferno that would scar the planes 
  forever. Finding the Grove would be nearly impossible for the 
  Wolf alone, however, as it desires to continue to live and burn 
  and would never be persuaded otherwise. Thus, it must seek 
  the help of a mortal to find this unearthly place, tormenting a 
  soul until they are broken enough to seek the Grove on their 
  own and then following in their footsteps. This story would 
  likely end poorly for both, but if the Blackthorn offered itself 
  willingly and fed the Ashen Wolf an eternally-rejuvenating 
  meal, then perhaps they could find peace, and the world could 
  be saved from the Wolf’s ever-growing hunger.
  The Ashen Wolf &  
  The Wild Huntsman
  The Ashen Wolf represents a primal, elemental thing that 
  burns and consumes, taking dark pleasure in its nature. 
  The Wild Huntsman, however, represents the dominance of 
  mankind over the beasts of the natural world. Combined with 
  their opposing elements, they make for natural enemies. The 
  Huntsman will pursue the Wolf, chasing it across the land 
  and the planes in an attempt to defeat it. The Ashen Wolf and 
  Wild Huntsman are equally matched in power in most worlds, 
  leading the pair to fight to a standstill when they clash. Thus, 
  
  131
  they call upon their warlocks and servants to do battle in their 
  aid, in an attempt to tip the tide against their mortal foe. 
   Ashen warlocks prowl the night, burning the homes of their 
  adversaries and concealing themselves within the forests. The 
  frozen riders will break camp on moonlit nights to let loose 
  the hunting hounds and drive back the emberborn that lurk 
  in the darkness beyond, unleashing blasts of ice and bearing 
  frosted spears of black iron. The hounds bay, the wolves howl, 
  and the war between fire and ice will rage on.
   However, if the two were to somehow put aside their 
  differences and come together out of mutual respect, rather 
  than that of a master and a beast, there is no telling what they 
  could kill. Fiends may pose a challenge, but the fire within the 
  Ashen Wolf burns hotter than even the furnaces of the hellish 
  hordes. Fey creatures could fight, but the cold iron of the Wild 
  Huntsman’s frozen riders would make short work of their 
  enchanted armies. The pair would ravage across the world, 
  leaving burning cities wrapped in a blanket of snow. Their 
  warlocks together would make a fearsome foe, acting with the 
  strengths of both mortals and beasts alike.
  The Blackthorn Grove  
  & The Fallen Exile
  The Exile is a passionate soul, filled with spite and desire for 
  the return of its love. The Blackthorn Grove is a place where 
  apathy ends and a new journey begins, but only if one is 
  willing to suffer further. Thus, they would seem to be natural 
  compliments. A forlorn wanderer who would be about to 
  enter the Maze of Blood might be greeted by the Exile on a 
  moonless night and told of the plight of the fallen star. If the 
  story moves the mortal into agreeing to help and accept the 
  pact, giving them purpose, then they are saved from having 
  to brave the darkness of the Grove. If they refuse the star’s 
  bargain and instead venture within, and are successful in their 
  quest to reach the heart of the Grove, then their reawakened 
  passions may lead them once more into the Exile’s service, 
  offering to help with their newfound power in exchange for 
  friendship and advice on their journey. If the Grove sees this 
  predation as a threat, however, things may not go as well. The 
  Exile has a glorious heart, no matter how metaphysical that 
  organ may be, and the Grove is a collector of hearts first and 
  foremost. To kill a star would be difficult, but nature always 
  finds a way.
  The Blackthorn Grove  
  & The Storm Lord
  The Storm Lord is a bringer of cataclysmic change and a herald 
  of destruction, collecting the souls of heroes as it travels the 
  planes. The Blackthorn Grove gives new life and new purpose 
  to those consumed by apathy, and is thus a fantastic source 
  of heroic souls. The Storm Lord would easily be interested in 
  this, and may instruct its acolytes to watch for those who have 
  survived the trials within, inviting them to join forces. As the 
  shadowy cults of the Storm Lord often bring rebellion and 
  upheaval to kingdoms and countries, so to do the dispossessed 
  souls who have entered the Grove. They are natural allies.
   Not all interactions are so pleasant, however. The Storm 
  Lord’s demands and majestic might could easily turn its 
  attentions to the destruction of the Grove’s warlocks if they 
  have not shown the proper respect, as the Grove itself offers 
  little protection from the attentions of other Alrisen. If that 
  were the case, the Grove would be severely outmatched.
  The Currency Conspiracy  
  & The Fallen Exile
  The Exile and the Conspiracy would seem an unlikely pair, for 
  while one desires divinity, the other despises their possession 
  of it. Their goals could align, however, and if they somehow 
  did, then it would seem like a deadly combination. If the Exile 
  was able to recruit more servants to its cause by keeping them 
  unaware to its true intentions by utilizing the memory-magic 
  of the Currency Conspiracy, then its quest would go that 
  much more smoothly. If all of those agents were well-funded, 
  and spreading their false currency across the world, then the 
  final act of the Conspiracy’s plan would likely happen sooner 
  than one might think.
  The Currency Conspiracy  
  & The Warrior-Saint
  The Currency Conspiracy’s methods include the end of mortal 
  life on their world, while the Warrior-Saint is a justiciar 
  dedicated to maintaining that life and preserving mortal 
  freedom of choice from the influence of other cosmic forces. 
  Thus, their conflict is inevitable. The Warrior-Saint may be 
  unaware of the Conspiracy, thanks to their powerful but 
  subtle magic, or it may have begun to suspect the Cabal’s dark 
  plan. It would seem impossible for them to be allies, but if the 
  Conspiracy were to somehow trick this all-seeing judge, then 
  their plans could be set in motion all the easier. If they were 
  betrayed by one of their own, however, then the Warrior-Saint 
  would be the most effective ally in the fight against a group of 
  deceptive conspirators.
  The Eternal Citadel 
  & The Gray Portrait
  The Eternal Citadel is dedicated to preservation, and the Gray 
  Portrait is certainly an artform that is aligned to that ideal. A 
  warlock of the Portrait would be of much use to the Citadel, 
  provided they could be turned to less self-serving deeds. 
  Similarly, an artist of the Portrait would likely find the Citadel 
  greatly intriguing, from the standpoint of one interested 
  in the spectacle of that radiant place and as one who seeks 
  personal fame and immortality. 
  The Eternal Citadel 
  & The Serpent Empress
  The relationship between a tyrant who invades across the 
  cosmos and that of a structure dedicated to maintaining all 
  that exists is a mixed and intriguing one. On one hand, the 
  Citadel’s guardians would be well-suited to preventing the 
  spread and growth of the Empire’s domain, as their mastery 
  over the arts of siege warfare makes them invaluable in that 
  struggle. On the other hand, the Citadel would also seek to 
  preserve the imperial hierarchy and prevent destructive 
  rebellions within the domain of the Empress. Thus, the 
  Empress would likely seek some way to control this fortress, 
  though where she might send her servants to seek it is 
  unpredictable. If there was a way to align them both, then the 
  entire universe would likely be threatened by an immortal 
  tyrant appearing on every plane in a fortress that cannot be 
  breached by even the gods themselves. Only true heroes could 
  stand against such a threat, and their victory is not assured.
  
  132
  The Eternal Citadel 
  & The Warrior-Saint
  The Eternal Citadel’s pursuit of preservation aligns easily with 
  the goals of the Warrior-Saint in many cases. The Saint’s desire 
  to prevent the imbalance between the different cosmic forces 
  would often cast it as an ally to preservation of the world, 
  but things are not quite as simple. If there is no change, then 
  the balance between absolute law and complete chaos would 
  shift towards that of order, leaving the world stagnant and 
  removing the freedom that one would need to live a true life. 
  Thus, the Saint may oppose the Citadel on occasion, when 
  the world becomes static and entirely too controlled by this 
  singular force of radiant light.
  The Fallen Exile & 
  The Forbidden Graveyard
  The Fallen Exile seeks to bring back its lost love, and so it could 
  direct its friends to seek out the mysteries of the Forbidden 
  Graveyard. If that’s the case, then it’s possible that their 
  warlocks may align or conflict over the secrets held within. 
  This mysterious place on the border of life and death holds 
  many secrets desired by priests and necromancers alike, but 
  the cost of entry is high and the price one may pay within is 
  higher still.
  The Fallen Exile & 
  The Keeper of the Depths
  The Keeper despises the light of the sun, and cannot stand the 
  miserable rays from above. The Exile’s plan to destroy this 
  tyrant may deeply please the Keeper, and it might offer its 
  secrets to those who serve the Exile. All things come at a price, 
  however, for the Keeper is not known for generosity. It’s desire 
  for a lightness world is one born from spite, rather than well-
  founded logic. Such thoughts are often alien to the horror, 
  and this may not appeal to the passion of the Exile. In that 
  case, then a fallen star would certainly make for a delightful 
  addition to the Keeper’s collection, if it could be caught.
  The Fallen Exile & 
  The Weaver of Lies
  The Weaver of Lies desires to destroy truth, and the Exile 
  would make a perfect tool in its cruel quest. If the Weaver 
  learns of the Exile’s desires, it would likely attempt to fashion 
  a false love for the Exile, catching it in a web of deception and 
  turning it towards whatever goals the nightmarish spider 
  sees fit. If the Exile succeeds in killing the other stars, then a 
  world shrouded in darkness would be perfectly fitting for the 
  Weaver’s plans. However, if the Exile learned of the trickery 
  and discovered that its love was false, then it would surely 
  turn against the Weaver with every force that it could muster.
  The Forbidden Graveyard & 
  The Gelatinous Convocation
  The Convocation consumes the body to claim the memories of 
  the dead, but the Graveyard exists to contain those who may 
  seem dead and yet are not quite there yet. Thus, the servants 
  of the Convocation may conflict with those who have sealed 
  the Gate of Souls, seeing them as cheaters and miscreants who 
  aren’t playing by the rules of life and death. They may fight, 
  trying to claim what they consider to be rightfully theirs, or 
  they may be persuaded to simply accompany the new warlock 
  of the Graveyard until they die as they were supposed to. 
  Either way, the Convocation gets its due.
  The Forbidden Graveyard  
  & The Storm Lord
  While the Graveyard is open to those lost souls who have yet 
  to fully die, the Storm Lord is a tempest seeking to claim those 
  spirits of heroic nature for its kingdom in the sky. Thus, the 
  two are in conflict, though that conflict is often one-sided.
  The warlocks of the Graveyard may conflict with the 
  Storm Lord’s shadowy cults in a war hidden amongst the 
  mausoleums and atop the ceremonial peaks where the dead 
  are burned and buried, fighting for what they believe should 
  be the true fate of the dead.
  The Gelatinous Convocation 
  & The Serpent Empress
  The Endless Empire is constantly expanding, claiming new 
  worlds and destroying civilizations in its quest to conquer the 
  planes. Most people think that’s pretty rude. The Convocation 
  offers a deal to those about to be conquered, granting them 
  safety and security within a crystalline treasure hidden inside 
  their fallen cities and giving them a chance at rebirth as 
  oozians. For the Empress, this is terribly annoying but also an 
  intriguing opportunity. If her legions force a civilization to the 
  brink without destroying the structures, and they accept the 
  Convocation’s deal, then the war is instantly over and the new 
  territory is open to the Empire’s rule. However, if the crystal 
  is found and the former inhabitants are freed, then their 
  new power as oozians and servants of the Convocation could 
  enable them to stage an effective rebellion. Therefore, her first 
  order of business after seeing a civilization accept the deal is to 
  seek the crystal and destroy it, so that her victory is assured.
  The Gelatinous Convocation 
  & The Wild Huntsman
  There are countless immortals running around the 
  multiverse, seeing all kinds of things and doing all sorts of 
  stuff. The problem with immortals is that they have this funny 
  tendency to not die. This is an issue for the Convocation, 
  as then they’ll never get to collect those rare and singular 
  memories. Therefore, they may seek the services of the Wild 
  Huntsman, asking it to slay an immortal whose memories 
  they can no longer resist. Of course, the Wild Huntsman is an 
  immortal itself, which may lead to them eventually turning 
  their eyeless gaze to the frozen forests of the Huntsman’s 
  domain. Their servants may agree to work together, or could 
  fight in turn. The Convocation would make an excellent prize 
  for the Huntsman, though taking a worthwhile trophy might 
  be a little complicated.
  The Gray Portrait 
  & The Perfect Chord
  One is an expression of the visual and physical mediums 
  made into a masterwork beyond compare, while the other is 
  an expression of perfect sound and captivating music. If an 
  
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  eldritch artist of the Portrait were to align themselves with 
  that of a seeker of the Chord, then the spectacle they could 
  produce would be beyond comparison. They could craft an 
  entire world from nothing more than illusion, and bring joy 
  or misery as they saw fit.
  The Keeper of the Depths  
  & The Shadowcat
  The Keeper of the Depths invades the dreams of others, 
  picking over their minds for interesting secrets and filling 
  their psyches with the thoughts and musings of an ancient 
  monstrosity that cannot stand the light of day. The Shadowcat 
  is another such entity that deals with dreams, though it is 
  only interested in a single kind. The nightmares it feeds on 
  are of great interest to the Keeper of the Depths, as it is only 
  able to act within the dreamscape of the sleeping victim 
  rather than consume it entirely. Therefore, the Keeper may 
  find the Shadowcat both a curiosity and a threat to it, for 
  while the Keeper causes nightmares to follow in its passing, 
  if the Shadowcat were to turn its gaze upon the tentacled 
  horror itself, then the conflict would likely cause enough 
  psychic feedback that even ordinary people would be 
  mentally consumed by the nightmarish forces unleashed. 
  The entire world could be thrown into the Inverse, leading 
  to a patchwork world where light and shadow alternatively 
  behaved as they should and as they should not, and the 
  nightmares that dwell within the Inverse would have free 
  reign to slaughter and torment. Only when the Keeper is 
  slain could the conflict end for the mortal world, for if the 
  Shadowcat fell, then the nightmares would triumph.
  The Keeper of the Depths 
  & The Storm Lord
  The Keeper’s distaste towards the light of day and reliance 
  on poor weather to move makes it very interested in the 
  location of the Storm Lord, as it is unharmed by the wrath of 
  this tempestuous ruler. If the two were to appear in the same 
  place at the same time, with the Keeper following after the 
  Lord to bring about a tsunami, then it would likely herald the 
  destruction of entire civilizations or continents. However, if 
  the Storm Lord became displeased by the disrespectful nature 
  of the Keeper of the Depths, then their conflict would be one 
  for the ages.
  The Perfect Chord 
  & The Serpent Empress
  The Empress desires to rule with absolute sovereignty, and 
  while she invites rebellion, she also despises it. The Perfect 
  Chord intrigues her, because if she could capture it and turn 
  it to her own ends, then she could create perfect silence 
  wherever she desired. No defiance could grow in a world 
  that could not speak, and such silence would leave far more 
  attention to be paid to the beauty of the Empress.
  The Perfect Chord 
  & The Weaver of Lies
  The Weaver seeks to make a world of complete deception, and 
  what better way than to make all sound false? The Weaver 
  may create an instrument designed to attract the attentions 
  of the Perfect Chord, and an eldritch web to ensnare the 
  elemental sound. If this plot succeeded, then the Weaver could 
  easily turn every sentence spoken into a lie, and every sound 
  into a trap for the one who heard it.
  The Serpent Empress 
  & The Shadowcat
  The Endless Empire is destined to live up to its name, but 
  there is an entire plane that it has never touched, much to the 
  anger of the Empress. If her slaves could find a way to breach 
  the Inverse, then it could be used to invade every world all at 
  once, pouring forth endless legions from the worlds already 
  controlled by the Empire. However, there is no chance that the 
  Shadowcat would accept this intrusion into its domain, and 
  the nightmares that would spawn as a consequence would be 
  unlike any that had ever come before. The Shadowcat would 
  feast, the reflections that came forth from its inky fur would 
  grin, and their teeth would fall upon the minds and dreams of 
  the imperials in a war that would shatter the concept of sleep.
  The Serpent Empress 
  & The Storm Lord
  The Storm Lord is serpentine in appearance, in a broad sense, 
  and thus is of interest to the Empress. If she somehow showed 
  the respect the Storm Lord would desire, they could be allies 
  or even more. However, such an outcome is unlikely, for the 
  Empress is nothing if not dominant over all things that she 
  surveys. She may attempt to chain or bind the Storm Lord, 
  forcing it to serve her whims and carry her legions between 
  the worlds, leaving nothing but destruction and death in their 
  wake. If that were to happen, then the heraldic souls who rose 
  from the Storm Lord’s lightning would be among the only 
  ones who could free their patron and save the multiverse from 
  the tyrannical reign of the Empress.
  The Shadowcat & 
  The Wild Huntsman
  It would be difficult to kill the Shadowcat. The proper 
  weapon would be nearly impossible to create or discover, 
  and the method of luring it in and cutting off any escape 
  would require eldritch knowledge that has likely never been 
  discovered. That does not mean that it could not be done. 
  Killing the first nightmare itself would be a feat worthy of 
  a legend, and one that could never be replicated. The Wild 
  Huntsman would be eager to do this, and if it did, then it 
  could hunt the nightmares of the Inverse in the Shadowcat’s 
  place for all eternity and never go without a new quarry.
  The Storm Lord & 
  The Warrior-Saint
  The Storm Lord is a force of unparalleled destructive 
  power, and it commonly targets mortal civilizations. As the 
  whirlwind blows down the towers of the grandest palaces 
  and lays waste to the most wretched hovels, the rains lash 
  against the ground and break the barricades that seek to hold 
  fast against the rising flood. There is little room for choice 
  or decision here. There are only two that remain in this 
  trying time: Attempt to survive, or surrender and die. This 
  interference with the regular machinations of mortal life 
  is disruptive, and disturbs the balance between the planes. 
  When a civilization falls, then the scavengers who call 
  
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  to darker deities and the foul things that dwell within the 
  shadow may perform rites and rituals that are unwelcome to 
  the enlightened justice of the Saint. They must not be allowed 
  to summon the fiends, for if they do, then the angelic forces of 
  the heavens will be called upon in earnest, and this will lead 
  to a repetition of the tragedy that led to the creation of the 
  Warrior-Saint as it exists now. Thus, the Saint may see fit to 
  intervene when the Storm Lord is summoned to destroy a city, 
  though not always. Despite its power, the Saint can only be 
  in one place at a time, and it is not equipped to permanently 
  defeat an elemental of such majesty.
  The Storm Lord & 
  The Wild Huntsman
  Unlike the Saint, there is one who is equipped for the task of 
  slaying the Storm Lord forever, though it would be a test for 
  the ages. The Wild Huntsman could, if sufficiently prepared, 
  lead the Wild Hunt to battle and fight against the Storm Lord. 
  Such a thing has not yet occurred simply because the stars 
  have never been right while the Storm Lord was present, but 
  that could easily change. When the hurricane rages over the 
  land and the hounds of the Huntsman take to the sky, then 
  golden blood shall rain on the earth below, and the head of 
  the greatest beast of all shall be placed over the open mantle at 
  the heart of the Huntsman’s hall. That is, if the Storm Lord’s 
  acolytes and cultists did not intervene, riding upon massive 
  creatures and riding the winds, singing the song of the black 
  sky as they fought to the death for the master.
  The Warrior-Saint  
  & The Weaver of Lies
  The Weaver is the foulest kind of thing, in the eyes of the 
  Warrior-Saint, for it is a being that has nothing but ill intent 
  towards both the cosmic balance and the individual freedom 
  of mortal choice. It exists to corrupt truth into lies, to twist 
  fact into falsehood, to make mockery of justice, and to turn 
  people from their chosen paths. It seeks to kill the gods that 
  watch over the world, and to subvert even the angelic heavens 
  and deepest pits of the fiendish fires. While it exists, mortals 
  cannot be free. Thus, the Saint’s solemn duty is to oppose 
  the Weaver wherever it can be found. There is a problem, 
  however. Even the Saint’s eldritch gaze cannot penetrate the 
  plots of the Weaver fully, only seeing glimpses of the truth 
  behind the spider’s mask. In order to combat the Weaver’s 
  plots and potentially discover a way to kill it, the Saint must 
  rely on mortal champions and the Weaver’s inability to deal 
  with mathematical truth.
  The Warrior-Saint  
  & The Wild Huntsman
  The Wild Huntsman is disruptive to the cosmic balance by its 
  nature, as it will constantly seek new and ancient things to 
  slay. If it sets its sights on another Alrisen, and tries to kill it, 
  then the Warrior-Saint may need to intervene. The Huntsman 
  is a powerful adversary, but could also be a steadfast ally. 
  Despite all of the Saint’s strength, it may be beneficial to 
  persuade the Huntsman to join in a fight against a creature far 
  beyond the gods themselves. It would not be difficult, after all, 
  for the Huntsman is without peer and lacks even the ability to 
  be afraid. There is only the thrill of the hunt.
  Plots and Mysteries
  The Alrisen are constantly scheming and planning, all working 
  towards their individuals goals. Most are quite versatile for the 
  needs of your story and world: simply declare that one of the 
  Alrisen has decided to pursue a goal, and decide how that goal 
  would affect your party or the world at large. Would it start 
  a conflict, or create a new alliance? What would change, and 
  what new mysteries would be born from this? Here are some 
  potential plots or activities that you may find fitting for your 
  campaign:
  The Accursed Archive
  Even if your setting is limited on libraries, the Archive could 
  be a location filled with perpetually spoken oral histories, 
  a gallery of art, or accessible by opening a certain book at a 
  certain time. The cruel cunning behind this place is often 
  subtle, and it makes answers that lead to darker fates far 
  easier to find, with disastrous results.
  • The Archive has gained another resident - who are they, and 
  what are they looking for?
  • A local religion is promoting the destruction of books and 
  knowledge - in this instance, are they justified?
  • An artifact is discovered in the Archive - what does it do, and 
  what does it want?
  • The Silent One has gone missing from the Archive. Where 
  did it go, and what happens in its absence?
  • An accursed wish* has gone awry, leading to a terrible 
  tragedy. Can anything be done?
  • A scroll of armageddon* has been discovered in an ancient 
  ruin. Who found it, and what will they do with it?
  The Ashen Wolf
  The Wolf is a beast of both cunning and resolve. It often finds 
  humor in things mortals would consider anathema, but can 
  display a curious sense of mercy. Consider the following 
  potential plot hooks:
  • The warlock is considered an evil fiend by a local religious 
  organization, but they desire help for some reason. Why?
  • The Ashen Wolf is behaving erratically - forcing predators 
  from their normal hunting grounds and into settled 
  lands. How has this happened?
  • Followers of another Alrisen seek to somehow find and slay 
  the Wolf. While they are destined to fail, what disaster do 
  they bring along the way?
  • A hunt has been called to seek out a nearby terrible beast 
  and slay it - the Wolf demands that its servants be the first 
  to find and kill the creature.
  • An emberborn or other fire elemental has been captured 
  and enslaved, and the Wolf demands that it be freed.
  The Blackthorn Grove
  The Blackthorn Grove acts as a new start for those that enter 
  it, but it can also act as an ancestral homeland for those who 
  were born to parents touched by its eldritch power. Consider 
  these events, and how they may impact your world:
  
