TEXT: Vecna’s Vault of Vile Things 
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  VECNA’S VAULT OF VILE THINGS 
  INTRODUCTION 
  THE CONTENTS OF VECNA’S VAULT 
  Vecna’s vault contained a great variety of things; Magical 
  Items, Spells, and character customisation options. There truly 
  is a vast pool of content for any DM to utilize in their 
  campaigns and adventures. Players will also find much to 
  incorporate into their playstyle with this exciting supplement. 
  Vecna’s Vault of Vile things contains the following: 
  • 
  3 New Class Options 
  • 
  16 new Relics (Magic Items) 
  • 
  15 new Magical Items 
  • 
  29 New Spells 
  • 
  7 new Weapons 
   
  
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  VAULT CONTENTS 
  INTRODUCTION ............................................... 1 
  The Contents of Vecna’s Vault ......................................... 1 
  CLASS OPTIONS ................................................ 3 
  Fighter: Brutalizer ............................................................... 3 
  Brutality Points ................................................................. 3 
  First Strike .......................................................................... 3 
  Relentless Killer ............. Error! Bookmark not defined. 
  Adrenaline Infused ........................................................... 3 
  Hunger for Slaughter ....................................................... 3 
  Brutal Attacks .................................................................... 3 
  Sorcerer: Tortured Soul ...................................................... 4 
  Forbidden Magic............................................................... 4 
  Twisted Destiny ................................................................ 4 
  Crushing Pain ................................................................... 4 
  Gruesome Form ................................................................ 4 
  Forsaken Revitalisation .................................................... 4 
  Warlock: Pact of the Leech ................................................. 4 
  RELICS .................................................................. 6 
  Rulings .................................................................................. 6 
  Binding ............................................................................... 6 
  Restraints ........................................................................... 6 
  Brand of the Lich ....................................................... 6 
  Icon of Evil .................................................................. 6 
  Laryk’s icon of devouirng ........................................ 6 
  Rune of Nightmares .................................................. 6 
  Mark of the Ghoul ..................................................... 6 
  Mark of the soul stealer ............................................ 7 
  Ogktmaak’s Autem Shard ........................................ 7 
  Ogktmaak’s Descendit Shard .................................. 7 
  Ogktmaak’s Iustum Shard ....................................... 7 
  Ogktmaak’s Reliquit Shard ...................................... 7 
  Ogktmaak’s Lock Of Imprisonment* ...................... 7 
  Rune of Pain ............................................................... 8 
  Shadow-heart ............................................................. 8 
  Slayer’s Tally .............................................................. 8 
  Talisman of Lolth....................................................... 8 
  Wraiths’ Talisman ..................................................... 8 
  MAGIC ITEMS .................................................... 9 
  Bone-Breaker .............................................................. 9 
  Chain of Enslavement ............................................... 9 
  Deck of Bane ............................................................... 9 
  Dice of fiendish luck.................................................. 9 
  Dustmans’ Urn ......................................................... 10 
  Gaddur ...................................................................... 10 
  Hag-Doll ................................................................... 10 
  Laryk’s Terrible Tome ............................................. 10 
  Irgoc’s Portable arena ............................................. 11 
  Weapons of Leeching .............................................. 11 
  Whip of Khurgorbaeyag ......................................... 11 
  Plate of Lord Soth .................................................... 11 
  Ring of Impurity ...................................................... 12 
  Sword of Monster Hunting .................................... 12 
  Token of Demon-Kind ............................................ 12 
  SPELLS ................................................................ 13 
  Agonizing Smite ...................................................... 13 
  Bleed .......................................................................... 13 
  Blood Bolt ................................................................. 13 
  Cage of Bones ........................................................... 13 
  Cloak of Laryk ......................................................... 13 
  Crush Mind .............................................................. 14 
  Disfigure ................................................................... 14 
  Earth Maw ................................................................ 14 
  Hands of Irgoc ......................................................... 14 
  Hatrid ........................................................................ 15 
  Hellish Fissure ......................................................... 15 
  Hunger of Juiblex .................................................... 15 
  Laryk’s Transfer of Life .......................................... 15 
  Lance of Force .......................................................... 15 
  Irgoc’s Tombstone ................................................... 15 
  Leeching of Laryk .................................................... 16 
  Lies............................................................................. 16 
  Mind Bend ................................................................ 16 
  Molten Tar ................................................................ 16 
  Necrotic Wave .......................................................... 16 
  Orb of Agathys......................................................... 17 
  Hadar’s Gateway ..................................................... 17 
  Regnum Focus ......................................................... 17 
  Snatch Soul ............................................................... 17 
  Sting ........................................................................... 18 
  Storms of Irgoc ......................................................... 18 
  Vitality attack ........................................................... 18 
  Vortex ........................................................................ 18 
  Wrath of the Beholder ............................................. 19 
  WEAPONS ......................................................... 20 
  