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  • The Grove has been discovered by an ancient lich, who seeks 
  to use the dead within to raise an army. What can be done 
  to hinder this, or should it be allowed to happen?
  • More and more people are venturing to the Grove. What is 
  going on in the world that is causing such apathy?
  • The Grove is burning, and will not stop. What happened? 
  What should the groveborn do? Can it be resolved?
  • The Serpent Empress has been deposed, but she managed to 
  survive. She stumbles her way into the Blackthorn Grove, 
  broken and defeated, and offers her heart. What happens 
  when the Blackthorn Grove takes it? What new tyrant has 
  been born, and what will she do to reclaim her empire?
  The Currency Conspiracy
  The Currency Conspiracy is a tricky Alrisen, as it does not have 
  a face nor a figurehead to blame. Its plots are subtle and ever-
  so devious, so consider these potential schemes for your world 
  or campaign:
  • The warlock has been accused of being a traitor by the 
  Conspiracy. Is this correct, or is there another to blame?
  • The Warrior-Saint has discovered the Conspiracy. What will 
  happen now, and how can the party respond?
  • The final plan is in motion, but the Cabal has not yet called 
  for their servants to join them in sanctuary. Was this part 
  of the plan the entire time, or has something gone wrong?
  • The Weaver of Lies is actually behind the Conspiracy, and 
  Gilt is nothing but an illusion crafted by this creature. 
  What happens, and how do the conspirators react?
  The Eternal Citadel
  Preservation is not always nice, and some things that should 
  be long destroyed are often kept intact by the work of the 
  Citadel, yet it is often benevolent nevertheless. Here are 
  some potential plot hooks to play to the strengths of a Citadel 
  warlock or timeless monumental:
  • The party must safeguard a location from an encroaching 
  horde of invaders, but are they what they seem?
  • There is a creature of immense power that must be 
  contained, and the players have been requested to help. 
  Who benefits?
  • The Citadel itself has become corrupted, and begins to bring 
  the worst of villains into the most vulnerable of times. 
  What are the consequences of this betrayal?
  • An extraplanar force seeks the destruction of the Citadel 
  using a powerful magical artifact, but to what end?
  • Other servants of the Citadel appear, with a task in mind - 
  but are they truly who they claim to be?
  • The Citadel has taken a friend of the warlock captive. Why 
  has it done so, and what does it intend?
  The Fallen Exile
  The Exile is a tragic soul whose passions have been ignited. It 
  desires the death of the other stars and the resurrection of its 
  lost love. Consider the following potential plot hooks, which 
  may lead to the completion of these goals:
  • The Exile has discovered an ancient ruin that may hold a key 
  to bringing back the dead. What horror lurks within, and 
  can it be defeated? What prize lies inside?
  • A scholar is seeking to interview the Exile, but refuses to 
  reveal their identity. Who are they? What do they want? Is 
  this a trap, or an opportunity?
  • The Fallen Exile has just succeeded in snuffing out all of 
  the other stars from the sky, casting the world into cold 
  blackness. In only a few days, the world will freeze, and 
  all life upon it will die. What can the party do to avert 
  disaster? Can the world be saved?
  • Another star, one that participated in the sentencing, has 
  been cast down from the heavens. What does the Exile do 
  about its new companion, and are they allies, or are they 
  enemies? How can the party intervene?
  The Forbidden Graveyard
  The Graveyard is a place filled with lost secrets and artifacts, 
  guarded by strange and intricate magics. There is balance 
  there, but the balance of a person with one foot in the grave. 
  Consider these potential plot hooks: 
  • A fallen warrior from ages past seeks to right a grievous 
  wrong. How is the warlock involved?
  • Angels, seeking to know who is meddling with the souls of 
  the dead, come to investigate the warlock. How do they 
  react?
  • A broken battlefield sends the players into the Graveyard, 
  where they meet a former soldier. What is their story?
  • The warlock meets another individual within the Graveyard 
  - but who do they meet, and why is another person there?
  • Inexplicably, the Forgotten Graveyard has become full 
  despite being an infinite plane. Spirits are somehow 
  escaping and returning to their bodies, even those that 
  are decayed long past recognition. It’s up to the party to 
  stop this madness, even as the dead rise and try to resume 
  their former lives - or are consumed by a terrible hunger 
  for living flesh.
  The Gelatinous Convocation
  The Convocation does not see death as mortals do. It is 
  fascinated with the lives that are led by ordinary people 
  and heroes alike, and is always interested in collecting that 
  knowledge and experience with a sizzling splash of magical 
  ooze. Consider these potential plot hooks:
  • The warlock has been assigned to escort a collection of oozes 
  into a newly-discovered dungeon. What troubles do they 
  meet on the way?
  • A great champion has fallen, and the party must recover 
  the memories of the champion before their corpse is 
  devoured. What secrets did this champion hold?
  • A murder has occurred, and the party must decide if 
  desecrating the body is worth it to find the killer. Did the 
  victim even know?
  • The oozes of a dungeon have consumed enough memories to 
  become sentient, but they’re morose and depressed. Can 
  they be helped?
  
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  The Gray Portrait
  The Portrait is not a patron with desires of its own. Indeed, it is 
  the freedom from responsibility and consequence that makes 
  it so enticing and desirable, but that same freedom gives the 
  warlock all the farther to fall. Consider these plot hooks:
  • A rival artist has declared war on the warlock for stealing his 
  audience, and vows bloody revenge. To what depths will 
  they sink to gain it?
  • The warlock’s portrait has been discovered by someone 
  untrustworthy - who are they, and what do they plan?
  • Someone from the warlock’s past recognizes them, but 
  swears they haven’t aged a day - how does this impact 
  their relationship?
  • A friend of the warlock’s sees the decay of the Portrait, 
  and fears for the soul of their companion. How do they 
  intervene?
  The Gray Portrait is an homage to the classic tale “The Picture 
  of Dorian Gray” by Oscar Wilde, featuring a man whose 
  supernatural painting kept him safe from the evil he did to 
  himself and others, until he realized what he had become.
  The Keeper of the Depths
  The Keeper is ever-present, constantly seeking and curious. 
  The secrets of magic, history, and the desires and foibles of 
  mortals are endlessly interesting to this entity, as it has no 
  dominion over the dead. It can provide intriguing mysteries 
  with every fall of night, so consider some of these:
  • There is an artifact located near where the party is resting - 
  according to a map from countless ages ago. How does the 
  Keeper react to what is discovered?
  • A group is attempting to conceal a secret that could spell the 
  end of a kingdom. Should the party investigate, or assist 
  in the cover up?
  • A powerful wizard has created a new spell, and the Keeper 
  wants to add it to the collection, by any means necessary. 
  What is the spell, and why has the wizard invented it?
  • A new land has been discovered, but the Keeper whispers 
  that it was once a great empire, now lost to time. What 
  treasures and secrets lie in wait?
  The Perfect Chord
  The Chord is not exactly sentient, at least in the conventional 
  sense. It is single-minded pursuit of new music and sounds, 
  but rarely gets involved in mortal affairs.  The Chord can 
  appear in a variety of ways, but often manifests in a glowing, 
  shimmering chorus of light and noise. Consider these 
  melodies to add to your plot:
  • The Chord has begun to speak words and phrases - what do 
  they mean? What does this portend?
  • An entire city has gone totally silent. Is this the work of the 
  Chord, or something darker?
  • The warlock has been tasked with traveling to the peak of a 
  massive mountain, and singing a certain note at a certain 
  time. Does this bring reward, or disaster?
  • A bard has sworn to best the warlock in a competition. What 
  tricks will they pull along the way?
  The Serpent Empress
  Nobility, the intrigue of court, the connotations of such 
  zealous fervor, and the collection of garden statues in the 
  shape of terrified servants all add to the mysterious nature of 
  the Empress. Her desire is almost always power and prestige, 
  fame in the eyes of mortals and gods alike. Consider these plot 
  hooks, for the glory of the Empress:
  • The warlock has been assigned to assassinate a noble in a 
  distant land without being implicated. What happens 
  when a rival servant of the Empress intervenes?
  • The party is temporarily transformed into serpents, and 
  must overcome challenges for the amusement of the 
  Empress. How will they earn their forms back?
  • The Wild Huntsman arrives uninvited in the court of the 
  Empress - what does he want, and how does this impact 
  the warlock?
  • The Empress desires the recovery of an artifact of one of her 
  former champions - however, the object is cursed. What 
  happens to the bearer, and can the curse be broken?
  The Shadowcat
  The Shadowcat is an entity that follows a strange set of rules 
  and is often compared to fey, though few know its true nature. 
  The cat has an uncommon fondness for safeguarding children, 
  but shows a callous and cruel countenance to their parents. 
  Consider these plot hooks:
  • A child has been kidnapped and the Shadowcat has assigned 
  the warlock to resolve this problem - but the child has 
  wandered into the Feywild after escaping. Where did they 
  end up?
  • Servants of the Wild Huntsman are seeking the pack of 
  the Ashen Wolf with dark intentions. Why does the 
  Shadowcat want the warlock to intervene, and in what 
  way?
  • The inhabitants of a city are seemingly immune to 
  nightmares - what magical power has done this, and 
  should the warlock interfere to feed their patron?
  • The servants of another Alrisen are interfering with 
  something the Shadowcat finds interesting. Stop them, 
  but without letting them know they were targeted. What 
  is the Shadowcat interested in, and why?
  How curious that a tome 
  written in the past can predict 
  my actions in the future. I am 
  intrigued what would happen if 
  I were to defy these inscriptions, 
  but perhaps following their 
  directions would lead to the 
  fulfillment of my desires. I will 
  have it for my collection...
  
  137
  The Storm Lord
  Ancient and unknowable, and rarely communicating with 
  words, the Lord never touches the ground, even while at rest. 
  The Storm Lord can provide several different plot hooks, such 
  as these:
  • A cult to the Storm Lord has arisen in a nearby city, but the 
  Lord is displeased with them. What have they done, and 
  what punishment do they deserve?
  • A ritual to summon a hurricane must be performed at a 
  certain day in a certain location, or disaster will follow. 
  What is this disaster, and is stopping it worth the price?
  • One of the children of the Storm Lord has fallen from his 
  favor, and seeks redemption. How can this be earned? 
  • Inhabitants of the elemental planes have been sighted 
  nearby, but what is their aim? Is the Storm Lord their 
  master, or their slave?
  • An emissary from a nearby kingdom seeks the favor of the 
  Lord. How can it be earned, and why do they seek it?
  The Warrior-Saint
  This Alrisen functions as judge, jury and executioner for the 
  violators of natural law. Arbitrary and absolute, the Saint 
  doesn’t take prisoners without good cause, and has earned the 
  ire of many other Alrisen. Consider plot hooks such as these:
  • A cult of the Weaver of Lies has disrupted the peace of a 
  valley. What falsehoods have they told, and to what end?
  • The Shadowcat has saved a child who was fated to die - 
  what does the warlock to do? Can fate be changed, or is it 
  destiny?
  • The Accursed Archive has chosen a new servant, but this 
  servant seeks to enslave a powerful fiend. How is this to be 
  done, and should the warlock intervene?
  • A prisoner of the Saint has escaped and left a swath of 
  devastation before disappearing. Where did it go, and why 
  do its minions continue to appear to wreak havoc?
  • The Serpent Empress has stolen the heart of a mortal 
  champion fated to summon an army of angels to the 
  material plane - how does the Saint respond?
  The Weaver of Lies
  As a creature tied to the fate and dishonesty of the gods 
  themselves, this entity is more cunning than even the darkest 
  of demons. The Weaver sees much, and says more, but how 
  much can it be trusted? Consider these terrible twists for your 
  plot, to show the influence of the Weaver:
  • There is an artifact that will bring great rewards to the 
  owner. The problem is, it’s owned by someone else who 
  doesn’t know quite what they have. How can the warlock 
  obtain it, and what does it do?
  • The traitor wasn’t a traitor after all - the Weaver just decided 
  to get involved. What are the consequences?
  • The lies the warlock has told are finally catching up to them, 
  and at the worst possible time. How do their allies and 
  enemies react?
  • The biggest lie is the most believable - the party is mistaken 
  for someone else, and must maintain the ruse. Who are 
  they mistaken for, and what must they do?
  • Agents of the gods are seeking the warlock for an unknown 
  reason. Will this lead to conflict, or alliance?
  The Wild Huntsman
  The Wild Huntsman honors all who fight and kill with valor 
  and skill, even if they work against him and his goals. His 
  influence is keenly felt in places wrapped in snow, and he is 
  seen in his true incarnation on the material plane more often 
  than any other patron. Consider these plot hooks:
  • The party has been tasked with slaying a massive and 
  ancient beast. When it is revealed to be sentient and 
  peaceful, how do they react?
  • Servants of the Ashen Wolf are seeking the warlock’s head 
  as a trophy. What methods will they sink to in their quest, 
  and how can the warlock turn the tables?
  • The Huntsman has demanded the souls of a village in 
  payment for a single favor. Will the party accept the deal, 
  or seek another solution?
  • The Storm Lord is angry with the Huntsman for interfering 
  with the weather. Can the party resolve this conflict 
  before the storms and blizzards destroy their city?
  The War of the Alrisen
  The Wild Huntsman and Ashen Wolf clash on a once-tropical 
  island now covered in ice and snow. The Storm Lord takes 
  the opportunity to wreak havoc on the cities of the massive 
  island, causing countless refugees to flee into the wilderness. 
  The Weaver has bewitched a dragon to fight for it, offering it 
  wealth and riches in exchange for its service. The Shadowcat 
  fights against the armies of the Serpent Empress as they 
  invade the Inverse, tearing portals between the island and 
  this nightmarish plane. The Keeper whispers to the poor souls 
  caught in between, promising them safety in exchange for 
  their souls. With this twisted army, it hunts through the ruins 
  of the destroyed landscape for wealth and secrets.
   The Eternal Citadel has arrived atop a mountain near the 
  far end of the island, and has begun to fortify the entire 
  region, turning it into a sancturary. The Archive, however, 
  has informed the Empress of a way to subvert and destroy 
  this ancient bastion, if her armies can establish a strong 
  enough foothold. The cheerful slimes of the Convocation pick 
  through the bodies of the dead, offering gemstones and loot in 
  exchange for fresh memories. The Blackthorn Grove, hidden 
  somewhere on the island, seems to be exerting its influence 
  over the trees and plants, filling them with life and vitality 
  despite the bitter cold.
   The Warrior-Saint looks on, unable to intervene due 
  to a seal placed upon it by an ancient lich who has finally 
  discovered a way to create a barrier that the Saint cannot pass 
  through, no matter how hard it tries. It seeks to bring the 
  Forbidden Graveyard to this plane and to shatter the Gate of 
  Souls, creating an infinite army of undead minions for it to 
  command. The Saint is not completely bound, however. It has 
  chosen champions, even from among servants of the Alrisen, 
  to restore the balance of power between these destructive 
  forces. A mere handful of skilled warriors, arcanists, priests, 
  and tricksters is all that stands against forces that would 
  destroy the world through their conflict.
   What will you do?
  
  138
  The Pact of the Chain 
  Warlocks who have been granted the Pact of the Chain can 
  select from the following list of familiars in addition to those 
  outlined in the feature’s list. Each Alrisen offers a unique 
  familiar, though these familiars can be summoned by any 
  follower of the eldritch arts using the proper rites. 
  Animate Image
  The animate image is a small, two-dimensional work of 
  sentient art that shifts and changes to suit its environment. 
  They’re created as servants and spies by warlocks of the 
  Gray Portrait, and by other skillful artisans and craftsmen 
  who spill blood in the name of their art. These images are 
  mischievous and cruel, delighting in taunting former friends 
  into harming one another and making rude gestures to amuse 
  and insult. Most are humanoid, but some are of fantastical 
  animals, imaginary beasts, and even landscapes or scenery. 
  They can change their appearance quite dramatically as suits 
  their mood, and tend to try to occupy picture frames or the 
  exteriors of statues whenever possible.
   The creation of an animate image is an unusual one, directly 
  related to the art of shadow puppetry. While images can be 
  of any color or form, they are simple when first created. The 
  artist must stand before a burning brazier and establish an 
  eldritch connection with the flame, calling upon it to cast light 
  more fervently. Once done, they will place their hands on the 
  far side of the fire, casting a shadow on the wall or ground. 
  While chanting the eerie words and phrases required by this 
  mystical rite, they will use their hands to make a shadow 
  puppet. The chanting corresponds with a story fitting for the 
  personality of the animate image that they desire to summon. 
   A story of loss and betrayal will call forth an image that 
  takes the shapes of monsters and assassins, while a pleasant 
  story with happy ending will create one that is more 
  mischievous than hateful. Over the course of the ritual, the 
  shadow puppet will solidify, no longer moving with the hands 
  of the artist. At the culmination of the event, the warlock will 
  cut a fingertip and place a single drop of blood on the shadow, 
  infusing it with life, soul, and obedience to its creator.
  Animate Image
  Small construct, neutral
  Armor Class: 16 (natural armor)
  Hit Points: 22 (5d6 + 5)
  Speed: 30 ft., special (see text)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  16 (+3)
  12 (+1)
  8 (-1)
  10 (+0)
  11 (+0)
  Saving Throws: Dex +5
  Skills: Perception +4, Performance +4
  Damage Immunities: attacks from nonmagical sources
  Condition Immunities: blinded, deafened, exhaustion, 
  poisoned, restrained
  Senses: blindsight 5 ft., passive Perception 18
  Languages: Understands those known by its master but can’t 
  speak
  Challenge: 1 (200 XP)
  Magic Resistance. The animate image has advantage on saving 
  throws against spells and other magical effects.
  On Your Skin. Any attack that targets and hits the animate 
  image inflicts full damage to the surface or creature that the 
  image is covering, even if the image takes no damage.
  Two Dimensional. The animate image cannot stand on its 
  own, but it can cover any surface without being harmed. 
  Whenever it is touching a creature or object that moves, the 
  image goes with it. The image can slide through cracks as thin 
  as paper without suffering ill effect. If the image is located on 
  an object held in midair that isn’t touching anything else, as 
  though by levitation, it is trapped and cannot move.
  Actions:
  Papercut. Melee Weapon Attack: +8 to hit, reach 0 ft., one 
  target. Hit: 5 slashing damage. If the animate image can’t see 
  its master, it can’t use this attack. 
   
  Inscribe. The image burns a copy of itself onto the surface it is 
  covering, inflicting 1 acid damage.
  Warlock  
  Familiars
  Warlock  
  Familiars
  
  139
  Animate Shield
  Animate shields are summoned from the long-silent forges of 
  the Eternal Citadel, made ages ago to defend the servants of 
  the massive fortress from any invader. They rest silently when 
  not addressed or in combat, but are always wary of attackers 
  to the point of paranoia. Most are hesitant to leave the sight 
  of their charge, and will only do so by direct order. They also 
  seem to have a cutting sense of humor, mocking opponents 
  and striking at their minds with subtle magics whenever they 
  are attacked. They have a strange rivalry with other magical 
  objects, especially magical weapons, which they view with 
  disdain and distrust due to their opposing purpose. They are 
  fond of gifts of art and masonry, and adore being painted and 
  encrusted with gemstones when done as a show of ownership 
  and affection.
  Animate Shield
  Small construct, lawful neutral
  Armor Class: 16 (natural armor)
  Hit Points: 16 (3d6 + 6)
  Speed: 0 ft., fly 45 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  11 (0)
  12 (+1)
  11 (+0)
  Saving Throws: Con +4
  Skills: Perception +5
  Damage Resistances: bludgeoning, piercing, and slashing
  Damage Immunities: poison, radiant
  Condition Immunities: blinded, charmed, frightened, 
  poisoned, exhaustion
  Senses: darkvision 60 ft., passive Perception 16
  Languages: Common and those known by its master
  Challenge: 1 (200 XP)
  Durable. Whenever the animate shield would take damage 
  from an attack, reduce that damage by 3. Additionally, it has 
  advantage on Constitution saving throws.
  Equipment. The animate shield can be equipped as a shield 
  and the bearer is always considered proficient it its use. The 
  only action it can take while it is equipped is to remove itself 
  from the bearer.
  Magic Resistance. The harrowing hawk has advantage on 
  saving throws against spells and other magical effects.
  Stalwart Defense. Whenever an enemy attacks the animate 
  shield, they take 2 psychic damage.
  Actions:
  Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage and the target is pushed 
  back 5 feet. 
   
  Guard. As an action, the animate shield hovers around an 
  ally within 5 feet of it and moves with the ally. The first three 
  times that ally is attacked before the start of the shield’s next 
  turn, the animate shield becomes the target of the attack 
  instead. The shield cannot be forcibly moved during this time. 
  If the ally teleports, the shield also teleports with them.
  Bloodless Wanderer
  Not all who have torn their hearts away in the Blackthorn 
  Grove survive their adventures. Some fall in battle, dying 
  before their quests have been completed. For many, this is the 
  end, but for some, it offers a new beginning. Each bloodless 
  wanderer is the blackthorn heart of one of these fallen heroes, 
  whose ambitions and desires were never fulfilled. The heart 
  tears itself from the chest of the fallen adventurer, seeking still 
  to fulfill its quest. They are intelligent and possessed of clear 
  purpose, but cannot speak or write. Many construct masks of 
  wood and decorate them to be reminiscent of the person who 
  they once lived within. All of them require blood to continue 
  to survive, and will feast upon the fallen, drinking deeply of 
  their still-fresh fluids. 
   As companions, they are wise and insightful, possessed 
  of much of the experiences of their former owners. They 
  are often referred to as spirits of the dead, though this is 
  not technically correct. They are plants, living and come 
  to life once more. They desire little more than to find new 
  companions who can assist them on their lifelong quest, but 
  are patient and capable of understanding the bigger picture 
  when required. The one thing that will cause a wanderer to 
  attempt disobedience is the sight of their killer. If a bloodless 
  wanderer is placed within a corpse, it can animate the body to 
  act and move, but it will still lack the ability to communicate 
  beyond gestures and cryptic behavior.
  
  140
  Bloodless Wanderer
  Small plant, neutral
  Armor Class: 16 (natural armor)
  Hit Points: 31 (6d6 + 12)
  Speed: 30 ft., climb 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  12 (+1)
  10 (+0)
  Saving Throws: Con +4
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical attacks, cold, poison, radiant
  Condition Immunities: exhausted, frightened
  Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 
  11
  Languages: Understands those known by its master but can’t 
  speak or write
  Challenge: 1 (200 XP)
  Bloodsucking Vines. Whenever the bloodless wanderer deals 
  slashing or piercing damage, it recovers hit points equal to the 
  damage dealt. This does not apply if the target is a construct.
  Corpse Thief. When the wanderer is touching the corpse of 
  a creature with a CR of 2 or less, it can use an action to enter 
  and animate the body like a puppet. While inside, it gains 
  temporary hit points equal to half the maximum hit points 
  of the dead creature, and can use any actions that the corpse 
  could. When these temporary hit points are reduced to zero, 
  the corpse is destroyed and the wanderer is ejected.
  Grim Mask. Melee attacks targeting the bloodless wanderer 
  are made with disadvantage. When a creature makes a melee 
  attack targeting it and misses, it takes 1d6 slashing damage.
  Magic Resistance. The harrowing hawk has advantage on 
  saving throws against spells and other magical effects.
  Natural Visage. When the bloodless wanderer is still, it is 
  indistinguishable from an ordinary plant. The wanderer is 
  unimpeded by difficult terrain caused by plants, and can take 
  the Hide action as a bonus action. It can hide while only lightly 
  obscured.
  Actions:
  Vine Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage plus 5 (1d4 +3) 
  piercing damage.
  Dimcat
  The dimcat is a small feline creature that cloaks itself in 
  shadow, and feeds on the nightmares of the unwary. Servants 
  of the Shadowcat, the dimcats are sent out into the world to 
  safeguard children and guide them away from dangerous 
  situations, often appearing in very small ways to influence 
  events so that the child is unaware of the danger in the 
  first place. While the Shadowcat and its reflections feed on 
  nightmares, those of children are bitter and unworthy of their 
  elegant and refined taste.
   Creatures that draw their ire find themselves wreathed in 
  blinding blackness before being bitten by the cat, filling their 
  minds with a psychic onslaught of nightmares. The dimcat 
  feeds on the doubts, fears, and nightmares of sleeping mortal 
  adults, sitting upon them with mouth outstretched to catch 
  the fever dreams as they rise in a black mist. 
   Those who awaken only see the stark blue eyes shining 
  down at them, and are paralyzed by the strange power of the 
  dimcat. When at rest, they are silent and watchful, seeming to 
  enjoy batting out burning candles and other sources of light. 
  Warlocks who have sworn themselves to the Shadowcat often 
  take them as familiars, typically treating the dimcat as an 
  extension of their patron itself. In a certain sense, they really 
  are: each dimcat is a reflection of the Shadowcat that was 
  created when this enigmatic entity consumed and converted a 
  lesser nightmare, twisting the old horror into a new form with 
  a new purpose. 
   Dimcats speak in a wide variety of voices and have many 
  strange and enigmatic personalities, but most can be described 
  as one might expect: haughty, overbearing, demanding, 
  sly, clever, charming, affectionate, enigmatic, mysterious, 
  deceptive, curious, and practically any other term one might 
  use to describe an actual cat.
  Dimcat
  Tiny fey, chaotic neutral
  Armor Class: 15 (natural armor)
  Hit Points: 14 (4d4 + 4)
  Speed: 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3)
  13 (+1)
  10 (+0)
  12 (+1)
  14 (+2)
  Saving Throws: Dex +6
  Skills: Perception +5, Stealth +6
  Damage Resistances: bludgeoning, piercing, and slashing
  Senses: darkvision 120 ft., passive Perception 15
  Languages: Common and those known by its master
  Challenge: 1 (200 XP)
  Eyes of the Hunter. Magical darkness doesn’t impede the 
  dimcat’s darkvision, and it treats all locations as though they 
  were brightly lit for the purposes of perceiving objects and 
  creatures.
  Magic Resistance. The dimcat has advantage on saving throws 
  against spells and other magical effects.
  Nightmare Feast. Whenever the dimcat is touching a creature 
  that is unconscious, the creature is paralyzed until the dimcat 
  is no longer touching it.
  Shadow Dweller. The dimcat is always considered to be lightly 
  obscured by magical darkness, unless it chooses to allow 
  a creature to see through this effect. Whenever the dimcat 
  enters the space of a hostile creature, the creature’s eyes are 
  covered by this magical dimness until the dimcat is no longer 
  within its space.
  Actions:
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d4 + 3) piercing damage plus 2 (1d4) psychic damage. If the 
  target is prone, it must make a DC 12 Wisdom saving throw. If 
  it fails, it falls unconscious until the end of its next turn.
  Shadow Hop. The dimcat teleports to a point that it can see 
  within 15 feet of it, becoming heavily obscured by magical 
  darkness until the start of its next turn.
  
  141
  Emberborn
  An emberborn is a small, canine-like creature created from 
  ash and burning embers built around a core of molten metal. 
  They are birthed from the pyres of creatures sacrificed to 
  the Ashen Wolf, yet they are often friendly and pleasant to 
  mortals. When provoked, they unleash a blast of ash and 
  smoke before closing in with teeth like red-hot pokers. When 
  at rest, they often sleep within fireplaces and other areas 
  where fires are commonly stoked. They feast on raw meat 
  whenever the opportunity presents itself, and enjoy being 
  presented with gifts of metal and rare wood, as they enjoy 
  devouring both in large quantities.
   Some say that the emberborn are the children of the Ashen 
  Wolf, and that it cares for them as though they were its own. 
  There are no reliable records that can prove this belief, but 
  as intelligent elementals they are capable of speech and can 
  thus be asked. As an emberborn feeds and ages, they will grow 
  larger and larger. Some eldritch scholars hypothesize that the 
  Ashen Wolf was once an emberborn, strangely enough.
  Emberborn
  Small elemental, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 31 (7d6 + 7)
  Speed: 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  13 (+1)
  11 (+0)
  12 (+1)
  10 (+0)
  Saving Throws: Dex +4
  Skills: Perception +5
  Damage Immunities: fire, necrotic, poison
  Condition Immunities: poisoned, exhausted
  Senses: darkvision 60 ft., passive Perception 15
  Languages: Primordial and those known by its master
  Challenge: 1 (200 XP)
  Form of Ash. The emberborn can pass through openings as 
  small as a 1-inch square without being slowed or hindered. 
  Opportunity attacks against the emberborn are made with 
  disadvantage.
  Living Ember. Hostile creatures that touch the emberborn or 
  attack it in melee take 2 fire damage at the end of their turn. 
  The emberborn has advantage on checks made to escape a 
  grapple.
  Magic Resistance. The harrowing hawk has advantage on 
  saving throws against spells and other magical effects.
  Pack Tactics. The emberborn has advantage on attack rolls 
  against a creature if at least one of the emberborn’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions:
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  (1d6 + 2) piercing damage plus 3 (1d6) fire damage
  Burst. (Recharges after a Short or Long Rest). The 
  emberborn blasts ash and cinders from its body. Creatures 
  within 10 feet of the emberborn must make a DC 12 Dexterity 
  saving throw. If they fail, they are blinded until the end of 
  their next turn and take 7 (2d6) fire damage. If they succeed, 
  they are unaffected.
   When summoning an emberborn deliberately, a brazier 
  filled with wood and rare metal is presented and the blood 
  of a sacrificed beast is poured over the open flame as the 
  summoner performs the eldritch incantation. The fire will 
  burn quickly, and when it is reduced to coals, the emberborn 
  will begin to take shape. It will emerge from the fire and 
  demand to be fed. If the summoner provides a drop of their 
  blood to the newly born beast without hesitation, then the 
  emberborn will smile and swear loyalty to their new master. If 
  the summoner does not, then the emberborn will vanish into 
  smoke and seek a forest to ignite instead.
  Familiars! Right, those little things that follow everyone else 
  around. I’ve never had one - I don’t think I could take care of 
  it properly so that’s probably a good thing. Let’s see...
  1. Animate images are creepy and nobody should have one.
  2. Animate shields are kinda fun, despite being all fussy.
  3. Bloodless wanderers are pretty much just zombies, right?
  4. Dimcats are weird and I don’t think they like me.
  5. Emberborn are obviously the best, because they’re friendly and 
  fiery and there’s no better combination in the world.
  6. Eyeless watchers give me that “Where’s the face on this 
  thing?” feeling and I’m not alright with that.
  7. Harrowing hawks are terrible and nobody should ever have one. 
  I nearly lost a finger trying to feed one.
  8. Haunted crows... let’s just say I’m not sure which glowing 
  part is the eye and I’m not sure I want to know.
  9. Imperial cobras are melodramatic.
  10. Luminous shards are intense and I wouldn’t want one.
  11. Record-hunters are cute until you see what they do.
  12. Scribeant swarms are just bugs with more shiny bits.
  13. Shade widow: see above, but worse.
  14. Spark seekers: Cute. Tasty. Good overall.
  15. Symphonic songbirds are noisy, loud, and annoying. If I 
  plug my ears, then I can at least enjoy looking at one, I guess.
  16. Wealth mimics are the worst thing ever.
  17. Wiggly cubes always try to sit on my head and then the 
  slime melts and gets everywhere and it’s just messy. -X
  
  142
  Eyeless Watcher
  The eyeless watcher is a tentacled horror with small wings 
  that speaks in whispers, often repeating the grimmest word 
  it has most recently heard. A new one is born with each 
  secret the Keeper of the Depths learns, and they emerge from 
  the deep dreams of its mind to grace the mortal world with 
  their presence. The watchers are praised and reviled for their 
  unceasing usefulness, but their tentacles bear a poison far 
  deadlier than their servitude. 
   They enjoy causing fear and concern, but seem to do so out 
  of habit more than any actual malice. When at rest, they tend 
  to immerse themselves in water, and flutter their tendrils out 
  to the edges of whatever body of water they have occupied. 
  Most are seemingly brilliant to the minds of ordinary mortals, 
  and whisper secrets from worlds and lifetimes beyond those 
  of any who are present now. They have an interesting rivalry 
  with the Archive’s record-hunters, and seek to safeguard their 
  secrets from being cataloged in such a mundane fashion as 
  literature. Instead, they hold oral traditions as the highest 
  form of knowledge, and seek to share them in the dreams they 
  visit on the nights of a full moon.
  Eyeless Watcher
  Tiny aberration, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 14 (4d4 + 4)
  Speed: 5 ft., fly 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  17 (+3)
  13 (+1)
  16 (+3)
  16 (+3)
  10 (+0)
  Skills: Perception +8
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities: blinded
  Senses: blindsight 60 ft., passive Perception 18
  Languages: Those known by its master
  Challenge: 1 (200 XP)
  Amphibious.  The eyeless watcher can breathe both air and 
  water.
  Dream Visitor. When the moon is full, the eyeless watcher 
  can visit the dreams of a creature within 10 miles of it during 
  a long rest. It can observe and speak with the dreamer in their 
  dreamscape, but otherwise cannot interact. 
  Eerie Whispers. The eyeless watcher can take the Help action 
  at a range of 10 feet.
  Improved Magic Resistance. The eyeless watcher has 
  advantage on saving throws against spells and other magical 
  effects, and has resistance to damage from spells.
  Actions:
  Disturbing Touch. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d8) bludgeoning damage plus 8 (1d8 
  + 3) poison damage and the creature must make a DC 11 
  Constitution saving throw or be incapacitated for 1 round.
   These horrors are suspected to have been first created as 
  the result the work of the Keeper’s first collection: a series of 
  ancient artifacts found buried within the ruins of a civilization 
  lost to the tides upon a distant world. With these, it called 
  the seas to rise above the land and swallow the entire planet, 
  though the artifacts were destroyed in the process. Countless 
  thousands died that day, and those that remained lived among 
  the corpses and the surf amidst the highest mountaintops. 
  Over time, the Keeper’s unshakable influence over the world 
  grew ever greater, twisting once noble folk into imitations of 
  themselves. They performed rituals over the dead, taking the 
  flesh of their fallen and consuming it themselves. They offered 
  their broken bodies and minds to the Keeper, and it grew ever 
  more powerful.
   In the end, it discovered that hearing the whispers of those 
  who worshiped it was pleasing, and so it turned its mind to 
  the lost and ancient arts that allowed one to sculpt life from 
  flesh and sentience from dreams. Thus, the eyeless watchers 
  were born, forever whispering the secrets of those who have 
  come and gone for the entertainment of their inhuman 
  master.
  I swear I’ve seen these in a book somewhere before. 
  Strange. It feels like it’s calling to me... - Sylvette
  
  143
  Harrowing Hawk
  The harrowing hawk is a large bird with stone-cold eyes that is 
  infused with merciless ice. Bred as hunting birds by the Wild 
  Huntsman, these creatures are far deadlier than their cruel 
  visage belies. When they swoop down to attack their prey, they 
  freeze the edges of their wings and slash with the ice-coated 
  feathers, leaving the frost in the wound to slow their victim. 
  As the ice builds, they let out a piercing cry to summon their 
  master to strike down the target from afar. When at rest, they 
  tend to rest upon the shoulders of their masters and gaze 
  menacingly at those around them. They enjoy gifts of carved 
  bone and scrimshaw, which they use to make their nests, and 
  feast upon frozen meat with gusto. 
   Harrowing hawks are typically solitary creatures, and rarely 
  cooperate with one another while hunting prey. However, 
  mated pairs are known to hunt together to devastating effect, 
  with one scouting for the other, finding an enticing meal, then 
  letting out a shrill cry. Before the prey can react, the second 
  crashes down with the force of a thunderbolt, slaying the beast 
  instantly. Then the two will perch upon the body until the 
  snow has taken the heat from it, beginning their feast when 
  the blood begins to freeze.
   When in the service to a warlock aligned to the Huntsman, 
  they serve as scouts and harbingers to the hounds who pursue 
  the prey, seeking to drive them into the clutches of their 
  master. They have a strong bond with the other beasts of the 
  Huntsman’s stable, though are haughty and typically view 
  themselves as the most favored of beasts. The steeds may 
  carry, and the hounds may enjoy the master’s affections, but 
  the hawks were the first, and the hawks will be the last. Their 
  pride will lead them to seemingly impossible feats of nigh-
  suicidal bravery, such as tearing the eyes from sorcerers and 
  diving down the throats of dragons to cleave about with their 
  razor-sharp wings.
  Harrowing Hawk
  Small beast, lawful neutral
  Armor Class: 15 (natural armor)
  Hit Points: 13 (3d6 + 3)
  Speed: 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  12 (+1)
  12 (+1)
  11 (+0)
  10 (+0)
  Saving Throws: Dex +5
  Skills: Intimidation +4, Perception +8
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities: cold
  Condition Immunities: frightened
  Senses: darkvision 60 ft., passive Perception 18
  Languages: Understands those known by its master but can’t 
  speak or write
  Challenge: 1 (200 XP)
  Chill Wind. Ranged weapon attacks against the hawk are 
  made with disadvantage. The hawk can take the Disengage 
  action as a bonus action.
  Executioner’s Dive. The harrowing hawk can move straight 
  downward without expending movement. Whenever the 
  hawk moves more than 100 feet during its turn, its first attack 
  before the start of its next turn inflicts 2d10 force damage.
  Hunter’s Shriek. The hawk can let out a piercing cry as a 
  bonus action, alerting all creatures within 500 feet to its exact 
  location.
  Magic Resistance. The harrowing hawk has advantage on 
  saving throws against spells and other magical effects.
  Actions:
  Frozen Pinions. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (1d4 +3) cold 
  damage and the target’s movement speed is reduced by 10 feet 
  during its next turn. Each time the target is hit after the first, 
  the movement speed reduction increases by 5 feet. This resets 
  after one minute.
  Seriously, is there anything about this that 
  doesn’t say “I’m going to eat your fingers off 
  even if they’re made of ash because I’m just a 
  real cold-hearted killer.”?  
  That wouldn’t even taste good! -X
  
  144
  Haunted Crow
  Animals on the verge of death sometimes wander into the 
  Forbidden Graveyard, and the carrion birds who come to 
  hover over them are often drawn in as well. As familiar as 
  they are with those on the border of life and death, spirits of 
  the dead occasionally wander back in their grasp, infusing 
  the carrion birds with sinister energies. Their eyes glow with 
  an eerie light, their wings beat silently, and a trail of horrible 
  shadow filled with the grasping hands of those the beast has 
  consumed follows the bird with malevolent intent. They 
  speak in the voices of dead relatives and take pride in their 
  foul mockery of the living, yet often offer wise advice and 
  dangerous secrets to those who have defied death.
  Haunted Crow
  Tiny beast, neutral
  Armor Class: 14
  Hit Points: 17 (5d4 + 5)
  Speed: 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  18 (+4)
  12 (+1)
  10 (+0)
  14 (+2)
  11 (+0)
  Saving Throws: Dex +6
  Skills: Perception +4, Stealth +8
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities: necrotic
  Condition Immunities: charmed, frightened
  Senses: darkvision 60 ft., passive Perception 14
  Languages: Common and those known by its master
  Challenge: 1 (200 XP)
  Cruel Mimicry. The haunted crow can eerily copy voices 
  that it has heard within the past day, and any of the voices of 
  those that it has watched die. A DC 17 Wisdom (Insight) check 
  reveals that the sound is false.
  Flyby. The crow does not provoke opportunity attacks when 
  it flies out of an enemy’s reach.
  Magic Resistance. The haunted crow has advantage on 
  saving throws against spells and other magical effects.
  Shrouded Dance. The haunted crow leaves a trail 
  of dark shadow behind it as it flies that remains 
  until the start of its next turn. Whenever it attacks 
  using Peck, it can choose to attack from any point 
  along that shadow trail.
  Actions:
  Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage plus 3 
  (1d6) necrotic damage. 
  Shriek. (Recharges after a Short or Long Rest). 
  The crow unleashes a terrifying scream. Hostile creatures 
  within 40 feet of the crow must make a DC 12 Wisdom saving 
  throw. If they fail, they are frightened for 1 minute. They can 
  repeat this saving throw at the end of each of their turns, 
  ending the effect on a success.
  A creature bearing the
  souls and dreams of the 
  dead, flying across a sky 
  of night. It speaks of 
  secrets lost and secrets 
  found, and of things 
  no living mortals now 
  know. I desire one. I 
  desire many...
  
  145
  Imperial Cobra
  The imperial cobra is one of the deadliest venomous snakes, 
  and their bloodline has been infused with the magic of the 
  Serpent Empress, granting them speech and cunning. Hatched 
  from a long lineage bred to be spies, assassins, and assistants 
  to courtiers, these cobras are malicious and devious.
  Their venom is potent and infused with powerful magic 
  that enables it to harm even those protected against such 
  toxins. When at rest, they seek out small animals, such as 
  rats or birds, and torment them for entertainment, gradually 
  injecting small amounts of venom until the creature dies in 
  horrible agony. These cobras enjoy flattery as well as games 
  of wit and chance, and gleefully accept gifts of precious 
  gemstones, jewelery, mirrors, exotic meats, and eggs from 
  reptiles and birds alike. 
  Imperial Cobra
  Small beast, neutral
  Armor Class: 15
  Hit Points: 22 (5d6 + 5)
  Speed: 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  20 (+5)
  12 (+1)
  14 (+2)
  12 (+0)
  14 (+2)
  Saving Throws: Dex +7
  Skills: Perception +3, Persuasion +4, Stealth +7
  Damage Immunities: poison
  Condition Immunities: charmed, frightened, petrified, 
  poisoned, prone
  Senses: darkvision 60 ft., passive Perception 13
  Languages: Common and those known by its master, can 
  communicate with other reptiles regardless of language.
  Challenge: 1 (200 XP)
  Favored Servant. Poison damage the cobra deals treats 
  immunity to poison as resistance to poison. Creatures 
  immune to the poisoned condition are considered not 
  immune, but they do have advantage on any saving throw 
  against being poisoned by the cobra.
  Forked Words. Whenever the cobra is touching another 
  creature, both the cobra and the other creature gain advantage 
  on Deception checks.
  Magic Resistance. The imperial cobra has advantage on saving 
  throws against spells and other magical effects.
  Slippery Scales. The imperial cobra can take the Disengage or 
  Dash actions as bonus actions. The cobra also has advantage 
  on checks to escape a grapple.
  Actions:
  Frozen Pinions. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage and the creature must 
  make a DC 12 Constitution saving throw or take 3 (1d6) poison 
  damage and be poisoned for one minute. The creature can 
  repeat this saving throw at the start of each of its turns, ending 
  the effect on a success. 
  Summoning an imperial cobra is easier said than done. The 
  proper incantations and utterances are difficult to pronounce 
  without a forked tongue, and so it is rarely done by any who 
  are not servants of the Empress. As the ritual proceeds, the 
  summoner must inscribe a small, fang-shaped mark upon 
  their hand before holding it over the fire of a brazier, offering 
  it to the cobra. The beast will emerge from within the fire 
  initially as a serpent of green flame, coiling and hissing with 
  malicious intent. The flaming snake will strike at the offered 
  hand, burning a thin line through the inscribed fang. If the 
  summoner remains calm and still through this process, 
  they will succeed in the rite, gifting the serpent with life and 
  causing it to become corporeal. If they express emotion or 
  pain, then an agonizing toxin will flood their veins and the 
  ritual will be disrupted.
   Most servants of the Empress will offer the imperial cobra 
  some form of identifying jewelry, so that it may more clearly 
  express its superiority over all lesser creatures. It serves its 
  master as an equal, subservient only to their wishes by the 
  fact of the magic binding them rather than any true loyalty. 
  The oath of a snake means little, except when it is made to the 
  ruler of the Endless Empire.
  
  146
  Luminous Shard
  The luminous shard is a small humanoid construct made 
  from the crystallized starlight of the Fallen Exile’s tears that 
  were shed when it witnessed the execution of its mortal love. 
  These shards appear as small faceless statues that vaguely 
  resemble the paramour, and are given as a reminder of the 
  grim purpose that drives the servants of this fallen star. They 
  glow with radiant power in the darkness of the night, and 
  drive back the shadows that would hide the lost artifacts and 
  rituals needed to complete their task. These shards are single-
  minded in their quest, and cannot be turned aside by danger. 
  When their charge is threatened, they willingly sacrifice 
  themselves as the Exile was willing to, seeking to save their 
  fallen comrade at the cost of their own lives. They still bear 
  that spark of scorn for mortality that their originator once 
  held, however, and strike with malevolent light whenever 
  they witness the fall of a mortal foe.
  Luminous Shard
  Small construct, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 26 (4d6 + 12)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  16 (+3)
  11 (+0)
  11 (+0)
  10 (+0)
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical sources 
  Damage Immunities: cold, fire, poison, psychic, radiant
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses: passive Perception 10
  Languages: Common and those known by its master, but 
  can’t speak or write
  Challenge: 1 (200 XP)
  Bitter Spite. Whenever a hostile creature within 30 feet of the 
  shard is reduced to 0 hit points, it can use a reaction to lance 
  out with a fragment of its being, dealing 1d8 radiant damage 
  to a target of its choosing within 30 feet.
  Magic Resistance. The luminous shard has advantage on 
  saving throws against spells and other magical effects.
  Nameless Love. Whenever an ally within 30 feet of the 
  shard would be reduced to 0 hit points, the shard can use a 
  reaction to sacrifice itself, restoring that ally to 1 hit point and 
  destroying the shard.
  Starshine. The shard can choose to generate an aura of bright 
  light in a 20-foot radius around it and dim light in another 
  20-foot radius beyond that. It can toggle this aura as a bonus 
  action. Also, it can cast the light cantrip. These light sources 
  count as natural sunlight.
  Actions:
  Dazzle. A target within 10 feet takes 2 (1d4) 
   radiant damage and the target and all hostile 
  creatures within 5 feet of the target must make 
  a DC 15 Dexterity saving throw or be blinded until 
  the end of the shard’s next turn.
  Summoning a luminous shard is fairly simple, by comparison 
  to some of the other familiars. One must simply stand before 
  the brazier, ignite it, and speak passionately about something 
  they desire or something they have lost. The tongues of 
  flame will begin to burn a warm blue and gold while moving 
  together into a humanoid figure. The summoner must then 
  gently offer a hand, and assist the tiny entity out of the 
  brazier. As it exits, it will solidify into a luminous shard. The 
  summoner must then declare their purpose in life, as they 
  see it at that moment. If they are truthful, then the shard will 
  swear loyalty in a series of gestures and serve faithfully as a 
  familiar from then on. If they are deceptive, then the shard 
  will shed a tear of molten crystal, shatter into fragments, and 
  rejoin the Exile in the skies above.
  
  147
  Record-Hunter
  The record-hunter is a small, featureless humanoid 
  constructed entirely of paper covered in runic script, 
  generated by the will of the Accursed Archive. These tiny 
  origami figures move with great stealth to avoid the unwanted 
  attentions of the Silent One. Able to track down even the most 
  obscure sources of information, they act as invaluable allies 
  to the archivists. When threatened, they fold into the shapes 
  of fantastical beasts and fly high into the air, their runic 
  scripts pulsing with power as they lash at the minds of their 
  aggressors to silence them and preserve the sanctity of the 
  Accursed Archive. 
  Record-Hunter
  Tiny construct, neutral
  Armor Class: 16 (natural armor)
  Hit Points: 21 (6d4 + 6)
  Speed: 10 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  13 (+1)
  16 (+3)
  12 (+1)
  11 (+0)
  Skills: Perception +3, Stealth +8
  Damage Resistances: damage from nonmagical sources, 
  poison, necrotic
  Damage Immunities: psychic
  Condition Immunities: charmed, frightened, poisoned, 
  exhausted, deafened, blinded
  Senses: blindsight 10 ft., passive Perception 13
  Languages: Understands those known by its master but can’t 
  speak. Can read and write in all languages.
  Challenge: 1 (200 XP)
  Folding Figure. The record-hunter can fold itself into an 
  origami figure of any shape or creature. Its statistics remain 
  the same in any form.
  Living Paper. While the record-hunter remains motionless, it 
  is indistinguishable from an ordinary origami figurine or pile 
  of papers.
  Magic Resistance. The record-hunter has advantage on saving 
  throws against spells and other magical effects.
  Seek Knowledge. The record-hunter intuitively knows the 
  layout of any library it enters, and the location of all written 
  works within.
  Actions:
  Silent Secret. Ranged Spell Attack: +5 to hit, range 30 ft., one 
  target. Hit: 8 (1d10 + 3) psychic damage and the target must 
  make a DC 15 Wisdom saving throw or become unable to 
  speak or cast spells that require verbal components until the 
  start of the record-hunter’s next turn. 
  A curious, dreamless thing. I see 
  now why my watchers despise 
  them so. I wonder if they would 
  survive beneath the seas. I 
  should collect one, and uncover 
  this secret...
  When a record-hunter discovers a new secret, it will peel open, 
  find a quill and ink, and begin to write in tiny, scrawling script 
  on the inside of itself, inscribing the hidden knowledge into its 
  form. When the master of a record-hunter dies, it will return 
  to the Archive and begin a grim and emotionless work. The 
  record-hunter will unfold itself, revealing the countless layers 
  and pages within its body, all covered in the secrets that it has 
  revealed. It will then begin to tear itself apart, silently writhing 
  in agony as it binds itself into a book or scroll. 
   The new tome of secrets will be picked up by the other 
  record-hunters and placed with reverence upon the shelves of 
  the Archive, and a new record-hunter will be manufactured 
  from blood, ink, and eldritch parchment. It is in this way that 
  the Accursed Archive grows and spreads, constantly seeking 
  new archivists to carry its record-hunters forth. The Silent 
  One acts in defiance of these strange constructs, guarding 
  the knowledge of the Archive while acting in a way that will 
  discourage future additions to the collection. Once a written 
  work is within the Archive, it cannot be destroyed.
   Those who take forbidden tomes from the Archive or 
  bear weapons covered in dark script often act in different 
  capacities, either spreading ruin directly or seeking out 
  ancient writings that have managed to somehow escape the 
  attentions of the Archive.
  
  148
  Scribeant Swarm
  The scribeant swarm is a mass of scarab-like insectoid 
  constructs, each covered in delicate hieroglyphic writing and 
  embedded with a large central gemstone. 
   Created ages ago by servants of the Warrior-Saint, these 
  little machines act as record-keepers of all the events that 
  happen in the multiverse. They act in perfect concert, and 
  move with an eerie buzzing noise that can disturb the 
  cowardly. Individual scribeants are relatively harmless and 
  are unable to cause damage, but when they are in a swarm, 
  they can channel their eldritch power to produce startling 
  shocks to those that they are touching. 
   When threatened, they will move with perfect precision 
  to unleash a ray of radiant light from their gemstones, all 
  targeting a single point on their enemy to sear their body and 
  soul. They can also use this light for more mundane purposes, 
  creating murals and inscriptions of things that they have 
  recorded, or simply displaying what they have witnessed 
  and heard. This makes them invaluable to justiciars, as they 
  can display evidence of wrongdoing that is inalterable and 
  unquestionable.
   To summon a swarm, the brazier is lit and the appropriate 
  oaths are made. The summoner will then begin to play the 
  brazier like a drum, striking the outside with a hand or rod. 
  Unharmed by the flames, they will imitate the buzzing of the 
  scribeant swarm, and when performed properly, it will appear 
  from within the fire ready to serve its purpose.
  Scribeant Swarm
  Small swarm of Tiny constructs, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 21 (6d6)
  Speed: 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  16 (+3)
  11 (0)
  12 (+1)
  12 (+1)
  10 (+0)
  Saving Throws: Con +4
  Skills: Perception +5
  Damage Resistances: bludgeoning, piercing, and slashing 
  Damage Immunities: poison
  Condition Immunities: charmed, diseased, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained, 
  stunned 
  Senses: blindsight 5 ft., passive Perception 15
  Languages: Understands Common and those known by its 
  master, but can’t speak.
  Challenge: 1 (200 XP)
  Beautiful Craftwork. When immobile, the swarm is 
  indistinguishable from a collection of cunningly-made 
  statuettes or jewelry.
  Fearsome Buzz. The swarm’s orderly yet chaotic humming 
  can cause fear in the hearts of lesser creatures. Whenever a 
  creature with a CR of 1/8th or lower is in a space occupied by 
  the swarm, it is frightened of the swarm and must attempt to 
  move out of the swarm’s space during its next turn.
  Magic Resistance. The scribeant swarm has advantage on 
  saving throws against spells and other magical effects.
  Perfect Record. The swarm records everything it sees and 
  experiences within an internal crystalline matrix, and can 
  display images and sounds from this memory by projecting 
  them onto a surface within 10 feet as an action. It can inscribe 
  an image onto an appropriate surface using its Gem-light 
  Lance over the course of 5 minutes.
  Swarm Construct. The scribeant swarm can occupy another 
  creature’s space and vice versa, and the swarm can move 
  through any opening large enough for a tiny scarab. The 
  swarm can regain hit points from magic and resting, or from 
  the mending cantrip at a rate of 1 hit point per casting.
  Actions
  Gem-light Lance.  Ranged Spell Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (3d6) radiant damage, or 7 (2d6) radiant damage 
  if the swarm has half its hit points or fewer.   
   
  Hieroglyphic Spark.  Melee Spell Attack: +5 to hit, reach 0 ft., 
  one target within the swarm’s space. Hit:  8 (2d8) lightning 
  damage, or 4 (1d8) lightning damage if the swarm has half its 
  hit points or fewer.  
  
  149
  Shade Widow
  The shade widow is an eerily silent spider-shaped 
  construct made entirely of animate webbing and 
  shaped obsidian. Created by the Weaver of Lies as 
  assassins, these deadly objects are used to tie up loose 
  ends wherever they arise. They’ll often lie in wait 
  under the beds of unsuspecting victims before emerging 
  to bite with fangs coated in magical poison. Acolytes of 
  the Weaver are fond of them due to their ability to create 
  massive webs, making them invaluable while fleeing 
  from an angry mob after the lies they’ve spun fall to 
  tatters.
   Summoning a shade widow is a perilous 
  task. After lighting the brazier, the warlock 
  must begin to chant and incant with perfect 
  inaccuracy, deliberately twisting the normal 
  ritual of summoning into something exactly 
  wrong. This process causes eldritch pain to 
  those not accustomed to lying with every 
  breath, burning away at a fragment of the 
  summoner’s soul in order to give life to 
  something false. During this, the summoner 
  will throw sand into the brazier to magically 
  heat, and then pour the resulting glass into 
  the correct form of the shade widow. 
   A final sprinkle of blood is the last 
  ingredient. This blood will become a strange 
  poison that changes the glass to spider 
  web obsidian and grants life and malice to 
  the shade widow. Once it is summoned, the 
  warlock must lie to it once more, claiming to 
  be its true master before all others. Both the 
  warlock and the widow know this to be false, 
  for the shade widows will always be servants to the foul 
  nightmare known as the Weaver of Lies.
  Shade Widow
  Tiny construct, neutral
  Armor Class: 14
  Hit Points: 7 (2d4 + 2)
  Speed: 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  18 (+4)
  12 (+1)
  10 (+0)
  11 (+0)
  11 (+0)
  Saving Throws: Dex +6
  Skills: Perception +4, Stealth +8
  Damage Resistances: bludgeoning, piercing, and slashing from 
  nonmagical sources
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages: Understands Common and those known by its 
  master but can’t speak or write
  Challenge: 1 (200 XP)
  Arachnid’s Grace. The shade widow can climb difficult 
  surfaces, including upside down on ceilings, without needing to 
  make an ability check, and it ignores movement restrictions or 
  difficult terrain caused by webbing.
  Magic Resistance. The shade weaver has advantage on saving 
  throws against spells and other magical effects.
  Web Sense. While in contact with a web, the shade widow 
  knows the exact location of any other creature in contact with 
  the same web.
  Web Weaver. The shade weaver can produce enough natural 
  webbing per minute to cover a 10-foot radius. This webbing 
  adheres to creatures and objects. If a creature falls prone in 
  a space covered in webbing, or is shoved into a wall covered 
  in webbing, its movement speed is halved until the end of its 
  next turn.
  Actions:
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 
  (1d4 + 4) piercing damage plus 11 (2d6 + 4) poison damage and 
  the creature must make a DC 12 Constitution saving throw 
  or be poisoned for 1 minute. The target can repeat this saving 
  throw at the beginning of each of their turns, ending the effect 
  on a success.
  
  150
  Spark Seeker
  The spark seeker is a small, manta-ray-like creature that 
  floats on the winds and uses them for defense. Once parasites 
  that crawled upon the hide of the Storm Lord, the spark 
  seekers have been touched by the legendary power of the 
  godlike being and have grown and changed, gaining the ability 
  to wield magical energies in exchange for service to the Lord. 
  When threatened, they craft a shard of crystal by compressing 
  the dust in the air around them and firing it at their target 
  after charging it with electricity. When at rest, they scuttle 
  along at a slow pace, finding a nook in some stone to lie in on 
  a side that is exposed to the wind and elements. They enjoy 
  gifts of meat and perfumes, and chirp excitedly when they are 
  carried around. At night, colonies of spark seekers perform 
  elaborate mating dances, lighting up the sky with flashes of 
  lightning and strong gusts of wind. An entire colony of them 
  working in concert can start a summon a massive and terrible 
  storm, making them dangerous when near 
  civilized areas.
   Summoning one is simple: light the 
  brazier , chant the proper words and praises 
  to the Lord of Storms, extinguish the brazier 
  with water, and then your desired spark seeker 
  will appear from within the resulting fog and steam. 
  Spark Seeker
  Tiny beast, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 14 (4d4 + 4)
  Speed: 5 ft., fly 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  17 (+3)
  13 (+1)
  11 (+0)
  11 (+0)
  10 (+0)
  Skills: Perception +6
  Damage Immunities: lightning, thunder
  Senses: darkvision 120 ft., passive Perception 16
  Languages: Understands those known by its master but can’t 
  speak or write
  Challenge: 1 (200 XP)
  Flutterby. The spark seeker can take the Disengage action as a 
  bonus action.
  Magic Resistance. The spark seeker has advantage on saving 
  throws against spells and other magical effects.
  Skyward Grasp. The spark seeker can cast either levitate or 
  gust of wind (spell save DC 13) without expending a spell slot. 
  Once it does so, it can’t do so again until it finishes a short or 
  long rest.
  Storm Shield. Ranged attacks targeting the spark seeker are 
  always made with disadvantage and cannot gain advantage 
  from any source.
  Actions:
  Spikeshard. Ranged Weapon Attack: +5 to hit, range 30 ft., one 
  target. Hit: 3 (1d6) piercing damage plus 6 (1d4 +3) lightning 
  damage.
  Variant: Spark Seeker Swarm
  Whenever more than 10 spark seekers are together, they can 
  act as a single unit to form a spark seeker swarm. Add their 
  total hit points together to determine the total hit points of the 
  swarm. For every 5 spark seekers that the swarm starts with, 
  it can make one additional spikeshard attack during its turn 
  without using an action.
  If a swarm started with more than 25 spark seekers, replace 
  the spikeshard action with this one instead:
  Spikeshard Volley. Ranged Weapon Attack: +10 to hit, range 
  120 feet, one target. Hit: 18 (6d6) piercing damage plus 36 (6d4 
  +18) lightning damage. 
  Whenever more than 100 spark seekers are present in the 
  same swarm, the swarm can cast storm of vengeance, except 
  the acid rain is replaced with freezing rain that inflicts cold 
  damage instead. When cast in this way, the DC for this 
  spell’s saving throws is 20. All spark seekers in the swarm 
  are immune to effects of this spell. Once a spark seeker 
  has participated in a swarm that has cast this spell, it can’t 
  contribute to a new casting for one month.
  I don’t see why Xandith thinks these are cute. Just 
  standing near one makes me all wobbly! Guess that’s the 
  downside of being an oozian. -Sylvette
  
  151
  Symphonic Songbird
  The symphonic songbird is a colorful avian creature that 
  mimics the voices of others, and can produce a beautiful 
  melody fit for any occasion. They seem to originate from birds 
  that have fallen for the allure of the Perfect Chord and have 
  been touched by the magical emanations that constantly flow 
  from it. Infused with choral power, they speak and sing with 
  the voices of any sounds they have heard. Oddly enough, they 
  seem to prefer being exposed to a constant onslaught of sound 
  when at rest, and will seek out the noisiest place around to 
  build their nests. 
   Colonies of songbirds will form full orchestral symphonies, 
  to the delight of the rare few who are granted an audience. 
  When threatened, they dazzle and strike with wicked beaks, 
  inspiring one another to fight with fervor and fury against all 
  aggressors. They enjoy gifts of fruit and shiny objects, which 
  they use to build elaborate nests. Their songs are legendary for 
  leading travelers astray, however, and they are often viewed 
  with mistrust and suspicion by folk in less civilized lands. 
  Symphonic Songbird
  Tiny fey, neutral
  Armor Class: 14 (natural armor)
  Hit Points: 14 (4d4 + 4)
  Speed: 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  12 (+1)
  11 (01)
  12 (+1)
  16 (+3)
  Skills: Perception +5, Performance + 7
  Damage Immunities: thunder
  Senses: passive Perception 15
  Languages: All known by its master
  Challenge: 1 (200 XP)
  Flutterby. The spark seeker can take the Disengage action as a 
  bonus action.
  Magic Resistance. The symphonic songbird has advantage on 
  saving throws against spells and other magical effects.
  Perfect Mimicry. The songbird can perfectly replicate any 
  sound that it has heard. A DC 20 Perception check reveals that 
  the sound is falsified.
  Shining Feathers. Hostile creatures that attack the songbird 
  must make a DC 12 Charisma saving throw. If they fail, the 
  attack misses.
  Actions:
  Peck. Melee Weapon Attack: +5 to hit, range 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage and 2 (1d4) psychic damage. 
   
  Fitting Tune. (Recharges after a short or long rest). The 
  symphonic songbird chirps a beautiful song. Allied creatures 
  within 30 feet gain advantage on their next attack roll, saving 
  throw, or ability check.
  I told one to pipe down. Then it told me to pipe down 
  in my own voice. Then all of the others told me to 
  pipe down in my own voice. Then I yelled at them. 
  Then they yelled at me back, identically, but louder. 
  I almost fell over. In short, just don’t go near them 
  unless you like mocking yourself. -X
  Summoning a symphonic songbird involves singing, as one 
  might expect. The brazier is lit, the incense is burned, and 
  the summoner must begin a melody of their own creation. 
  It must be carefully done, so that there is room for another 
  to harmonize without interruption or disruption, and is 
  often difficult for novices. Once the song reaches the correct 
  moment, the fire within the brazier will coalesce into the 
  image of a songbird, and it will begin to sing along with its 
  new master. The summoner must continue their song to an 
  appropriate closing, guiding the bird out from the brazier at 
  the same time. Once it has emerged fully and is corporeal, 
  the warlock must end the song and speak their name. The 
  symphonic songbird will repeat the name perfectly, and then 
  speak its own. When the warlock does the same and speaks 
  the songbird’s name in exact mimicry, the bond between 
  familiar and master will be formed.
  
  152
  Wealth Mimic (Karensee)
  A deadly thing that lurks in the pockets of countless saints 
  and villains alike, money is a tool that brings both salvation 
  and misery. Not all funds can be trusted, however. The 
  Currency Conspiracy has been gradually replacing the original 
  currencies of the world with karensee, colloquially known as 
  wealth mimics. They can take an endless number of forms, 
  but they are restricted, unlike their larger kin. These mimics 
  can only choose to turn into objects that appear to be of 
  value. A gold coin, a bill, a gemstone, a necklace of pearls: all 
  of these things are potential wealth mimics. Most of them are 
  asleep, trapped in a singular form. They feign damage or other 
  ill effects while they are sleeping, behaving exactly like natural 
  materials. However, when they are awakened by eldritch 
  magic, they come to life and attack those who sought to own 
  them. Members of the Currency conspiracy often call and 
  awaken wealth mimics using a ritualistic rite, but any warlock 
  of sufficient power and knowledge can summon one.
   The first steps are relatively easy. The summoner must 
  ignite the brazier and stand adjacent to it, speaking the correct 
  incantations. Once the fire has burned down to embers, the 
  summoner must insert a single object of value that a wealth 
  mimic could imitate, such as a coin or bank note.
   Next, the warlock must offer blood. When a few drops are 
  applied to the object within the brazier, the flames will flare to 
  life once more, consuming the object and then disappearing. 
  The ashes will begin to form together into a shape identical to 
  that of the object, and a new wealth mimic will be born. It will 
  speak a single word, giving itself a name. So long as that name 
  is known by its master, it will obey perfectly, changing shape 
  and killing on command.
   Wealth mimics enjoy being fed other currency. Some 
  scholars whisper that this is intended to give them power, 
  but others suspect that they are simply innately cannibalistic. 
  Those in the Conspiracy are believed to have created the 
  wealth mimics with a built-in safety measure, in case 
  something goes wrong with the final plan. In that instance, 
  they would consume one another in a frenzy after being 
  deprived of other flesh, rendering them harmless to those 
  they could not reach.
  Karensee (Wealth Mimic)
  Tiny monstrosity (shapechanger), neutral
  Armor Class: 16 (natural armor)
  Hit Points: 24 (4d4 + 16)
  Speed: 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  18 (+4)
  8 (-1)
  10 (+0)
  10 (+0)
  Skills: Stealth +8
  Damage Resistances: bludgeoning, piercing, and slashing 
  from nonmagical sources
  Damage Immunities: acid, poison
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses: darkvision 120 ft., passive Perception 10
  Languages: Understands those known by its master but can’t 
  speak or write
  Challenge: 1 (200 XP)
  Aggressive Adhesion. Whenever the karensee touches a 
  creature, it can choose to adhere to them as a reaction. If 
  it does, it sticks to the target. A creature can make a DC 13 
  Strength (Athletics) check to scrape the karensee off of them. 
  While a karensee is adhered to a creature, it has advantage on 
  attack rolls against that target.
  Magic Resistance. The karensee has advantage on saving 
  throws against spells and other magical effects.
  Masterful Mimicry. When the karensee touches another unit 
  of wealth, it can use a reaction to become an identical copy of 
  that wealth. It can attack and perform actions regardless of 
  form or appearance, but on a turn that it has taken no actions 
  it is immune to damage and cannot be detected by any means 
  short of truesight.
  Pocket Jump. The wealth mimic can teleport up to 15 feet as a 
  bonus action.
  Actions:
  Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage plus 3 (1d4) acid damage.
  
  153
  Wiggly Cube 
  The wiggly cube is a small, colorful, semi-transparent ooze 
  that gently dissolves a little of everything it touches in a quest 
  to experience all the flavors of the multiverse. They are sent 
  down by the greater cubes within the Convocation to learn 
  and grow before eventually returning to the space between 
  the planes where the Gelatinous Convocation makes its 
  home. They’re surprisingly expressive for a simple square of 
  slime, and often bounce and jiggle to express their feelings 
  on a topic. They enjoy consuming corpses and other dead 
  organic material, as they learn more and more about the 
  universe with each meal. When threatened, the cube will 
  resort to violence with an intimidating glee, lashing out with 
  its pseudopods and trying to goad the attacker into engaging 
  in melee combat. Against foes smaller than itself, the cube will 
  rush them and attempt to engulf and consume them. They 
  speak to the minds around them with a childlike innocence 
  even as they feast on dead mortals and beasts alike. When at 
  rest, the cube will seek a stone surface to rest upon, and will 
  wobble slowly back and forth in a pattern seemingly designed 
  to entice the unwary into touching it.
  Wiggly Cube
  Small ooze, neutral
  Armor Class: 8
  Hit Points: 45 (6d6 + 24)
  Speed: 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  6 (-2)
  18 (+4)
  8 (-1)
  10 (+0)
  14 (+2)
  Damage Immunities: acid, cold, bludgeoning, poison
  Condition Immunities: blinded, charmed, deafened, 
  exhaustion, frightened, poisoned, prone
  Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 
  10
  Languages: Understands Common and those known by its 
  master, and can speak telepathically to creatures within 10 
  feet of it, but can’t speak or write otherwise.
  Challenge: 1 (200 XP)
  Corrosive Form. A creature that hits the cube with a melee 
  attack while within 5 feet of it takes 4 (1d8) acid damage. The 
  cube can eat through 1-inch-thick nonmagical wood or metal 
  in one round.
  Magic Resistance. The wiggly cube has advantage on saving 
  throws against spells and other magical effects.
  Ooze Cube. The cube occupies its entire space whenever it is 
  Medium or larger. Other creatures can enter the space, but a 
  creature that does so is subjected to the cube’s Engulf and has 
  disadvantage on the saving throw. 
   Creatures inside the cube can be seen but have total cover.
   A creature within 5 feet of the cube can take an action to 
  pull a creature or object out of the cube. Doing so requires a 
  successful DC 12 Strength check, and the creature making the 
  attempt takes 4 (1d8) acid damage. 
   The cube can only hold one creature equal to its size, or four 
  creatures of one size or more smaller than itself.
  Squishy. The cube is immune to falling damage.
  Transparent. Even when the cube is in plain sight, it takes a 
  successful DC 15 Wisdom (Perception) check to spot a cube 
  that has neither moved or attacked. A creature that tries to 
  enter the cubes space while unaware of it is surprised by the 
  cube.
  Actions:
  Pseudopod. Melee Weapon Attack: +2 to hit, range 5 ft., one 
  target. Hit: 5 (1d6+2) acid damage. 
  Engulf. The cube moves up to its speed. While it does so, it can 
  enter the spaces of other creatures. Whenever the cube enters 
  the space of a hostile creature, and the creature is of the same 
  size or smaller than the cube, it must make a DC 12 Dexterity 
  saving throw. If it succeeds, it can choose to be pushed 5 feet 
  back or to the side of the cube. A creature that chooses not to 
  be pushed suffers the consequences of a failed saving throw.
   On a failed save, the cube enters the creature’s space, and 
  the creature takes 4 (1d8) acid damage and is engulfed. The 
  engulfed creature can’t breathe, is restrained, and takes 14 
  (3d8) acid damage at the start of each of the cube’s turns. 
  When the cube moves, the engulfed creature moves with it. 
  An engulfed creature can try to escape by taking an action 
  to make a DC 12 Strength check. On a success, the creature 
  escapes and enters a space of its choice within 5 feet of the 
  cube.
  
  154
  Warlock, Lesser
  Humanoid (any), any alignment
  Armor Class: 14 (studded leather armor)
  Hit Points: 26 (4d8 + 8)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  14 (+2)
  10 (+0)
  10 (+0)
  16 (+3)
  Skills: Arcana +2, Perception +2
  Senses: passive Perception 12
  Languages: Common, (patron’s language)
  Challenge: 1 (200 XP)
  Minor Pact Boon: The warlock has either a familiar (via find 
  familiar), a martial weapon that inflicts magical damage, or 
  knows one spell from any spell list.
  Patron Feature: The warlock gains an additional feature 
  based on its patron.
  Accursed Archive: The warlock gains an additional spell slot.
  Ashen Wolf: The warlock gains the Breath of Smoke feature.
  Eternal Citadel: The warlock gains the Force of Preservation feature.
  Fallen Exile: The warlock gains the Cosmic Conduit feature.
  Forbidden Graveyard: The warlock gains the Ghoulish Constitution 
  feature.
  Gelatinous Convocation: The warlock gains the Jiggly Defense 
  invocation.
  Gray Portrait: The warlock gains the Cursed Portfolio invocation.
  Keeper of the Depths: The warlock gains the Clash of Wills 
  invocation.
  Perfect Chord: The warlock gains the Adjusted Cadence feature.
  Serpent Empress: The warlock gains the Blessing of the Empress 
  feature.
  Shadowcat: The warlock gains the Umbral Leap feature.
  Storm Lord: The warlock gains the Majesty of the Cloud Ruler 
  feature.
  Warrior-Saint: The warlock gains the Titan’s Blade invocation.
  Weaver of Lies: The warlock gains the Silver Tongue invocation.
  Wild Huntsman. The warlock gains the Black Frost invocation.
  Spellcasting: The warlock is a 3rd-level spellcaster. It’s 
  spellcasting ability is Charisma (save DC 13, +5 to hit with spell 
  attacks). The warlock knows the following spells, and has two 
  2nd-level spell slots:
   Cantrips (at will): eldritch blast, minor illusion
   1st level: (patron expanded spells)
   2nd level: (patron expanded spells)
  Actions:
  Dagger. Melee Weapon Attack. +4 to hit, reach 5 feet., one 
  target. Hit: 4 (1d4 +2) piercing damage.
  Warlock, Greater
  Humanoid (any), any alignment
  Armor Class: 16 (mage armor)
  Hit Points: 72 (12d8 + 24)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  14 (+2)
  10 (+0)
  10 (+0)
  20 (+5)
  Skills: Arcana +2, Perception +2
  Senses: passive Perception 12
  Languages: Common, (patron’s language)
  Challenge: 5 (200 XP)
  Major Pact Boon: The warlock has a familiar appropriate to 
  their patron, and a magical weapon (as described below). Also, 
  they can cast mage armor targeting themselves without using 
  a spell slot at will.
  Patron Feature: The warlock gains an additional feature based 
  on its patron, as described in the adjacent table.
  Spellcasting: The warlock is a 9th-level spellcaster. It’s 
  spellcasting ability is Charisma (save DC 17, +9 to hit with spell 
  attacks). The warlock knows the following spells, and has two 
  5th-level spell slots:
   Cantrips (at will): eldritch blast, minor illusion, scorch*, 
  shadowthorn*
   1st level: (patron expanded spells)
   2nd level: (patron expanded spells)
   3rd level: (patron expanded spells)
   4th level: (patron expanded spells)
   5th level: (patron expanded spells)
  Actions:
  Assault. The warlock makes two attacks with its eldritch 
  weapon, or casts a cantrip and makes a single weapon attack. 
   
  Eldritch Weapon. Melee Weapon Attack. +9 to hit, reach 5 feet., 
  one target. Hit: 21 (2d10 +10) force damage.
  You know what’s wrong with warlocks these days? 
  No respect. “Oh, I think I’ll just go buy some 
  power today after lunch.” Yeah, and what about 
  that wizard that studied for a few years just so 
  they could incant without burning the whole village 
  down? Does she get an entire book dedicated to her 
  arcane art? No? Seems a little one-sided, doesn’t 
  it? -Sylvette!
  You have, like, fourty books in your room on magic. I’m not 
  sure why you’re upset. Wizards write books all the time. -X
  
  155
  Bard Spells
  Cantrips (0 Level)
  Animate Skull
  Cheerful Song
  Forget
  Fresh Paint
  Glimmer
  Seek Phrase
  1st level
  Black Lotus Assault
  Duskwalk
  Shrill Whistle
  Spider’s Kiss
  2nd level
  Dark Secret
  Replenish
  Shadow Armor
  Sinister Threat
  Suffer
  3rd level
  Blasphemy
  Creeping Dark
  Resonance
  Shadow Refuge
  Shadow Toxin
  4th level
  Flashing Blades
  Haunt
  Shattersong
  Sleepwalking
  Unspoken Agreement
  Unseen Claw
  5th level
  Overwhelming Emotion
  6th level
  Blood Cartography
  7th level
  Spreading Nightmare
  8th level
  Reflective Defense
  9th level
  Touch Infinity
  Cleric Spells
  Cantrips (0 Level)
  Animate Skull
  Break
  Cheerful Song
  Douse
  Jolt
  Scorch
  1st level
  Defy Ruin
  Mend Flesh
  2nd level
  Skystrike
  Suffer
  3rd level
  Blackened Heart
  Funeral Pyre
  4th level
  Dark Empowerment
  Mark of Objection
  5th level
  Angelic Rebuke
  Falling Star
  Forgotten Pain
  Storm’s Eye
  6th level
  Blood Cartography
  Hellish Halo
  7th level
  Cruel Wind
  8th level
  Undertow
  9th level
  Armageddon
  End of Days
  Druid Spells
  Cantrips (0 Level)
  Cheerful Song
  Douse
  Fresh Paint
  Jolt
  1st level
  Duskwalk
  Hunter’s Pace
  Mend Flesh
  Shrill Whistle
  2nd level
  Heartripper
  Replenish
  Skystrike
  3rd level
  Blackened Heart
  Crushing Tide
  Frozen Lance
  Luring Light
  Resonance
  Serpent’s Bite
  Skewering Vines
  Venom Blast
  4th level
  Ashen Pack
  Bloodthorn
  Cage of Briars
  Forbidden Obelisk
  Serpentine Ward
  Skin of Flint
  Sleepwalking
  Windblade
  5th level
  Constriction
  Hungering Hate
  Nemesis
  Storm’s Eye
  Unstoppable Ascent
  6th level
  Blood Cartography
  Perfect Toxin
  7th level
  Spreading Nightmare
  Cruel Wind
  8th level
  Undertow
  Paladin 
  Spells
  1st level
  Defiant Smite
  Defy Ruin
  2nd level
  Dark Secret
  Skystrike
  Suffer
  3rd level
  Funeral Pyre
  Irreversible Smite
  4th level
  Dark Empowerment
  Mark of Objection
  Unspoken Agreement
  5th level
  Angelic Rebuke
  Falling Star
  Punishing Smite
  Ranger 
  Spells
  1st level
  Black Lotus Assault
  Duskwalk
  Falling Spider’s Spite
  Hunter’s Pace
  Masterful Focus
  Mend Flesh
  Shrill Whistle
  2nd level
  Dissociative Edge
  Heartripper
  Replenish
  Sinister Threat
  Skystrike
  Eldritch Magic
  Eldritch Magic
  The following section contains new spells and arcane magic 
  for each of the spellcasting classes. The following list describes 
  which spells are available to each class.
  Wait, so I made Pyre, right? If you two got 
  married, would that make me your  
  mother-in-law?!
  Let’s not think about it. -X
  
  156
  Skyward Rise
  Wolfbane Trap
  3rd level
  Creeping Dark
  Fox’s Fangs
  Frozen Lance
  Serpent’s Bite
  Venom Blast
  4th level
  Ashen Pack
  Assassin’s Promise
  Bloodthorn
  Cage of Briars
  Haunt
  Serpentine Ward
  Unspoken Agreement
  Windblade
  5th level
  Constriction
  Nemesis
  Storm’s Eye
  Sorcerer 
  Spells
  Cantrips (0 Level)
  Animate Skull
  Break
  Cheerful Song
  Douse
  Forget
  Fresh Paint
  Glimmer
  Jolt
  Scorch
  Seek Phrase
  Shadowthorn
  1st level
  Black Lotus Assault
  Duskwalk
  Masterful Focus
  Spider’s Kiss
  2nd level
  Accursed Wish
  Dark Secret
  Dissociative Edge
  Heartripper
  Replenish
  Shadow Armor
  Skystrike
  Suffer
  3rd level
  Blackened Heart
  Creeping Dark
  Crushing Tide
  Frozen Lance
  Funeral Pyre
  Serpent’s Bite
  Shadow Toxin
  Venom Blast
  4th level
  Ashen Pack
  Dark Empowerment
  Skin of Flint
  Slime Sphere
  Unseen Claw
  Unspoken Agreement
  Windblade
  5th level
  Constriction
  Falling Star
  Overwhelming Emotion
  Shadow World
  Summon Slime
  Wall of Ooze
  6th level
  Hellish Halo
  7th level
  Otherworldly Lair
  8th level
  Reflective Defense
  9th level
  Armageddon
  Warlock 
  Spells
  Cantrips (0 Level)
  Animate Skull
  Break
  Cheerful Song
  Douse
  Forget
  Fresh Paint
  Glimmer
  Jolt
  Scorch
  Seek Phrase
  Shadowthorn
  1st level
  Assassin’s Burial
  Corruption
  Hellfire Lash
  Lightning Shard
  Malice of Arachia
  Rimesworn Blade
  2nd level
  Black Pillar
  Coldfire Blast
  Dark Lightning
  Devilish Hunt
  Dissociative Edge
  Sinister Threat
  Skyward Rise
  Tormented Flurry
  3rd level
  Detect Interference
  Eldritch Barrier
  Fallen Soul
  Fox’s Fangs
  Grim Scythe
  4th level
  Crimson Cloak
  Deadly Doorway
  Haunt
  Invitation
  Power Word Crush
  Shadow Refuge
  5th level
  Implement of Cruelty
  Fell Onslaught
  Shroud of Surok
  Wings of Night
  6th level
  Blood Cartography
  Hellish Halo
  Perfect Toxin
  7th level
  Spreading Nightmare
  Cruel Wind
  Otherworldly Lair
  8th level
  Carnage
  Reflective Defense
  Undertow
  9th level
  Armageddon
  End of Days
  Touch Infinity
  Wizard 
  Spells
  Cantrips (0 Level)
  Animate Skull
  Break
  So here’s my favorite trick - I cast Hellish Halo to stay alive, Then 
  Wings of Night to fly into battle, and empower my Scorched Blade 
  using Tormented Flurry. Makes the dragon meat nice and tender. -X
  Douse
  Forget
  Fresh Paint
  Glimmer
  Jolt
  Scorch
  Seek Phrase
  Shadowthorn
  1st level
  Black Lotus Assault
  Duskwalk
  Masterful Focus
  Spider’s Kiss
  2nd level
  Accursed Wish
  Dark Secret
  Dissociative Edge
  Shadow Armor
  Skystrike
  Suffer
  3rd level
  Blackened Heart
  Creeping Dark
  Crushing Tide
  Frozen Lance
  Funeral Pyre
  Serpent’s Bite
  Shadow Toxin
  Venom Blast
  4th level
  Ashen Pack
  Dark Empowerment
  Skin of Flint
  Slime Sphere
  Unseen Claw
  Unspoken Agreement
  Windblade
  5th level
  Constriction
  Falling Star
  Overwhelming Emotion
  Shadow World
  Summon Slime
  Wall of Ooze
  6th level
  Blood Cartography
  8th level
  Reflective Defense
  9th level
  End of Days
  Touch Infinity
  
  157
  
  158
  Accursed Wish
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Instantaneous
  There is always a price for power.
  You speak aloud, demanding a boon from one of the darkest 
  planes. You instantly replicate the effects of a spell of 1st level 
  from the sorcerer spell list with a casting time of 1 action or 
  bonus action, or a cantrip from any spell list. Each time you 
  cast this spell, roll a d20. If the result is 1, you are struck by an 
  unholy force, reducing you to 0 hit points and causing you to 
  fail your first and second death saving throws immediately 
  after the spell is cast. If you are struck down a second time due 
  to this spell before you finish a long rest, you die and cannot 
  be resurrected by a spell cast using a spell slot lower than 8th 
  level.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level, you can replicate a spell of 2nd level or lower, and 
  the threshold for being struck down increases to a result of 
  2 or lower. When you cast this spell using a spell slot of 4th 
  level, you can replicate a spell of 3nd level or lower, and the 
  threshold for being struck down increases to a result of 3 or 
  lower. This pattern continues until the spell is cast using a slot 
  of 7th or higher level, where no additional effect is gained and 
  the threshold is not increased.
  Almighty Assault
  3rd-level evocation
  Casting Time: 1 action
  Range: 5 feet
  Components: V, M (any weapon)
  Duration: Instantaneous
  And so the wrath of the righteous shall shatter mountains.
  As part of the action used to cast this spell, you must make a 
  melee weapon attack against one creature or location within 
  the spell’s range. Depending on the damage type the weapon 
  deals, the spell has a different area of effect:
  •  
  Slashing. A crescent of energy races from the attack, 
  and each creature in a 20-foot cone in the direction of the 
  target must make a Dexterity saving throw. 
  •  
  Piercing. A pure beam of energy streams from the 
  attack, and each creature in a 60-foot line, 5 foot wide line 
  must make a Dexterity saving throw. 
  •  
  Bludgeoning. Explosive energy emanates from the 
  attack, and each creature other than you within 10 feet of 
  the target must make a Dexterity saving throw.
   Creatures that fail their saving throw take 2d10 radiant 
  damage, are pushed 10 feet back, and fall prone. A creature 
  that was hit by your attack has disadvantage on the saving 
  throw.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the radiant damage increases by 1d10 
  per slot level above 3rd. 
  Animate Skull
  Necromancy cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a skull)
  Duration: 1 hour
  The saying “Dead men tell no tales.” isn’t always true.
  You imbue a skull with necromantic magic, granting it an 
  eerie semblance of life. When you cast this spell, you can 
  speak a phrase of 10 words or fewer. Whenever a creature 
  touches the skull or enters a space within 5 feet of it, the skull 
  speaks the phrase. You can also choose to infuse the skull with 
  malicious energy. When you do, each time a creature other 
  than you touches the skull, it will snap at them with its teeth. 
  The creature must make a Dexterity saving throw. If they fail, 
  they take 1d4 piercing damage. An animated skull has 6 AC 
  and 1 hit point.
   This spell’s piercing damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  Angelic Rebuke
  5th-level evocation
  Casting Time: 1 reaction, which you take in response to being 
  damage by a creature within 60 feet of you that you can see
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  Even the darkest fiend cannot withstand the light of heaven.
  With a word, you invoke the searing radiance of the higher 
  planes to strike down your attacker. The creature must make a 
  Charisma saving throw. If they fail, they are blinded until the 
  start of your next turn and take 5d10 radiant damage. If they 
  succeed, they take half as much damage and are not blinded.
  Armageddon
  9th-level evocation
  Casting Time: 1 hour
  Range: 5 miles
  Components: V, S, M (a heart of broken glass, defiled with the 
  blood of an innocent humanoid)
  Duration: Instantaneous
  The prophets spoke of the day that the world would stand upon a 
  precipice and stare into the abyss. They did not foresee this.
  You chant a series of commands, calling upon every favor and 
  every force that you can muster, preparing to break reality. 
  You cannot move while you are casting this spell. Every 
  creature within range knows that you are casting this spell, is 
  aware of the consequences, and is aware of your exact location 
  for the entire time that it is being cast. Choose a point that 
  you can see within range. A 1-mile-radius sphere centered 
  on that point erupts in a singular explosion of unspeakable 
  fire. Any creature, including you, that can see that point at 
  the time that the spell is cast is permanently blinded. Non-
  magical structures and objects within the radius are destroyed 
  instantly. Creatures in the radius are knocked prone and take 
  10d10 force damage, 10d10 radiant damage, and 10d10 fire 
  damage. If they die, they are reduced to ash. A massive crater 
  is carved into the ground, and is left burning with sickening 
  
  159
  energy. Any creature that starts its turn within the crater takes 
  2d10 radiant damage and 1d10 fire damage. The crater burns 
  for one month. You immediately gain 5 levels of exhaustion 
  after casting this spell, and if this kills you, you cannot be 
  resurrected by any means.
  Ashen Pack
  4th-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Those are not torches burning in the woods beyond. 
  They are eyes, and they are hungry.
  With a gesture, you summon three flaming wolves made from 
  ash and metal into your space. When you cast this spell, and 
  as an action on each of your turns while it is in effect, you 
  can choose a point within 60 feet of you. When you do, one of 
  the flaming wolves rushes to the target point, and then seeks 
  out the nearest creature within 30 feet of it, making a melee 
  spell attack using your spell attack modifier. If the attack hits, 
  the target takes 4d10 fire damage and must make a Strength 
  saving throw. If the target fails, they are knocked prone. The 
  flaming wolf then immediately returns to your space, coiling 
  around your feet. The wolves have an AC equal to your spell 
  save DC. If a flaming wolf is struck by a weapon or spell attack 
  or is prevented from returning to your space after making an 
  attack, it vanishes. The spell ends when all three wolves are 
  lost, or you lose concentration.
   At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, the fire damage of the wolf’s attack 
  increases by 1d10 per spell slot level above 3rd.
  Assassin’s Burial
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a corpse)
  Duration: 24 hours
  Hiding in plain sight is something all the best will boast of, but few 
  can conceal the results.
  You touch a single corpse that died within the last hour, and 
  imbue it with a foul enchantment. If a creature discovers the 
  corpse that was unaware of it when the spell was cast, they 
  must make a Charisma saving throw. If they fail, they are 
  frightened of the corpse for one minute and will attempt to 
  move so that they can no longer see it. If the subject attempts 
  to reveal the presence the corpse to any other creature, they 
  immediately forget the that they have detected the corpse 
  for one hour. Each time this happens, the target can make a 
  Wisdom saving throw. If they succeed, the spell ends after this 
  instance of temporary memory loss.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the duration of the spell increases by 1 
  week per spell slot level above 1st.
  Assassin’s Promise
  4th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 24 hours
  The price has been paid. The contract is made.  
  The night falls, and so rises the blade.
  You whisper a dark oath to a humanoid creature within range, 
  promising their death. Whenever you inflict damage to the 
  target, you can choose to place a layer of a shadowy curse upon 
  them. If the target dies before the end of the duration, you 
  recover hit points equal to the number of layers you’ve applied 
  to the target, and you gain a number of gold pieces equal to the 
  sum of the target’s ability score modifiers. If the creature still 
  lives at the end of the duration, and the curse has not been 
  removed using a remove curse spell or similar magic, the target 
  takes 1d6 psychic damage for each layer applied. If you are 
  dead, the target takes twice as much psychic damage and gains 
  a level of exhaustion.
  Black Lotus Assault
  1st-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a melee weapon)
  Duration: 1 minute
  The black lotus only blooms during the solar eclipse, when the 
  nearest star understands its own mortality.
  You summon a swirl of black lotus petals to surround your 
  weapon, distracting your foes and enabling you to strike with 
  great power. When you cast this spell, you also take the Attack 
  action. Each successful hit you make with this weapon before 
  the spell ends, the target must make a Wisdom saving throw 
  or have a new effect apply. Once you’ve made three weapon 
  attacks, the spell ends.
  • 
  1st Hit: If the target fails their saving throw, their 
  movement speed is halved until the end of their next 
  turn.
  • 
  2nd Hit: If the target fails their saving throw,  they take 
  1d6 psychic damage and cannot take reactions until after 
  the end of your next turn.
  • 
  3rd Hit: If the target fails their saving throw, they take 
  2d6 psychic damage and cannot take bonus actions 
  during their next turn.
   At Higher Levels: When you cast this spell using a spell 
  slot of 2nd level or higher, the psychic damage of the 2nd hit 
  increases by 1d6 per spell slot level above 1st.
  I've used this one to great effect. Or did I keep 
  missing? I can't really remember. What were we
  talking about? Magic? Oh. I don't think 
  I know anything about that.
  -Formerly Someone
  
  160
  Black Pillar
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S, M (a small rectangular stone)
  Duration: Instantaneous
  A monument, they said to him. Thus it was built, but like no other 
  they had seen. To this day, they regret their request.
  You gesture to the ground and speak an incantation, calling 
  a pillar of stone to rise from the earth at a location within 
  range. The pillar is 15 feet tall, 5 feet on each side, covered in 
  cruel spikes, and has a flat top that can be safely stood upon. 
  If a creature is caught between the pillar and another surface, 
  such as a ceiling, they must make a Dexterity saving throw. If 
  they fail, they take 2d10 bludgeoning damage and fall prone 
  in the nearest open space. If a creature is shoved or pushed 
  against the sides of the pillar, they take 1d6 piercing damage. 
  The pillar can be climbed safely by making an Athletics check 
  with a DC equal to your spell save DC. The pillar has hit points 
  equal to fifteen times your spellcasting modifier (minimum 
  15), 10 AC, and is permanent unless dispelled.
  Blackened Heart
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S
  Duration: Instantaneous
  Corruption waits for the perfect moment to strike.
  You reach out towards a living creature that you can see. 
  The target must make a Constitution saving throw. If it fails, 
  its body is filled with vile poison, and it takes 10d6 poison 
  damage at the start of its next turn. If the target is reduced to 0 
  hit points before the start of its next turn, the poison explodes 
  outward from it in a shower of disgusting bile. Creatures 
  within a 10-foot radius of the target must make a Dexterity 
  saving throw. If they fail, they take 10d6 poison damage, or 
  half as much on a successful save.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the damage of each phase of the spell 
  increases by 2d6 per spell slot level above 3rd.
  Blasphemy
  3rd-level abjuration
  Casting Time: 1 action
  Range: 60 Feet
  Components: V
  Duration: 1 minute
  Defy those who create life, for their life is equally false.
  You curse, and will away the healing magics of nature and 
  the gods. Each time a creature within a 60-foot radius of 
  you would recover hit points from a spell, it must make a 
  Charisma saving throw. If it fails, it does not recover hit points 
  and instead takes 1d6 psychic damage. You can end this spell 
  as an action.
  Bloodthorn
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S, M (a thorn)
  Duration: Instantaneous
  A leaf on the wind is free, but a thorn on the wind means to flee.
  You imbue a single thorn with a deadly enchantment, hurling 
  it out towards a creature that you can see within range. Make 
  a ranged spell attack roll. If you hit, the target takes 5d10 
  piercing damage. If you hit, you can choose an additional 
  target for the bloodthorn to seek, repeating the attack against 
  a different target within 60 feet of the previous one and using 
  the thorn’s new position to determine if a target would gain 
  the benefits of cover. You can repeat this process up to three 
  times or until the attack misses. A creature cannot be targeted 
  more than once.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the piercing damage increases by 1d10 
  per spell slot level above 4th.
  Blood Cartography
  6th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a corpse or vial of blood and a 
  parchment)
  Duration: Instantaneous
  The blood always remembers.
  You draw blood from the vial or corpse and cast it upon the 
  parchment. The blood flows together, forming a clear map 
  of every location that the former owner of the blood has 
  traveled within the past month. The path the creature took is 
  highlighted, and the time spent in each location is indicated 
  by the thickness of the blood-markings. The blood-map dries 
  within one minute, and becomes permanent and impossible 
  to dispel.
  Break
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components:  V,S
  Duration: Instantaneous
  The world is a brittle thing in the hands of a god.
  You snap your fingers, generating a thunderclap of sound 
  that can be heard up to 100 feet away. You inflict 10 thunder 
  damage to an unattended object that you can see within range. 
  Even if the object remains intact, it flings small shards of 
  shrapnel at creatures within 5 feet of it. Each creature must 
  make a Dexterity saving throw. If they fail, they take 1d4 
  piercing damage. 
   This spell’s piercing damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), 
  and the spell’s thunder damage also increases by 10 at each of 
  these levels.
  
  161
  Cage of Briars
  4th-level conjuration
  Casting Time: 1 minute
  Range: 30 Feet
  Components: V, S, M (a small woven basket)
  Duration: 8 hours
  To make a mortal crave freedom, give them a cage. To make a 
  mortal crave order, set them free.
  As you cast this spell, you create a cage of thorned briars 
  that surrounds a 10-foot cube within range. The briars are 
  thick and only allow a small amount of  light and air to pass 
  through, providing three-quarters cover to creatures within 
  and total cover to creatures outside. You, and any others you 
  designate, can pass through the cage at will. The briar cage has 
  AC 10, 100 hit points, and resistance to all damage types except 
  fire. A creature that hits the cage with an unarmed strike or 
  natural weapon, such as a bite or claw, takes 1d4 piercing 
  damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the cage’s hit point total increases by 20 
  per spell slot level above 4th.
  Carnage
  8th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a martial weapon)
  Duration: 1 minute
  Blood will rain upon the battlefield, and a single warrior will 
  stand alone before the armies of heaven and hell.
  When you cast this spell, you teleport 120 feet and make a 
  melee weapon attack against all creatures within your reach. 
  Roll a single attack for all targets. If you hit a creature, it takes 
  an additional 6d12 force damage. On your subsequent turns, 
  you can use your action to continue your deadly assault. Each 
  time you use this action, it has a different effect:
  • 
  2nd Use. You teleport up to 60 feet and make a melee 
  weapon attack against all creatures within a 20-foot-
  cone. Each creature you hit is knocked prone and takes 
  an additional 6d12 force damage.
  • 
  3rd Use. You teleport up to 30 feet and make a single 
  melee weapon attack against a creature within reach. If 
  the creature is above half its maximum hit points, this 
  attack inflicts an additional 6d12 force damage. If you hit, 
  the creature is then paralyzed until the end of your next 
  turn. 
  • 
  4th Use. You teleport up to 60 feet into the air and 
  descend, smashing into the ground at a point of your 
  choosing that you can see within 120 feet of your starting 
  point. You take no falling damage, but each creature 
  within 30 feet of you must make a Constitution saving 
  throw. If they fail, they take 6d12 force damage. You then 
  make a melee weapon attack targeting a creature within 
  reach. If you hit, the target takes an additional 8d12 force 
  damage.
  Cheerful Song
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 Feet
  Components: V
  Duration: Instantaneous
  A tune, sweetly sung, is worth more than all wealth or war.
  You sing a happy little tune, bolstering the spirits of up to 3 
  allies within range. Affected creatures gain 1 temporary hit 
  point, and can add a +1 bonus to their first attack roll, saving 
  throw, or ability check made before the start of your next 
  turn.
  Coldfire Blast
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  The freezing cold of the desert night compares favorably to the 
  burning sunlight.
  You unleash a burst of frozen fire at a target you can see 
  within range, which manifests as a missile of ever-changing 
  ice glowing with a crackling heart. Each creature in a line 
  5 feet wide and 120 feet long must make a Dexterity saving 
  throw. The spell impacts the nearest creature in the line that 
  fails their saving throw, inflicting 2d8 cold damage. If all 
  targets succeed, the projectile continues in a straight line until 
  it impacts a surface. Once the projectile impacts something or 
  reaches the end of the line, it detonates in a blast of fire. All 
  objects and creatures within 10 feet of the detonation take 1d8 
  fire damage, and unattended flammable objects are ignited.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, either the cold or fire damage (your 
  choice) increases by 1d8 per slot level above 2nd.
  Constriction
  5th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  The crushing grasp and merciless gaze displays an ambition that 
  cannot be quenched with gold, but can be sated with blood.
  Your body becomes eerily serpentine and you strike forward, 
  attempting to grasp a creature within range. Make a melee 
  spell attack. If you hit, your grapple your target and squeeze 
  them, inflicting 5d10 bludgeoning damage. Until the spell 
  ends, the grappled target is also restrained. As a bonus action 
  on each of your turns while you have restrained the creature, 
  you can continue to crush the target. The creature must make 
  a Strength saving throw. If they fail, they take an additional 
  5d10 bludgeoning damage. If the target escapes the grapple, 
  the spell ends.
   At Higher Levels: When you cast this spell using a spell slot 
  of 6th level or higher, the bludgeoning damage increases by 
  1d10 per spell slot level above 5th.
  
  162
  Corruption
  1st-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 1 minute
  Slow and insidious, yet deadly nevertheless.
  Your inflict a withering curse upon a 5-foot square of ground 
  at a location you can see within range, withering plants and 
  darkening the earth with fell power. At the start of each of 
  your turns for the duration, the corruptive curse grows 5 feet 
  in every direction. Whenever a creature starts its turn in a 
  space afflicted by the curse, it must make a Charisma saving 
  throw. If it fails, it takes 1d6 necrotic damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the necrotic damage increases by 1d6 
  per spell slot level above 1st.
  Creeping Dark
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  There are nightmares that cannot be slain with fire, only truth.
  You infuse yourself with dark energies and corporeal shadow, 
  twisting your form into a terrible caricature. Until the spell 
  ends, you gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks, and you are heavily 
  obscured. While you are under the effects of this spell, you 
  can move through spaces as small as one square inch without 
  squeezing. While in this form, you cannot take actions other 
  than the Attack action. The first time you take the Attack 
  action, you unleash a deadly spike of shadow against a target 
  within your weapon’s reach in place of one of your attacks. 
  Make a melee spell attack roll. If you hit, your target takes 4d6 
  force damage. Once you take the Attack action, or you take 
  damage from a magical attack, the spell ends at the end of the 
  current turn.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the force damage increases by 1d6 per 
  spell slot level above 3rd.
  Crimson Cloak
  4th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a cloak worth at least 10 gp.)
  Duration: 1 minute
  Blood is the currency of life, and it is natural to covet this wealth.
  You pull blood from the open wounds of those around you 
  into your cloak, infusing it with stygian magic. Whenever you 
  or a creature within 15 feet of you loses hit points, your cloak 
  gains a blood value equal to the amount of hit points lost, to 
  a maximum total of 30. Whenever you would take damage 
  from a spell while your cloak has reached the maximum 
  blood value, you can use your reaction to gain resistance to the 
  damage you would take from the spell. Once you do this, the 
  cloak’s blood value returns to zero.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the maximum decreases by 5 per spell 
  slot level above 4th.
  Cruel Wind
  7th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  A cruel wind blows as the blood flows, screaming a lullaby.
  You wave your hands and call forth an unspeakable wind. 
  All creatures within range other than you must make 
  Constitution saving throws at the start of each of their turns. 
  If they fail, they take 6d6 cold damage. If a creature dies while 
  within range, they let loose a terrible scream. Each creature 
  within 30 feet of the dying creature must make a Charisma 
  saving throw. If they fail, they take 4d6 psychic damage.
  Crushing Tide
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S
  Duration: Instantaneous
  The sea is a baleful mistress, and all must bow to her.
  You summon a rushing wave of water that manifests in a 60-
  foot line that is 15 feet wide. Creatures within the area must 
  make a Strength saving throw. If they fail, they are knocked 
  prone and take 3d6 bludgeoning damage. If they succeed, they 
  are not knocked prone and take half as much damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the bludgeoning damage increases by 
  1d6 per spell slot level above 3rd.
  Dark Empowerment
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Beyond material world, there are mysteries terrible to behold. 
  Draw them in, and take them for your own.
  You channel dark energy into your body, distorting your form 
  and making you fearsome to behold. Your size increases to 
  Large if it is smaller, and your equipment grows to suit your 
  expanded form. If there is insufficient space, you grow as large 
  as you safely can. While in this form, your weapon attacks 
  inflict an additional 1d8 damage of their normal type, you gain 
  resistance to bludgeoning, piercing, and slashing damage from 
  non-magical attacks, and you gain temporary hit points equal 
  to your spellcasting modifier at the start of each of your turns 
  that last for the duration of the spell.
  
  163
  Dark Lightning
  2nd-level necromancy
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S
  Duration: Instantaneous
  Authority is the manifestation of power over another, and power 
  is the expression of one’s will upon the world.
  You thrust out your hands, unleashing a deadly coil of 
  lightning infused with wrathful hate towards a creature you 
  can see within range. The target must make a Constitution 
  saving throw. If they fail, they take 2d8 lightning damage. If 
  the target is below their maximum hit points, the lightning 
  forks to another creature of your choosing within 10 feet of 
  the target. This new target must make their own Constitution 
  saving throw, taking 2d8 lightning damage if they fail. This 
  process can repeat up to three times, and the same target 
  cannot be affected twice. If a target succeeds on their saving 
  throw and is below their maximum hit points, they take 1d8 
  necrotic damage instead.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, either the lightning or necrotic damage 
  (your choice) increases by 1d8 per slot level above 2nd.
  Dark Secret
  2nd-level divination
  Casting Time: 1 action
  Range: 60 Feet
  Components: V
  Duration: Instantaneous
  Truth can be even more deadly than a knife to the heart.
  You whisper a phrase into the mind of the target, unknown 
  to you but clear and terrifying to them. Until the end of your 
  next turn, you have advantage on all ability checks, attack 
  rolls, and saving throws involving your target or actions it 
  has taken. During this time, the target has disadvantage on 
  all ability checks and attack rolls involving you or actions you 
  have taken. Targets that are immune to being frightened are 
  immune to this effect.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, you can choose one additional target per 
  spell slot level above 2nd.
  Deadly Doorway
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small broken key)
  Duration: 1 hour
  Life has many doors, just as death holds many keys.
  When you cast this spell, you touch a doorway, gate, window, 
  or other construction that serves as an opening between two 
  locations. You can speak a word, phrase, or describe an action 
  or activity that must be performed to secure safe passage 
  through the door. The first creature that does not perform this 
  safeguard while passing through the doorway must succeed a 
  Charisma saving throw or take 5d10 necrotic damage and be 
  paralyzed until the start of their next turn. A creature slain by 
  this damage instantly withers into dust, leaving all of their 
  clothing and possessions behind.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the necrotic damage increases by 2d10 
  per spell slot level above 4th.
  Defiant Smite
  1st-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  None shall turn you from your task, nor break your resolve.
  The first time you hit with a melee weapon attack during 
  this spell’s duration, wrathful energy rushes through your 
  weapon. The attack deals an extra 1d6 force damage to the 
  target. Additionally, if the target is a creature, its ability to 
  attack is hindered. Whenever the creature would make an 
  attack roll before the spell ends, roll 1d4 and subtract the 
  result from their attack roll.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the force damage increases by 1d6 per 
  spell slot level above 1st.
  Defy Ruin
  1st-level abjuration
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S
  Duration: 8 hours
  Preserve stability, for the world must persist.
  You point to an object that you can see, filling it with 
  preservative magic. The object gains resistance to all damage, 
  and cannot be damaged by any effect that would inflict less 
  than 5 damage. You can touch the object as a bonus action to 
  remove this magical effect.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the duration increases by 8 hours per 
  spell slot level above 1st.
  Detect Interference
  3rd-level divination
  Casting Time: 1 action
  Range: Self (300 feet)
  Components: V, S
  Duration: 1 hour
  The meddling of lesser beings cannot be allowed to continue.
  You cast your senses out into the universe, seeking to detect 
  the magical emanations of other spellcasters, energies 
  from beyond the Material Plane, or other eldritch powers. 
  Whenever a creature within 300 feet casts a spell, you are 
  aware of the level of the spell and the school of magic. You are 
  aware of the starting and ending location of any teleportation 
  within 200 feet of you. Whenever a creature that is not native 
  to your current plane enters the range of this spell, you 
  become aware of their plane of origin, general direction, and 
  approximate distance.
  
  164
  Devilish Hunt
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self (90 feet)
  Components: V, S, M (a tiny silver trident)
  Duration: Concentration, up to 10 minutes
  A favorite of torturous fiends and hungry fishermen.
  You conjure three barbed harpoons of intricately twisted 
  silver. They float in the air above your head for the spell’s 
  duration, and fade when it ends. When you cast the spell, and 
  as an action on each of your subsequent turns, you can make a 
  ranged spell attack to hurl a harpoon at a target within 90 feet 
  of you. If you miss, the harpoon fades. If you hit, the target 
  takes 2d6 piercing damage and must make a Dexterity saving 
  throw. If they fail, the harpoon lodges in their flesh.
   While a creature has been skewered by a harpoon, its speed 
  is halved, and you can use a bonus action to cause an invisible 
  chain to pull taut, hauling the creature 10 feet towards you for 
  each harpoon lodged in it. The target can use an action to pull 
  any number of harpoons out, taking 3d6 necrotic damage for 
  each harpoon removed and causing the harpoon to fade. Once 
  all three harpoons have faded, the spell ends.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, either the piercing or necrotic damage 
  (your choice) increases by 1d8 per slot level above 2nd.
  Dissociative Edge
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Self (30 feet)
  Components: V, S, M (any melee weapon)
  Duration: Instantaneous
  Formerly claimed she’d never touched him. She was truthful.
   Technically.
  When you cast this spell, your weapon hums with violent 
  energy. The first time you make a melee weapon attack 
  before the end of your current turn, a scything blade of force 
  launches forth from your weapon.
   Each creature within a line 5 feet wide and 30 feet long must 
  make a Dexterity saving throw, starting from the creature 
  closest to you. The first creature that fails takes 2d8 force 
  damage and suffers damage and effects as though you had hit 
  them with a successful attack using that weapon. 
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, the force damage increases by 1d8 per 
  slot level above 2nd.
  Douse
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components:  S
  Duration: Instantaneous
  The ocean’s spray conceals a cold and callous nature.
  You gesture, summoning a splash of saltwater to fall upon 
  a creature or object within range. Flames are instantly 
  quenched, and objects targeted by this spell cannot be ignited 
  for at least one minute. If you target a creature, you can choose 
  to have the saltwater be bone-chillingly cold. The target must 
  make a Constitution saving throw. If they fail, they take 1d8 
  cold damage.
   This spell’s damage increases by 1d8 when you reach 5th 
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Duskwalk
  1st-level divination
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S
  Duration: Instantaneous
  In the beginning, there was only darkness. It will return.
  Choose a location within range that is within 5 feet of a 
  creature or in dim light or darkness. You teleport to this 
  location. As a bonus action before or after teleporting, you can 
  make a single melee spell attack against a target within your 
  reach. If you hit, the target takes 2d6 psychic damage. 
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the range increases by 5 feet and the 
  psychic damage increases by 1d6 per spell slot level above 1st.
  End of Days
  9th-level conjuration
  Casting Time: 10 minutes
  Range: 10 miles
  Components: V, S, M (a sphere of obsidian the size of a human 
  head worth at least 1,000 gp.)
  Duration: 24 hours
  One day will be the final day, but we will not know it until it has 
  already ended.
  When you cast this spell, you summon a massive sphere of 
  magical darkness far above the world that moves perfectly 
  in tune with the rise and set of the sun. In effect, it is always 
  night within the range of this spell, and all natural sunlight 
  that would be cast upon that area is blocked by the sphere. The 
  material component used to cast this spell must be placed at a 
  point where the sky is clearly visible, and if it is moved more 
  than 5 feet in any direction, the spell immediately ends.
  Eldritch Barrier
  3rd-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  The horrors beyond can be defied, if one’s soul is strong.
  When you cast this spell, you shield yourself from unnatural 
  energies. You gain advantage on saving throws against the 
  frightened and charmed conditions. You gain resistance to 
  force damage and psychic damage, and whenever you take 
  damage from an attack that deals force or psychic damage, 
  you can use your reaction to inflict 1d8 force damage to your 
  attacker.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the retaliatory force damage increases 
  by 1d8 per spell slot level above 3rd.
  
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  Fallen Soul
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S, M (a hand from a corpse)
  Duration: Concentration, up to 1 minute
  The dead do not rest easily when the clash of steel rings loudly.
  You summon forth an ethereal wraith-like phantom armed 
  with a deadly blade at a point within range to strike down 
  your foes. When you cast this spell, and as an action on each of 
  your subsequent turns until the spell ends, you can direct the 
  phantom to fly up to 30 feet and attack a creature within 5 feet 
  of it with its blade. The target must make a Dexterity saving 
  throw. A target that is frightened makes this saving throw 
  with disadvantage. If they fail, the phantom strikes them, 
  inflicting 3d10 slashing damage. 
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the slashing damage increases by 1d10 
  per spell slot level above 3rd.
  Falling Spider’s Spite
  1st-level necromancy
  Casting Time: 1 reaction, made when an enemy falls prone 
  within your reach
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Enemies that cannot stand before you are worthy of your scorn.
  You instantly leap at the creature that has fallen prone and 
  make a single melee weapon attack or unarmed strike. If you 
  hit, the target’s movement speed is reduced by 10 feet until 
  the end of their next turn and they must make a Constitution 
  saving throw or be poisoned until the end of your next turn.
  Falling Star
  5th-level evocation
  Casting Time: 1 action
  Range: 600 Feet
  Components: V, S
  Duration: Instantaneous
  The light shall not be denied, and the fire shall not cease.
  You create a fraction of the celestial power of a star above a 
  point within range and cause it descend, crashing into the 
  ground in a 40-foot radius. All creatures within the area must 
  make a Constitution saving throw. If they fail, they take 6d6 
  radiant damage, or half as much damage if they succeed. This 
  spell creates bright light that shines in a 100-foot radius until 
  the end of your next turn, and this light counts as natural 
  sunlight.
   At Higher Levels: When you cast this spell using a spell slot 
  of 6th level or higher, the radiant damage increases by 1d6 per 
  spell slot level above 5th.
  Fell Onslaught
  5th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a martial melee weapon)
  Duration: 1 minute
  A death by one thousand cuts is still a death, painful as it is to see.
  Your weapon glows with eldritch power, and you cleave the 
  fabric of reality with every swing. When you cast this spell, you 
  take the Attack action. The first time you hit during this turn, 
  your attack inflicts an additional 2d10 force damage, and the 
  target becomes afflicted by a malignant curse. Until the spell 
  ends, whenever you take the Attack action, you can choose to 
  attack the cursed creature regardless of distance or obstacles, 
  and these attacks deal an additional 1d10 force damage, ignore 
  cover, and cannot suffer disadvantage. 
  Flashing Blades
  4th-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a melee weapon)
  Duration: 1 minute
  In the silence of the night, the moon holds sway over the ocean 
  waters. In the silence of the night, the blade holds sway over the 
  river of blood.
  You set an eerie shine to your weapon, coating it with 
  luminous shadow and causing it to inflict an additional 1d8 
  radiant damage. Whenever you make an attack with this 
  weapon, your target and all hostile creatures within 5 feet 
  of your target must make a Wisdom saving throw. If they 
  fail, they are blinded until the end of your next turn. Once 
  a creature has been blinded by this spell, it can’t be blinded 
  again by this spell for one minute.
  Forbidden Obelisk
  4th-level conjuration
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  Before paper, man wrote upon stone of the things that could not be 
  spoken using a script that cannot be misunderstood. Many could 
  not handle the truth, and wrote in blood.
  You summon forth 10-foot-tall pillar 5 feet across covered in 
  runic inscriptions from the depths of the earth. Any creature 
  that can see and moves into a space within 10 feet of the 
  obelisk cannot help but read from it. The reader must make a 
  Wisdom saving throw. If they succeed, they gain advantage on 
  Wisdom ability checks and saving throws for one minute. If 
  they fail, they are struck blind for one minute. Once a creature 
  has read from a forbidden obelisk, they cannot do so again 
  until at least one hour has passed.
   At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, the duration of the blindness or 
  advantage increases to 10 minutes.
  
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  Forget
  Enchantment cantrip
  Casting Time: 1 action
  Range: Self
  Components:  V, S
  Duration: 8 hours
  Sometimes, one just doesn’t want to think about it.
  You temporarily suppress a memory, sealing it away from 
  your mind. You can choose either one period of time, a single 
  person, group, or activity, or any other singular thing, such 
  as a plan or proficiency in a single skill. Any creature other 
  than you attempting to access this memory via magic or other 
  means must make a Wisdom saving throw. If they succeed, 
  this spell ends. When the spell ends, the memory returns and 
  springs to your mind, fresh and vivid.
  Forgotten Pain
  5th-level enchantment
  Casting Time: 1 action
  Range: 60 Feet
  Components: V
  Duration: Concentration, up to 1 minute
  Suffering felt, even long ago, is easily magnified. A cut hand 
  becomes a severed arm, and a broken bone becomes a broken 
  mind.
  You call back to dark times, inflicting an ancient magical 
  torture upon a foe. The creature takes 4d6 damage of the type 
  most recently inflicted upon it if it fails a Charisma saving 
  throw. While you maintain concentration on this spell, you 
  can use a bonus action to force the target make a Charisma 
  saving throw, taking 4d6 damage of that type if they fail.
  Fox’s Fangs
  3rd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  The fox is a trickster, and those with many tails have many tales 
  to tell.
  You summon nine illusory blades of light and shadow to swirl 
  behind you. Whenever you could make a weapon attack or 
  unarmed strike, you can choose to attack with one of these 
  blades instead. Make a ranged weapon attack or ranged spell 
  attack (your choice) against a target within 60 feet. If you 
  hit, the target takes 2d6 psychic damage, and you recover 3 
  hit points. After a blade is thrown, it vanishes. Once all nine 
  blades are gone, the spell ends.
  Fresh Paint
  Conjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components:  S
  Duration: 1 hour
  Ink is the blood of the imagination.
  You create a magical paint that runs from your fingertips or 
  fills a small container. You can use this paint in any way you 
  could use ordinary paint, though it only remains tangible 
  for one hour. For each additional minute you spend coating 
  a surface in this paint, the paint remains on that surface for 
  twice as long as before. You can create any color of paint you 
  choose each time you cast the spell.
  Frozen Lance
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a melee weapon)
  Duration: Instantaneous
  You encase your weapon in ice, transforming it into a deadly 
  lance and rushing up to 30 feet towards a creature you can see. 
  Make a melee spell attack against the target. If you hit, the ice 
  lance shatters, inflicting 6d6 cold damage and knocking the 
  target prone. If the creature does not stand during their next 
  turn, the ice shards encase them, restraining the target until 
  the end of their following turn. If you are mounted when you 
  cast this spell, the movement applies to your mount and your 
  attack inflicts an additional 2d6 cold damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the base cold damage increases by 1d6 
  per slot level above 3rd.
  Funeral Pyre
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (ash from a cremated corpse)
  Duration: Instantaneous
  The dead do not fear the flame, for within its embrace they may 
  return to the light. The living, however, often feel differently.
  You call forth spikes of burning wood from the ground 
  around a target of your choosing within range, attempting to 
  trap them. The target must make a Dexterity saving throw. 
  Creatures that are Huge or larger make this saving throw with 
  advantage. If they fail, the target is impaled by the spikes and 
  restrained until the start of your next turn, taking 2d8 fire 
  damage and 3d8 piercing damage. If the target succeeds, they 
  take half as much damage and are not restrained. The spikes 
  fade into ash at the start of your next turn. If the target is slain 
  by this spell, the spikes do not fade, but instead remain and 
  become impossible to dispel.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the fire damage or the piercing damage 
  (your choice) increases by 1d8 per slot level above 3rd.
  
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  Glimmer
  Illusion cantrip
  Casting Time: 1 action
  Range: Self (30 feet)
  Components: V, S, M (a coin)
  Duration: 1 round
  It’s far easier to conceal by revealing than to reveal by concealing.
  You flick a coin into the air and make it sparkle with 
  shimmering light, drawing the attention of all creatures 
  within 30 feet of you. Each creature must make a Wisdom 
  saving throw. A creature that is in combat has advantage on 
  this saving throw. If a creature fails, it suffers disadvantage on 
  ability checks until the start of your next turn.
  Grim Scythe
  3rd-level necromancy
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (two metal coins)
  Duration: Instantaneous
  The harvestman has a duty to the harvest, as the inevitable caress 
  of the scythe must be clean and painless.
  A hooded figure wielding a massive scythe appears at your 
  shoulder, and strikes with smooth certainty at a creature 
  within range. The creature must make a Charisma saving 
  throw. If they fail, the scythe cleaves into their soul, inflicting 
  10d4 necrotic damage. If this damage reduces the creature to 
  20 hit points or fewer, they are instantly slain. Once the attack 
  is made, the figure vanishes.
   At Higher Levels: When you cast this spell using a slot of 4th 
  level or higher, the necrotic damage increases by 1d4 and the 
  hit point threshold increases by 5 per slot level above 3rd.
  Haunt
  4th-level divination
  Casting Time: 1 bonus action
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  With a shriek, the horror disappeared. I knew it was not gone.
  You curse a hostile creature to be the singular focus of your 
  hunt. You always know where the creature is, and it can never 
  be hidden from you. In addition, you can sense what areas are 
  in the target’s line of sight. On a subsequent turn, you can use 
  your bonus action to teleport to location within 30 feet of the 
  target as long as the location isn’t in the target’s line of sight. 
  If the location is occupied or is in a solid material, such as a 
  wall, the teleportation fails. It also fails if you and the creature 
  aren’t on the same plane.
  Heartripper
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  A plant fed with blood does not mourn, nor does it show mercy.
  When you cast this spell, barbed thorns sprout from your 
  fingertips. Make a melee spell attack roll against a creature 
  within range. If you hit, the target takes 1d10 piercing damage 
  and must make a Constitution saving throw. If they fail, you 
  grasp a vital part of their anatomy and squeeze, inflicting an 
  additional 3d10 piercing damage and stunning the target until 
  the start of their next turn. If the spell attack roll resulted in a 
  critical hit, the target has disadvantage on their saving throw.
   At Higher Levels: When you cast this spell using a slot of 
  3rd level or higher, the piercing damage of the second phase of 
  the spell increases by 1d10 per slot level above 2nd.
  Hellfire Lash
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a whip)
  Duration: 1 turn
  The fiends below are fond of this spell, but the heavens above do 
  not hesitate to make use of it.
  You transform your whip into a flaming lash, striking out 
  with scorching fury. When you cast this spell, you also take 
  the Attack action. The first time you hit with this weapon, the 
  target takes an additional 1d8 fire damage, and you can use a 
  bonus action to hurl the target to a location of your choosing 
  within 10 feet of their starting location. If they impact a 
  surface or another creature, both take an additional 1d8 
  bludgeoning damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, either the fire or bludgeoning damage 
  (your choice) increases by 1d8 per slot level above 1st.
  Hellish Halo
  6th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an obsidian talisman worth 100 gp)
  Duration: 1 minute
  She shall arrive upon a chariot of steel bearing a talisman of 
  stone, and the fire that once brought life to the world shall reap 
  what it has sown.
  You summon a massive halo of flame that surrounds you, 
  igniting the air around your body and infusing you with 
  burning vitality. Whenever a creature enters a space within 10 
  feet of you for the first time during a turn, or starts their turn 
  there, the target takes 5d10 fire damage. Whenever a creature 
  takes damage from this effect, you gain temporary hit points 
  equal to the damage dealt. You can choose to suppress or 
  reignite this flaming halo as a bonus action.
   At Higher Levels: When you cast this spell using a spell slot 
  of 7th level or higher, the fire damage increases by 1d10 per 
  slot level above 6th.
  
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  Hungering Hate
  5th-level enchantment
  Casting Time: 1 action
  Range: 60 Feet
  Components: V, S
  Duration: 1 minute
  Fire can be a deadly beast, forever hungry and malicious.
  You enrage your target with a burning curse, igniting a fire 
  within them and upon their flesh. The creature must make a 
  Wisdom saving throw. Each time the target fails their saving 
  throw against this spell, the target and all creatures within 10 
  feet of the target take 3d8 fire damage. The target must repeat 
  their saving throw at the end of each of their turns, ending 
  the effect on a success. If the target takes the Attack action or 
  casts a cantrip that deals damage, they automatically fail their 
  saving throw but they are not subject to the fire damage they 
  would take from failing, though it still applies to creatures 
  around them.
  Hunter’s Pace
  1st-level transmutation 
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 hour
  The hunter does not tire or slow, for the prey has yet to be caught.
  You let out a hunting cry, empowering your body with speed 
  and tirelessness. While you maintain concentration on this 
  spell, you gain advantage on Athletics checks to jump, climb, 
  swim, or move. You also gain advantage on saving throws 
  against exhaustion and on checks to mitigate the effects of 
  difficult terrain.
   At Higher Levels: When you cast this spell using a slot of 
  2nd level or higher, your movement speed also increases by 5 
  feet per slot level above 1st.
  Implement of Cruelty
  5th-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a melee weapon)
  Duration: 1 minute
  A weapon is not evil unless wielded with evil intent.
  You imbue the weapon you are wielding with a crude 
  sentience filled with terrible bloodlust. Once per turn 
  when you hit a creature with the weapon, you can make an 
  additional attack targeting the same creature. If you fail to 
  inflict damage using this weapon for two consecutive rounds, 
  or if it leaves your possession, the spell ends.
  Invitation
  4th-level enchantment
  Casting Time: 1 minute
  Range: 1 mile
  Components: V, S, M (ink, a quill, sealing wax, and paper)
  Duration: Concentration, up to 1 hour
  It’s very improper to decline a formal invitation, even when 
  offered by an enemy.
  You write your current location and name on the paper, as 
  well as the name, title, or description of the recipient, tying 
  a magical compulsion to your note. A strong wind carries 
  the letter directly to the recipient over the course of three 
  minutes, provided they are within range. Once it arrives, the 
  target must make a Wisdom saving throw. If they fail, they 
  open the note and are charmed by you, attempting to travel 
  via the safest available route to the written location. If the 
  creature encounters an obstacle that poses a threat, such as an 
  environmental hazard or worried friend, the target can repeat 
  their Wisdom saving throw, ending the effect on a success. If 
  you travel more than 300 feet from the location where you 
  cast the spell, or if the creature takes damage, the spell ends. 
  Once the creature arrives and greets you, the spell ends.
  Irreversible Smite
  3rd-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Be sure the blade is swung with purpose and intent, for it cannot 
  be in error without consequence.
  The first time you hit with a melee weapon attack during 
  this spell’s duration, cruel shadows creep down your weapon 
  and into your target’s wounds. The attack deals an extra 3d6 
  necrotic damage to the target. Additionally, if the target is a 
  creature, its flesh festers and refuses to repair. Until the spell 
  ends, the target cannot regain hit points.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the necrotic damage increases by 1d6 per 
  spell slot level above 3rd.
  Jolt
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components:  V, S
  Duration: Instantaneous
  A fraction of the storm’s power can give life, or take it.
  Sparks fly from your fingertips, shocking a creature within 
  range. If the target is unconscious and reduced to 0 hit points, 
  they gain advantage on their next death saving throw, and any 
  ability check made to aid them also gains advantage. If you 
  target a hostile creature, they must make a Constitution saving 
  throw. If they fail, they take 1d8 lightning damage.
   This spell’s damage increases by 1d8 when you reach 5th 
  level (2d8), 11th level (3d8), and 17th level (4d8).
  
  169
  Lightning Shard
  1st-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a melee weapon)
  Duration: 1 turn
  The wrath of storm-scarred steel is fearsome to behold.
  You infuse your melee weapon with elemental lightning, 
  scorching and honing it to a razor edge. When you cast this 
  spell, you also take the Attack action. The first time you hit 
  with this weapon, the target takes an additional 1d6 slashing 
  damage, and the static within the blade discharges. The target 
  must make a Constitution saving throw. If they fail, the target 
  and up to two creatures of your choice within 10 feet of the 
  target take 1d6 lightning damage.
   At Higher Levels: When you cast this spell using a spell 
  slot of 2nd level or higher, the either the slashing or lightning 
  damage (your choice) increases by 1d6 per slot level above 1st.
  Luring Light
  3rd-level illusion
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (the tooth of an aquatic predator)
  Duration: Concentration, up to 1 minute
  In the darkest depths, there is always something waiting for the 
  curious and the foolhardy to make one final mistake.
  You create a lure of light at a point you can see within range 
  while making yourself invisible. This lure creates bright 
  light in a 5-foot radius around itself, and moves with you. 
  Whenever a hostile creature sees this lure light for the first 
  time, it must make a Wisdom saving throw. If it fails, it 
  must use all of its movement during its next turn traveling 
  towards the lure by the safest route possible. A creature that 
  is immune to being charmed is immune to this effect. If a 
  creature touches the lure, you can use your reaction to cause 
  a predatory phantasm to lash out and bite the creature. The 
  target must succeed a Dexterity saving throw or suffer 4d10 
  magical piercing damage. Once you use this reaction, or if you 
  attack or cast another spell, this spell ends.
    At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the piercing damage increases by 1d10 
  per spell slot level above 3rd.
  Malice of Arachia
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a weapon)
  Duration: 1 hour
  The first of the Arachi developed a clever toxin that turns the weak 
  upon their former friends.
  You coat a weapon in a deadly enchanted venom. The 
  first time this weapon inflicts damage to a creature, the 
  venom enters the target’s veins, cursing them with terrible 
  hallucinations and compulsions. The cursed target must 
  make a Constitution saving throw at the start of each of its 
  turns for one minute. Each time it fails, choose a creature 
  within 5 feet of it that you can see. The cursed target uses its 
  reaction to make a single melee weapon attack targeting the 
  creature. Once it lands a successful attack caused by this effect, 
  the effect ends. A creature that is immune to the poisoned 
  condition is immune to this effect.
   At Higher Levels: When you cast this spell using a slot of 
  2nd level or higher, the effect on the cursed target lasts for one 
  additional successful hit using its reaction per slot level above 
  1st.
  Masterful Focus
  1st-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 10 minutes
  The forgotten masters of the blade swore to defend their secrets to 
  the death, and were famed for their perfect clarity in battle.
  You whisper a word and weave magic over your own mind, 
  heightening your senses and reflexes. Until the spell ends, 
  your attacks can result in critical hits more easily. Whenever 
  the result of the d20 roll is 17-20, you critically hit. If you’ve 
  made an attack with disadvantage and one of the results was 
  in this range, you can ignore the disadvantage and critically 
  hit regardless. Once you’ve critically hit once, the spell ends.
   At Higher Levels: When you cast this spell using a slot of 
  2nd level or higher, you can critically hit one additional time 
  before the spell ends per slot level above 1st.
  Mark of Objection
  4th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  Is is the duty of a judge to see that the guilty are punished and the 
  innocent left unharmed.
  You touch an allied creature and place a mark upon them, 
  granting them your protection. Whenever the target would 
  take damage, you can use your reaction to instantly teleport 
  and swap places with them, taking that damage in their stead. 
  If this would reduce you to 0 hit points, you are reduced to 1 
  hit point instead, and the spell ends. You can place this mark 
  upon multiple creatures at the same time, provided you 
  expend an appropriate spell slot for each.
  Mend Flesh
  1st-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a needle and thread)
  Duration: Instantaneous
  The body is a vessel for the soul, and the soul calls to itself.
  You stitch closed an open wound or reattach a severed limb. 
  If the target is alive or undead, they regain hit points equal 
  to their Constitution modifier (minimum 1). If a limb was 
  reattached, until the creature finishes a long rest, they suffer 
  disadvantage on all checks that require them to use the 
  
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  reattached limb. If the limb is a leg, their movement speed 
  is halved during this time.  If the limb is an arm, they suffer 
  disadvantage on attack rolls with weapons held using the arm 
  during this time.
   At Higher Levels: When you cast this spell using a slot of 
  2nd level or higher, the target regains additional hit points 
  equal to their Constitution modifier per slot level above 1st.
  Nemesis
  5th-level divination
  Casting Time: 1 minute
  Range: Unlimited
  Components: V, S, M (a small trinket)
  Duration: 8 hours
  A vow to kill another must be sworn in blood, and held close to an 
  icy heart. When the fire dies, so must one’s mercy.
  You declare a challenge, and describe a creature that you 
  have damaged or has damaged you within the past year. That 
  creature becomes marked by your magic, and it feels a sense 
  of impending doom that grows the closer you get to it. You 
  become supernaturally alert towards any sign of your quarry 
  or information that would aid your search, gaining advantage 
  on all checks made to discern the target’s location or path of 
  travel. The first time the target sees you, they must make a 
  Wisdom saving throw. If they fail, they are frightened until the 
  end of their next turn, and must attempt to flee via the safest 
  route they are aware of during their next turn. Once the target 
  has seen you, the spell ends.
  Otherworldly Lair
  7th-level transmutation
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a token gifted to you by an Alrisen)
  Duration: 24 hours
  Beyond the world, there are things that wait and things that 
  watch. Call to them, greet them, and invite them in. Beware, for 
  they may accept your invitation.
  You invoke the power of the Alrisen whose token you bear to 
  transform an area around you. The area can be as small as a 
  30-foot cube or as large as 120-foot cube. If you can cast this 
  spell in the same area every day for a year, the spell lasts until 
  dispelled.
   The spell creates the following effects within the area. When 
  you cast this spell, you can specify creatures as friends who are 
  immune to the effects. Creatures that have been marked by 
  the Alrisen whose token you have used are also immune to the 
  effects, as are creatures who you choose to allow at the time of 
  their entry. 
   The entire lair pulses with eldritch power. Dispel magic 
  cast on the area removes only one of the following effects if it 
  succeeds, not the entire area. That spell’s caster chooses which 
  effect to end. Only when all its effects are gone is this spell 
  dispelled.
  • Difficult Terrain. You can fill any number of 5-foot squares 
  on the ground with difficult terrain. This terrain appears 
  in a manner fitting for the Alrisen, such as the grasping 
  hands of the dead, eerie tentacles, burning stakes of wood, 
  or semisolid bars of radiant light. The obstacles move 
  aside for and close behind creatures that are immune to 
  this effect.
  • Otherworldly Inscriptions. You can fill any number of 
  5-foot squares on the ground that aren’t filled with 
  difficult terrain with murals, runes, scratchings, etchings, 
  or other sigils. A creature that steps on a sigil takes 1d6 
  damage of a type fitting to the Alrisen patron, as the 
  defensive magic unleashes scorching fire, chilling ocean 
  water, radiant energy, or the cruel necrotic power of the 
  grave. To a creature immune to this effect, the inscriptions 
  whisper in eerie voices or recount the stories of heroes 
  from distant worlds.
  • Eldritch Servants. You can call forth up to eight servants 
  from the Alrisen whose token you’ve used to cast the 
  spell. These servants are the potential familiars listed in 
  the following section, or other creatures with a CR of 1 
  or lower. If any creature not immune to this effect enters 
  the warded area, the eldritch servants fight until they 
  have drive off or slain the intruders. The servants also 
  obey your spoken commands (no action required by you) 
  that you issue while in the area. If you don’t give them 
  commands and no intruders are present, the servants do 
  nothing other than patrol and dwell within the lair. The 
  servants can’t leave the otherworldly lair. When the spell 
  ends, they disappear.
  • Deadly Trap. Choose one spell that you can cast with a 
  duration of “Instantaneous” that deals damage. You 
  can decide on a trap that will cause the spell to be cast, 
  triggering when a creature takes an action that you specify 
  when you create the lair, such as touching a certain object 
  or speaking a certain phrase. Once the trap triggers, it 
  cannot do so again until at least one hour has passed.
  Overwhelming Emotion
  5th-level enchantment 
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a gemstone worth at least 50 gp.)
  Duration: Concentration, up to 1 minute
  Joy and sorrow, fear and happiness: all can bring tears.
  You beguile the mind of up to three creatures that you can 
  see, assailing them with an all-consuming emotion. Each 
  creature must make a Wisdom saving throw. Choose one of 
  the effects below when you cast the spell. A creature that fails 
  their saving throw is subject to the effects for the duration. A 
  creature that is immune to the charmed condition is immune 
  to the effects of this spell.
  • Wrath: The target must attempt to move closer to a hostile 
  creature and try to damage them during their turn. If 
  there are no hostile creatures present, the target will 
  choose an ally instead.
  • Sorrow: The target suffers disadvantage on Charisma and 
  Wisdom saving throws.
  • Joy: The target cries tears of joy, becoming incapable 
  of speaking coherently or casting spells with verbal 
  components.
  
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  Perfect Toxin
  6th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  The pen is mightier than the sword, at least when one is writing in 
  this ink.
  When you cast this spell, you touch an object, such as the 
  blade of a weapon, a tankard, or a door handle, and coat it in a 
  strange and powerful poison conjured from elemental chaos. 
  Each time a creature touches this object, the creature becomes 
  poisoned for one minute. At the start of each of their turns, 
  the poisoned creature can make a Constitution saving throw, 
  ending the effect on a success.
  Power Word Crush
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V
  Duration: Instantaneous
  The material world is fragile.
  You speak a word of overwhelming power. Choose an object 
  or construct that you can see within range that is Large or 
  smaller. If you choose a non-magical object, it instantly 
  crumples and disintegrates into dust. If you choose a magical 
  object, it temporarily loses any magical properties. If you 
  choose a construct, it takes 30 force damage. Artifacts and 
  other incredibly powerful magical objects are immune to this 
  effect. If the spell has no effect, you regain the spell slot or 
  resource expended to cast it.
  Punishing Smite
  5th-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Those that have done wrong are not always fully aware of their 
  guilt. Correct this error.
  The first time you hit with a melee weapon attack during this 
  spell’s duration, radiant fire and chilling shadow pours forth 
  from opposite sides of your weapon. The attack deals an extra 
  2d10 necrotic damage and 2d10 radiant damage to the target. 
  Additionally, if the target is a creature, a terrible judgment 
  descends upon them, leaving them vulnerable to attack. 
  Whenever the target takes damage from an attack before the 
  spell ends, they take an additional 1d10 force damage.
  Reflective Defense
  8th-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Instantaneous
  “Stab him? I didn’t stab him! He stabbed me!”
  When you cast this spell, an invisible barrier permeates 
  your flesh until the end of your next turn. If you would take 
  damage during that time, the damage is reduced to 0, and if 
  the source of the damage was another creature, that creature 
  takes the full amount of the damage as force damage instead.
  Replenish
  2nd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  With the turn of seasons, the cycle of life renews.
  When you cast this spell, you touch an allied creature that 
  you can see. The target surges with vital force, gaining 2d6 
  temporary hit points. These temporary hit points are lost 
  whenever the target finishes a short or long rest. The target is 
  also cured of the poisoned condition.
   At Higher Levels: When you cast this spell using a slot of 3rd 
  level or higher, the temporary hit points gained increases by 
  1d6 per slot level above 2nd.
  Resonance
  3rd-level enchantment
  Casting Time: 1 action
  Range: 30 Feet
  Components: V
  Duration: Concentration, up to 1 minute
  Stone was once no different from the dirt around it, and simply 
  waits to be reminded of that fact.
  You sing to the inherent order within the ground around you. 
  While you maintain concentration on this spell, you can use 
  an action to disrupt that order. Choose a 10-foot cube within 
  range. Creatures and objects within that square must make a 
  Dexterity saving throw. If they fail, they sink into the ground 
  as it softens and re-hardens, becoming restrained for as long 
  as you maintain concentration. Each round, the target can 
  make a Strength saving throw, ending the effect on a success. 
  Until the spell ends you can repeat this process, choosing a 
  different 10-foot cube each time.
  
  172
  Rimesworn Blade
  1st-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a martial weapon that deals slashing 
  damage)
  Duration: 1 turn
  Ice can be sharper than steel, and splinters like a sap-filled tree in 
  winter cold clutches.
  When you cast this spell, you infuse your weapon with chilling 
  cold and coat the exterior with brittle ice. You then take 
  the Attack action. The first time you hit with this weapon, 
  the target takes 1d8 cold damage, shattering the ice on your 
  weapon. The target and creatures within 10 feet of the target 
  other than you must make a Dexterity saving throw. If they 
  fail, they take 1d8 piercing damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, either the cold or piercing damage (your 
  choice) increases by 1d8 per slot level above 1st.
  Scorch
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components:  V,S
  Duration: Instantaneous
  Even a single spark can start a wildfire.
  You snap your fingers, attempting to light an unattended 
  object within range on fire. If you target a flammable object, 
  it immediately combusts in a gout of flame. Choose up to two 
  creatures within 5 feet of the burning object. Each must make 
  a Dexterity saving throw. If a creature fails, it takes 1d8 fire 
  damage. 
   This spell’s damage increases by 1d8 when you reach 5th 
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Seek Phrase
  Divination cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  Finding quickly is as good as knowing, in the eyes of the 
  inexperienced.
  You speak a word or phrase aloud and touch a book, scroll, 
  or other object covered in writing. Each instance of that word 
  or phrase present becomes highlighted in glowing script for 
  the duration. If used on a book, it will flip to the first page 
  containing the subject of your search.
  Serpent’s Bite
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Venom can be a method of execution far cleaner than the blade.
  Massive, venomous fangs spring from your mouth. Make a 
  melee spell attack against a target within your reach. On a hit, 
  the target takes 3d6 poison damage, and the target must make 
  a Constitution saving throw. If they fail, they are poisoned 
  until the start of your next turn. Until the spell ends, you can 
  make the attack again on each of your turns as an action.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the damage increases by 1d6 per slot 
  level above 3rd. When you cast this spell using a slot of 5th 
  level or higher, you can make a single melee weapon attack as 
  a bonus action after using your action to attack with this spell.
  Serpentine Ward
  4th-level transmutation
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (a living snake)
  Duration: 1 minute
  The secrets of the ancient tomb guardians will remain with them, 
  until the wards are broken and the chambers unsealed.
  When you cast this spell, you throw the serpent to a point 
  within range and empower it with magical energy. The serpent 
  freezes and becomes still, waiting to strike. Whenever a hostile 
  creature starts its turn or enters a space within 5 feet of the 
  serpent, the serpentine ward bites at the creature. The target 
  must make a Dexterity saving throw. If it fails, it takes 4d10 
  poison damage and is poisoned until the start of its next turn. 
  The serpentine ward has 18 AC, 20 hit points, and is immune 
  to magic. When the spell ends, the serpent attempts to return 
  to your possession.
   At Higher Levels: When you cast this spell using a slot of 
  5th level, the duration increases to 1 hour. When you cast this 
  spell using a slot of 6th level, the duration increases to 8 hours. 
  When you cast this spell using a spell slot of 7th level, the 
  duration is 1 year. When you cast this spell using a spell slot of 
  8th level or higher, the spell becomes permanent and cannot 
  be dispelled.
  Shadowthorn
  Conjuration cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components:  V, S
  Duration: Instantaneous
  The shadowed planes hold many cruelties left unspoken.
  You rear back and summon a spike of shadow, attempting 
  to stab and push a creature within range. Make a melee spell 
  attack roll. If you hit, the target takes 1d6 piercing damage and 
  is shoved 5 feet directly away from you. 
   This spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  
  173
  Shadow Armor
  2nd-level abjuration
  Casting Time: 1 reaction, made when you are attacked or 
  make a saving throw
  Range: Self
  Components: V, S
  Duration: 1 minute
  In shadow and shade, the gravest of plans are made.
  You wrap a cloak of shadow around you, coiling in a defensive 
  posture. Until the start of your next turn, attacks targeting 
  you are made with disadvantage and you gain advantage on 
  Dexterity saving throws. The next time an attack misses or hits 
  you, you can choose to move up to 15 feet without provoking 
  opportunity attacks. Once you do this, the spell ends.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, you can choose to move one additional 
  time per slot level above 2nd before the spell ends.
  Shadow Refuge
  4th-level illusion
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: 1 round
  In the void, peace is cold and clarity is merciless.
  You step into a shrouded space outside reality for a brief 
  moment, gathering your power and waiting for a chance to 
  strike. Until the start of your next turn, you cannot be targeted 
  by spells and you are heavily obscured by magical darkness. 
  Your first successful attack during your next turn inflicts an 
  additional 4d6 psychic damage and knocks your target prone.
  Shadow Toxin
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  Within the web of lies, one cannot trust their eyes.
  You fling a thin needle of darkness at a creature you can see 
  within range, injecting them with corruptive magic that taints 
  their mind and fills them with doubt. Whenever the target 
  attempts to cast a spell that targets a creature friendly to them, 
  they must make an Intelligence saving throw. If they fail, they 
  take 3d8 psychic damage, their spellcasting fails and the spell 
  is lost. If they succeed, the corruptive magic is broken and the 
  target is freed from the effects of this spell.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, you can choose one additional target per 
  slot level above 3rd.
  Shadow World
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  The Inverse is real. The nightmares are coming. 
  You call forth a portal to a shadowy plane that influences the 
  world within range, crafting the umbral power into a new 
  landscape of your choosing. The terrain you create can be 
  opaque, but is only half-formed and thus only creates difficult 
  terrain rather than true walls or surfaces. At the start of each 
  of your turns while you maintain concentration on this spell, 
  you can use an action to create one of the following effects:
  • Tendrils: Dark coils of shadow form and attempt to grasp 
  one creature that you can see within range. The target 
  must make a Strength saving throw. If they fail, they are 
  restrained until the start of your next turn.
  • Spikes: Dangerous needles of shadow skewer forth from 
  the ground, stabbing at up to three creatures you can see. 
  Each must make a Dexterity saving throw. If they fail, 
  they take 4d10 piercing damage.
  • Nightmares: Horrible visages form around you and rush 
  outward. All creatures within range that can see you 
  must make a Wisdom saving throw. If they fail, they are 
  frightened of you until the start of your next turn.
  Shattersong
  4th-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  The earth quakes, reality breaks, torn asunder by air.
  You sing a discordant song infused with magical power. 
  When you cast this spell, the vibrations you cause begin to 
  distort reality in a 10-foot radius centered on you. Creatures 
  you choose and unattended objects within that area take 
  2d6 thunder damage, and damaged creatures must make a 
  Strength saving throw. If they fail, they are knocked prone. 
  As an action on each of your turns while maintaining 
  concentration on this spell, you can strengthen your song, 
  repeating the effect while increasing the affected radius by 10 
  feet and the thunder damage by 2d6 each time, and causing 
  affected creatures you choose to make the Strength saving 
  throw to avoid being knocked prone. The affected distance 
  and damage cannot exceed an 30-foot radius or 6d6 thunder 
  damage.
  
  174
  Shrill Whistle
  1st-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  An arrow screaming through the air is just as deadly when silent.
  You place your hand to your lips, blowing through them in a 
  terrible note. All creatures of your choosing within range take 
  1d8 thunder damage and must make a Constitution saving 
  throw. If they fail, they are deafened until the end of their 
  next turn. This whistle is audible up to 500 feet away, even in 
  adverse conditions.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the thunder damage increases by 1d8 
  per slot level above 1st.
  Shroud of Surok
  5th-level illusion
  Casting Time: 1 action
  Range: 600 feet
  Components: V, S, M (a lit candle)
  Duration: 10 minutes
  When the light dies, so does hope.
  You extinguish the candle, plunging the area around you into 
  darkness. All fires and other non-magical light sources within 
  range are extinguished instantly. Magical light sources are 
  fully enclosed in magical darkness. An inky spherical shroud 
  covers the area within range, blocking sunlight and lightly 
  obscuring the area within. Any light that remains is reduced to 
  dim light, and all dim light is reduced to darkness.
  Sinister Threat
  2nd-level enchantment
  Casting Time: 1 reaction, when a creature enters the range of 
  the spell or becomes hostile while within range
  Range: 15 feet
  Components: S, M (any weapon)
  Duration: Concentration, up to 1 minute
  The glint of steel does much to persuade and dissuade.
  You unsheathe part of your weapon, or gesture threateningly 
  with it, imbuing this simple implication with a magical 
  compulsion. The creature can choose to end its turn 
  immediately and be charmed by you until the spell ends or 
  until you or your companions do something harmful to it or 
  its allies. Otherwise, it must make a Wisdom saving throw. If it 
  fails, the creature becomes frightened of you for the duration 
  and you gain advantage on melee attack rolls targeting it while 
  it is frightened. At the end of each of its turns, the creature 
  can make another Wisdom saving throw, ending the spell if it 
  succeeds.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the spell does not require concentration.
  Skewering Vines
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Nature does not oft wait for the woodsman to tire from his task. 
  When you cast this spell, a mass of vines coils forth from the 
  ground around you. When you cast this spell, and as an action 
  on each of your turns while it remains, you can make a ranged 
  spell attack against a target you can see within 30 feet of you. 
  This attack ignores half and three-quarters cover. If you hit, 
  the target takes 3d10 piercing damage and is lifted 5 feet into 
  the air until the end of their next turn. They can use half 
  their movement during their turn to free themselves of the 
  skewering vines, returning to the ground.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the piercing damage increases by 1d10 
  per slot level above 3rd.
  Skin of Flint
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a shard of flint)
  Duration: 1 minute
  The spark that starts a fire of greed is often the wealth of another.
  When you cast this spell, a thin layer of flint covers your skin 
  and armor. Once per turn when you take damage from a 
  weapon attack, sparks spring from the stone, inflicting 1d4 fire 
  damage to a creature of your choosing within 5 feet of you. The 
  target must make a Dexterity saving throw. If they fail, they 
  are blinded until the start of their next turn.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the fire damage increases by 1d4 per slot 
  level above 4th.
  Skystrike
  2nd-level evocation
  Casting Time: 1 reaction, when you are falling or after 
  jumping
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  Splinter the earth and crack the ground; let storm and fury fast 
  abound. 
  When you cast this spell, choose a point within range. You 
  teleport to that location and instantly crash to the ground 
  directly beneath that point, accompanied by a flash of 
  lightning. You take no falling damage, but if you land on 
  a creature or a space within 5 feet of a creature, it takes 
  lightning damage equal to the amount of falling damage you 
  would have taken. If you fell 100 feet or more, you are stunned 
  until the end of your next turn.
  
  175
  Skyward Strike
  2nd-level evocation
  Casting Time: 1 action
  Range: 15 feet
  Components: V
  Duration: 1 round
  Gravity defied can mean life denied.
  You shout, calling the winds to bind a creature within range. 
  The target must make a Dexterity saving throw. If it fails, it 
  is suspended above the ground until the end of its next turn 
  and is restrained. As a bonus action before the end of your 
  current turn, you can make a melee weapon attack against the 
  creature if it is within your reach, inflicting an additional 2d6 
  damage if you hit and causing the spell to end.
   At Higher Levels: When you cast this spell using a spell slot 
  of 3rd level or higher, you deal an additional 2d6 damage for 
  each slot level above second.
  Sleepwalking
  4th-level enchantment
  Casting Time: 1 minute
  Range: 1 mile
  Components: V, S, M (a small hourglass worth at least 50 gp)
  Duration: Concentration, up to 1 hour
  What compelling music must one sing, for when darkness falls 
  slumber clings?
  When you cast this spell, choose a creature that is unconscious 
  that you are aware of within range. You tap into the mind of 
  the target and begin to control their movements, forcing them 
  to walk and act at your command. The target can only perform 
  simple actions, such as moving or interacting with objects, and 
  cannot speak, attack, or cast spells. Whenever the target would 
  be awakened, the target must make a Wisdom saving throw. 
  If they succeed, they awaken. If they fail, they remain asleep 
  and under your control. If the target takes damage, they have 
  advantage on their saving throw.
  Slime Sphere
  4th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Some would think this should appear as a cube. Strange, isn’t it?
  When you cast this spell, a massive sphere of adhesive slime 
  appears, grows, and occupies a 10-foot radius centered on a 
  point within range. Creatures within the radius must make 
  a Dexterity saving throw. If they fail, they are trapped within 
  the sphere and are restrained. If they succeed, the creature 
  moves to the nearest unoccupied space outside of the radius. 
  At the start of each of their turns, a restrained creature can 
  use a bonus action make a Strength saving throw. If they fail, 
  they remain restrained within the sphere and take 2d8 acid 
  damage. If they succeed, they exit the sphere at the nearest 
  unoccupied location and take half as much damage. Any 
  creature that is forcibly pushed into the sphere, or enters it 
  voluntarily, automatically becomes restrained.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the acid damage increases by 1d8 per 
  slot level above 4th.
  Spell Flux
  2nd-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The best defense is to never be attacked. The second best is this.
  You summon a writhing mass of unstable energy to guard 
  your hand. You gain half cover from attacks and damaging 
  effects you can see, but you can only use this hand to perform 
  somatic components of spells you cast until this spell ends.
   If a ranged attack hits you, you can discharge the spell flux 
  as a reaction, deflecting the attack. Make a ranged spell attack 
  targeting a creature of your choosing within 30 feet of you. If 
  you hit, the target takes the damage and effect of the original 
  attack. Once you do this, the spell ends.
  Spider’s Kiss
  1st-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  The love of a widow is not made false by the consequences.
  When you cast this spell, choose a creature you can see within 
  range. An illusory veil covers you, making you appear as 
  the perfect paramour to the target. The target must make 
  a Wisdom saving throw. If they fail, they are charmed by 
  you, and move to grapple you during their next turn. If 
  they succeed, you can use your reaction to deliver a deadly 
  corrosive touch, breaking the grapple, ending the spell, and 
  inflicting 2d10 acid damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 2nd level or higher, the acid damage increases by 1d10 per 
  slot level above 1st level.
  Spreading Nightmare
  7th-level enchantment
  Casting Time: 1 minute
  Range: 1 mile
  Components: V, S
  Duration: 8 hours
  There is a horrifying beauty to terrible things.
  When you cast this spell, choose one creature that you have 
  seen or that you are familiar with that is sleeping within 
  range. The target must make a Wisdom saving throw. If they 
  fail, they awaken and are frightened of all other creatures 
  that they can see. If another creature sees them while they 
  are frightened, that creature must make a Wisdom saving 
  throw, becoming frightened if they fail. This process repeats 
  infinitely. If an affected creature goes for 10 minutes without 
  seeing another creature, or takes damage, they are no longer 
  frightened and cannot be affected again.
  
  176
  Storm’s Eye
  5th-level divination
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a piece of fulgurite)
  Duration: Concentration, up to 1 minute
  In the center of the storm, there is a place of calm and majesty.
  When you cast this spell, your mind clears and opens to the 
  world around you. You gain complete awareness of all objects, 
  creatures, and magical effects within range. You can clearly 
  hear all sounds made, and can shift your awareness to any 
  point within range as a bonus action. While your awareness 
  is shifted, you are rendered deaf and blind to your normal 
  senses. You can return to your normal senses as a bonus 
  action. While you maintain concentration on this spell, 
  whenever you perform an action that would force a creature 
  to make a Dexterity saving throw, you can use your reaction 
  to focus your attention on responding to that creature’s 
  movements, causing it to have disadvantage on the saving 
  throw.
  Suffer
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S
  Duration: Instantaneous
  True misery is more than pain entering the mind; it is pain 
  entering the soul.
  You point at a creature within range and speak a terrible 
  word, commanding them to suffer. The target must make a 
  Charisma saving throw. If they fail, they take 2d8 necrotic 
  damage and 2d8 psychic damage and they have disadvantage 
  on Strength and Dexterity ability checks for 1 minute. If they 
  succeed, they take half as much damage and do not have 
  disadvantage.
   At Higher Levels: When you cast this spell using a spell 
  slot of 3rd level or higher, the necrotic damage or the psychic 
  damage (your choice) increases by 1d8 per slot level above 
  2nd.
  Summon Slime
  5th-level conjuration
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S, M (a vial of acid)
  Duration: Concentration, up to 1 hour
  Just because something doesn’t have a face, doesn’t mean it can’t 
  smile cheerfully at you... or eat you.
  You summon ooze creatures that appear in unoccupied 
  spaces that you can see within range. A summoned creature 
  disappears when it drops to 0 hit points or when the spell 
  ends. Choose one of the following options for what appears:
  • 
  One ooze creature of challenge rating 4 or lower.
  • 
  Two ooze creatures of challenge rating 2 or lower.
  • 
  Four ooze creatures of challenge rating 1 or lower.
   
  The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures as a 
  group, which have their own turns. 
   They obey any verbal commands that you issue to them (no 
  action required by you). If you don’t issue commands to them, 
  they defend themselves from hostile creatures, but otherwise 
  take no actions. 
   The game master has the creature’s statistics.
  Tormented Flurry
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a martial weapon)
  Duration: 1 minute
  Each strike shall be more gruesome than the last.
  When you cast this spell, you move up to 30 feet and make a 
  melee weapon attack against a target within reach. If you hit, 
  the target takes an additional 2d6 necrotic damage. On your 
  subsequent turns, you can use your action to continue your 
  deadly assault. Each time you use this action, it has a different 
  effect:
  • 
  2nd Use. You make a melee weapon attack against a 
  creature within reach. If you hit, the creature must make 
  a Wisdom saving throw. If they fail, they are frightened 
  of you until the end of your next turn and take 1d6 
  necrotic damage.
  • 
  3rd Use. You strike with a vicious blow. Make a melee 
  weapon attack against a creature within reach. If the 
  creature is frightened, this attack deals an additional 1d6 
  necrotic damage. If this attack is made with advantage, 
  the attack deals an additional 1d6 necrotic damage.
  • 
  4th Use. You unleash a wave of dark energy. Each hostile 
  creature within 30 feet of you must make a Constitution 
  saving throw. If they fail, they take 2d6 necrotic damage. 
  If you’ve killed a creature during the duration of this 
  spell, all hostile targets take an additional 2d6 necrotic 
  damage, even if they succeed. Once you do this, the spell 
  ends.
   At Higher Levels: When you cast this spell using a spell 
  slot of 3rd level or higher, each instance of necrotic damage 
  increases by 1d6 per slot level above 2nd.
  Touch Infinity
  9th-level transmutation
  Casting Time: 1 action
  Range: Unlimited
  Components: S
  Duration: Instantaneous
  All the world can change with just a snap of the fingers.
  With a gesture and an effort of will, you tear the fabric of 
  reality and change it to suit your vision. You have access to a 
  pool of 500 points. You can use these points in the following 
  ways, and can use them in any combination of your choosing:
  • Kill: You can try to kill a creature you are aware of by 
  spending a number of points equal to its remaining hit 
  point total. The target must make a Charisma saving 
  throw. If they fail, they die. If they succeed, you still lose 
  the points you spent, and they are unharmed. You can 
  choose to target any number of creatures, so long as you 
  
  177
  have sufficient points available.
  • Maim: You can damage a creature. Spend a number of 
  points equal to five times the amount of damage you’d 
  like to inflict. The target takes force damage equal to this 
  amount. You can target an unlimited number of creatures 
  with a single casting, spreading the points among them.
  • Move: You teleport any creature of your choosing to any 
  location that you desire. If the target is unwilling, they 
  can make a Wisdom saving throw to resist this effect. 
  Attempting to move a creature costs a number of points 
  equal to their current hit point total.
  • Shape: You shape reality. Choose a number of 5-foot cubes 
  equal to the amount of points you spent. You cannot 
  choose a cube that is occupied by a creature. You can 
  manipulate nonliving material within these cubes, 
  creating or destroying as you wish. You cannot create 
  substances with a measurable cost in gp, but you can 
  create stone, dead wood, water, or other materials. This 
  cannot entrap or cause damage to living creatures.
  • Create: You make something new. You can spend 50 
  points per 1 CR to create a creature, or 1 point per 10 gp 
  when creating an item with a measurable gold cost. You 
  can create multiple creatures or items when using this. 
  Creatures created using this spell obey your commands, 
  but are otherwise ordinary.
  Once you cast this spell, you gain two levels of exhaustion.
  Undertow
  8th-level conjuration
  Casting Time: 1 action
  Range: 120 Feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  In the deepest abyss below the ocean waves, the darkness whispers 
  of sailor’s graves.
  You open a portal to a watery abyss beneath the feet of a 
  creature that you can see within range, which attempts to 
  abduct the target before immediately sealing shut. The target 
  must make a Dexterity saving throw. If they fail, they fall in 
  and are immediately dragged 60 feet down by a fierce current. 
  They begin to drown, and must make a Constitution saving 
  throw at the start of each of their turns. Each turn that they 
  fail, they gain one level of exhaustion. A creature cannot 
  move normally while in this abyss. Instead, they must use 
  their action to attempt to ascend. The creature must make a 
  Strength (Athletics) check against your spell save DC. If they 
  succeed, they swim 20 feet towards the surface. If they reach 
  the surface or you lose concentration on the spell, the spell 
  ends and they are ejected prone at the point they departed 
  from. If they die, they do not return.
  Unseen Claw
  4th-level divination
  Casting Time: 1 action
  Range: 120 Feet
  Components: V, S
  Duration: Instantaneous
  There are techniques within the darker arts against which there is 
  no defense.
  You expand your senses and attune yourself to the shadowed 
  planes, detecting the exact locations of all creatures within 
  range until the end of your current turn. Choose one creature 
  that you have detected with this spell. An umbral claw of 
  darkness made manifest rips through the creature, inflicting 
  4d10 force damage. If the creature is slain, their body vanishes 
  into shadow, leaving their clothing and equipment behind. A 
  creature slain by this spell can be resurrected, but only by a 
  spell that does not require a corpse.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the force damage increases by 1d10 per 
  slot level above 4th. When cast using a spell slot of 9th level, 
  the range becomes 1 mile.
  Unspoken Agreement
  4th-level enchantment
  Casting Time: 1 bonus action
  Range: 30 Feet
  Components: S
  Duration: Instantaneous
  Partnership is two minds acting with a singular purpose.
  You make a simple gesture, indicating to an allied creature 
  within range that they should perform an action and sending 
  a telepathic message of 25 words or fewer. The target chooses 
  either the Dash, Disengage, Dodge, Attack (single weapon 
  attack only), or Cast a Spell (a cantrip with a casting time of 
  one action) actions. The target uses their reaction to perform 
  that action. You also take the same action as part of casting 
  this spell.
  Unstoppable Ascent
  5th-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  The sky calls to us, seeking our return to its embrace.
  You attempt to hurl a creature into the air, shifting them 
  partially into the Ethereal Plane. Make a melee spell attack 
  against a creature within range. If you hit, you grasp the 
  target and throw them up to 150 feet directly upward. The 
  creature passes through obstacles unimpeded and unharmed. 
  If the final destination is impeded, the creature is moved to 
  the nearest open space and takes force damage equal to the 
  number of 5-foot increments it was moved. If the creature is 
  an ally, damage it would take from falling is reduced by 100 
  until the start of your next turn.
  
  178
  Venom Blast
  3rd-level conjuration
  Casting Time: 1 action
  Range: 120 Feet
  Components: V, S, M (a snake’s fang)
  Duration: Instantaneous
  The fang of the serpent is weak compared to the power of the 
  arcane, yet one can certainly inspire the other.
  You gesture to call forth an ethereal serpent at a point within 
  range and speak, commanding the beast to let loose a deadly 
  venom. Creatures within a 15-foot radius of the serpent 
  must make a Constitution saving throw. If they fail, they are 
  poisoned for one minute and take 6d6 poison damage. If they 
  succeed, they take half as much damage and are not poisoned. 
  A creature that is poisoned by this spell can repeat their saving 
  throw at the end of each of their turns, ending the effect on a 
  success.
   At Higher Levels: When you cast this spell using a spell slot 
  of 4th level or higher, the poison damage  increases by 1d6 per 
  slot level above 3rd.
  Wall of Ooze
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 Feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  When you stare into a shining slime, are you seeing a reflection, 
  or a self that could be?
  You summon a wall of colorful ooze at an unoccupied space 
  within range. The wall appears on a solid surface within range 
  and lasts for the duration. You can choose to make the wall up 
  to 60 feet long, 15 feet high, and 5 feet thick, or have it appear 
  and enclose a 15-foot cube while being up to 5 feet thick. 
  The wall heavily obscures vision through it, but is slightly 
  transparent. Creatures and objects can pass through the wall, 
  but if they do, their movement speed is halved until the start 
  of their next turn. Ranged attacks that would pass through the 
  wall automatically miss and damage the wall instead.
   The wall of ooze has AC 5, immunity to poison and acid 
  damage, and has 120 hit points. 
   When the wall appears, each creature within the area 
  must make a Strength saving throw to break free from the 
  thick slime, exiting into the nearest unoccupied space if they 
  succeed. Creatures that fail, or creatures that end their turn 
  within the wall, take 4d8 acid damage. Whenever a creature 
  strikes the wall with a melee attack or passes through the wall 
  for the first time during a turn, the creature takes 2d8 acid 
  damage.
   At Higher Levels: When you cast this spell using a spell slot 
  of 6th level or higher, the acid damage of each phase increases 
  by 1d8 and the wall gains 20 additional maximum hit points 
  per slot level above 5th.
  Windblade
  4th-level evocation
  Casting Time: 1 action
  Range: 30 Feet
  Components: V, S
  Duration: Instantaneous
  The quiet breeze foreshadows the coming cataclysm.
  With a sweeping gesture you unleash an invisible scythe of 
  wind in a 30-foot cone. Creatures within the area must make 
  a Dexterity saving throw. If they fail, they take 8d8 slashing 
  damage. This damage ignores the resistances of unattended 
  objects, cutting cleanly through trees and walls.
   At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the slashing damage increases by 1d8 
  per slot level above 5th.
  Wings of Night
  5th-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  Black skies conceal what grim intent reveals.
  You call forth large wings of mist, smoke, and shadow that 
  attach to your back and heed your commands, granting you a 
  flying speed of 60 feet and lightly obscuring you. 
   As an action while you have these wings, you can choose to 
  unleash the power trapped within them, ending the spell and 
  releasing a wave of nightmarish energy. Creatures within 30 
  feet of you must make a Charisma saving throw. If they fail, 
  they take 6d10 psychic damage and become frightened of you 
  until the end of your next turn. If they succeed, they take half 
  as much damage and are not frightened.
  Wolfbane Trap
  2nd-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a sharp piece of metal)
  Duration: 8 hours
  A clever hunter is patient.
  When you cast this spell, you place the sharpened metal on 
  the ground and transform it into a frostbound bear trap that 
  occupies a 5-foot square. This trap is nearly invisible, and 
  requires a successful Wisdom (Perception) check to detect it 
  and a successful Dexterity (Sleight of Hand) check to disarm it. 
  The DC for these checks is equal to your spell save DC. 
   The first time a creature enters the area occupied by this 
  trap, it triggers, it reveals itself, and clamps shut. The creature 
  must make a Dexterity saving throw. If they fail, they take 
  2d10 piercing damage and 1d10 cold damage, and have their 
  movement speed reduced to 0 while they are trapped. 
   A creature caught in the trap can be freed by using an 
  action to make a Strength check against your spell save DC. If 
  successful, the creature is freed from the trap. Once a creature 
  is freed from the trap, or the trap is disarmed, the spell ends 
  and the trap vanishes.
   At Higher Levels: When you cast this spell using a spell 
  slot of 3rd level or higher, the piercing or cold damage (your 
  choice) increases by 1d10 per slot level above 2nd.
  
  179
  Design Notes for  
  the Alrisen
  Here are my thoughts on how to create the Alrisen, which I’ve 
  used to create everything in this document.
  First, seek inspiration. Find a great piece of art, a character 
  from a book, or an event in your world that can give you a 
  goal. Second, decide on the themes you intend to explore in 
  your Alrisen. Stick with no more than three unique themes, 
  as anything more can lose cohesion. For example, the Keeper 
  of the Depths covers the themes of secret knowledge, the 
  ocean, and dreams. The Serpent Empress covers the themes of 
  poison, authority, and snakes. 
   Next, decide if you intend to create a warlock patron, a deity, 
  or some other entity for your players to interact with. In this 
  example, let’s assume you’d like to create a warlock patron 
  similar to the ones presented here.
   First, create a spell list that fits this theme, but be careful 
  to ensure that the spells you select aren’t stronger or longer 
  lasting than they should be. If the duration is longer than one 
  hour, then you should probably consider steering clear of it. If 
  it gives a benefit that you could easily exploit when it is used in 
  large quantities, then you’ll need to account for that or avoid it 
  entirely. Always err on the side of more specific use or damage 
  when it comes to expanded spell lists, and try to avoid overly 
  tempting spells when possible. If you think it’s too good, it 
  probably is. Spells in the expanded list are always those not 
  already on the warlock spell list. 
   For the first level feature, pick something that is 
  immediately and universally useful or interesting. Every 
  single warlock associated with your patron will always gain 
  this feature, so you need to make sure that it is interesting, 
  appealing, and impossible to replicate with other effects. Not 
  only should it be unique, it should also tell the reader what 
  the biggest theme of the Alrisen is. The Keeper of the Depths 
  gives a couple of proficiencies, but the interesting part is that 
  they can change through your sleeping interactions with the 
  patron. Telling that story and making it actually feel relevant 
  is possible when you combine the mechanical effect with the 
  story element. 
   It’s not uncommon to see that the power of an expanded 
  spell list in combat is balanced against the power of the first 
  level feature in combat, though this is a fine line to walk. 
  Always check the balance of power against other warlock 
  features, such as those here or present in other reputable 
  published works, and make sure to speak with experienced 
  players or creators that you can trust. If you look at the credits 
  page for this Compendium, more than half of the individuals 
  referenced are responsible for assisting with balance, and it 
  would be nowhere near as good without them.
   The sixth level feature should usually be an active form of 
  defense. While this may be a reaction, it doesn’t have to be. 
  There’s a wide range of things you could consider “defensive” 
  so don’t feel bound to something that triggers when you 
  are attacked. Again, seek inspiration and examples from 
  everywhere you can.
   The tenth level feature should be some form of utility or 
  passive resistance. There’s a relatively smaller budget here, 
  so try to stick to features and effects that are interesting and 
  potent without adding directly to your combat potential in 
  a measurable way. As always, try to create something that 
  can’t be replicated with other features. The fourteenth level 
  feature is something you can go a bit wild with, but it should 
  drive the core concept of the patron home or represent their 
  strongest ability. For example, the Weaver of Lies’ final feature 
  would allow the warlock to pull the strings of an entire plot 
  or conspiracy, given enough time to prepare. The Ashen 
  Wolf’s final feature is an explosive burst of offensive power, 
  coupled with summoned creatures that drive home the idea 
  of a hunting pack of beasts. The Wild Huntsman’s final feature 
  makes the warlock a master over the domain and the terrain 
  within, while still avoiding stepping on the toes of a ranger or 
  other wilderness-focused class.
   After you’re done, consider filling in the remaining 
  design space with invocations and a familiar, paying close 
  attention to those already existing and doing your best to 
  balance against them. My designs focus on creating new and 
  interesting features that tell the story of the Alrisen using 
  the themes that I’ve previously described, or creating new 
  sub-themes using the invocations and familiar. For familiars, 
  make sure that they are sufficiently durable, either through 
  direct means or by special features. Also, include a reason for 
  the warlock to use their standard attack. If it’s not powerful 
  enough to be more effective than an ordinary attack, it won’t 
  ever be used. Finally, give it a unique utility feature that 
  can’t be replicated with any other familiar. It keeps things 
  interesting and gives your players a reason to select it. 
   Afterward, make sure you use peer review. Many things, 
  this document included, would be dramatically inferior 
  without the gracious and helpful advice of others. If someone 
  is harsh in their criticism, that often means they want you 
  to succeed but know that without dedication, it won’t turn 
  out right. Always credit your artists and do your best to be 
  thankful towards the people who have helped you on your 
  journey. Make sure that you have a strong vision of what 
  you’d like to achieve, but also know when someone is trying to 
  help you. If they have your best interests in mind, then at least 
  listen to what they’re saying. If they didn’t care, then they 
  would ignore you.
   Once you’ve accomplished all of this and made changes 
  based on feedback, give it a try. Some things can be tricky to 
  balance, so be willing to reduce the power of features even 
  as you use them in game both for the enjoyment of other 
  players and for yourself. Tabletop games are a communal 
  experience designed to stimulate fun. The goal is for everyone 
  at the table to enjoy themselves. Some people have different 
  opinions about what is fun for them or for other people, and 
  that’s perfectly fine. Try to find a group that is accepting of 
  you and will be able to seek fun at your side. Look for people 
  who are willing to accept blame even when you try to claim 
  the mistake as your own. Look for people who are gracious 
  and kind, without expecting something in return. Know 
  how much you can trust someone, and what you can trust 
  them to do. Don’t ask for something you know someone will 
  not be able or willing to deliver, because then you’ll only be 
  disappointed and the other person will feel the turmoil of 
  being unable to deliver.
   Designing content is as much an art as it is a science, and 
  it requires practice just like art does. If you fail, try again. If 
  you succeed, learn from your successes. If you pursue your 
  passion, then the world will thank you for it. If you thank the 
  world, then hopefully it will help you again in the future.
  Thank you! 
  -William Hudson King
  
  180
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  15.    COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
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  System Reference Document 5.1 Copyright 2016, Wizards of the 
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  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
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