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  CLASS OPTIONS 
  Dark Origins. All class features and spells granted by Vecna’s 
  vault of vile things bare terrible origins or are at least heavily 
  controversial in the world of D&D. Simply utilizing the 
  content in this supplement is enough to turn the heads of other 
  inhabitants of the world, terrify them, or even spark outrage. 
  Before using any of the content of this supplement, it would be 
  wise to discuss it with your Dungeon master. They may 
  restrict certain content that can interfere with the story. 
  FIGHTER: BRUTALIZER 
  The archetypal Brutalizer is a fighter 
  subclass that throws aside all focus 
  on martial fighting and switches to 
  vicious, mindless hacking at their 
  victims, dealing maximum damage 
  by inflicting terrible injuries to their 
  foes. 
  BRUTALITY POINTS 
  In order to extend the potential of 
  the Brutalizer archetype, you must 
  expend Brutality points. The 
  number of Brutality points you have 
  depends on your fighter level. You 
  regain all spent Brutality Points after 
  you finish a long rest. 
  Make Brutal Attacks (mentioned at the end of this archetype) 
  by expending Brutality points. 
  FIRST STRIKE 
  Starting from when you choose this archetype, the first attack 
  you make during a combat encounter is done on advantage. 
  BLOOD SCENT 
  Starting from 7th level, you have a +1 bonus to attack and 
  damage rolls against targets who do not have all of their Hit 
  points. 
  ADRENALINE INFUSED 
  Starting from 10th level, the first attack you make against 
  creatures that hit you with an attack since the end of your last 
  turn is done on advantage. 
  HUNGER FOR SLAUGHTER 
  Starting from 15th level, when you roll initiative, you regain 5 
  brutality points. 
  BRUTAL ATTACKS 
  When you make a weapon attack against a creature that hits, 
  expend Brutality points to activate one of the following 
  additional effects. 
  Aggressive Strike (8th level required). When you hit a large or 
  smaller creature with a weapon that deals bludgeoning 
  damage, you can expend 2 brutality points to knock that 
  creature prone. 
  Behead (5th level required). If an attack from a weapon that 
  deals slashing damage hits a target, you can spend 2 brutality 
  points; if rolling maximum damage from a critical hit would 
  reduce the target to 0 hit points, you behead it and it dies 
  instantly. Otherwise roll for damage normally and the points 
  are wasted. 
  Break Bones. When you hit a creature with an attack that deals 
  bludgeoning damage, you can spend 1 brutality point to deal 
  extra damage equal to one roll of one of that weapons damage 
  dice. 
  Cripple. Spend 1 brutality point to reduce the speed of a 
  creature you hit with a bludgeoning weapon by 10 feet (to a 
  minimum 5 feet) until they receive magical healing or finish a 
  long rest. 
  Crucial Strike. If you hit a creature that has all its hit points, 
  you can spend 1 brutality point to make that hit a critical hit. 
  Crush Armour. If an attack you make with a bludgeoning 
  weapon hits a creature that is gaining an AC bonus from non-
  magical armour, spend 1 brutality point to damage the armour 
  and apply a -1 AC penalty to the armour, destroying it or 
  making it useless if the bonus reaches 0. 
  Hack off Limb (8th level required). When you hit a humanoid 
  or beast with an attack that deals slashing damage that was a 
  critical hit, spend 3 brutality points to hack off a limb of your 
  choice. 
  Hack to Pieces (13th level required). When you hit a creature 
  with a weapon attack that deals slashing damage, you can 
  spend 4 brutality points to make three additional attacks 
  against the same target with the same weapon as a bonus 
  action. 
  Imposing Strike. When you hit a creature that is at least one 
  size class smaller than you, you can expend 1 brutality point to 
  deal maximum damage to that target. 
  Inflict Internally (4th level required). When you hit a creature 
  with a weapon attack that deals piercing damage, spend 2 
  brutality point to reduce that creature’s dexterity score by 2 (to 
  a minimum of 5). 
  Fighter 
  Level 
  Brutality 
  Points 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  8 
  9 
  9 
  10 
  10 
  11 
  11 
  12 
  12 
  13 
  13 
  14 
  14 
  15 
  15 
  16 
  16 
  17 
  17 
  18 
  18 
  19 
  19 
  20 
  20 
  
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  Savage Attack. Spend 2 brutality points to make one attack 
  that hit a critical hit. 
  Scar. Spend 1 brutality point to have a weapon attack that hits 
  leave a permanent scar. 
  Sever Muscles (7th level required). When you hit a creature 
  with a weapon that deals slashing damage, spend 2 brutality 
  points to reduce that creature’s strength score by 3 (to a 
  minimum of 5). 
  Shatter Skull (6th level required). When you hit a creature 
  with a critical hit from a weapon that deals bludgeoning 
  damage, you can spend 2 brutality points to deal an extra 1d12 
  bludgeoning damage and stun the target until the end of its 
  next turn. 
  Split Jaw (13th level required). When you hit a creature with a 
  weapon that deals bludgeoning damage, you can spend 2 
  brutality points to break that creature’s jaw. Until it receives 
  magical healing or finishes a long rest, it cannot speak or 
  vocalize properly. 
  Utterly Vicious (17th level required). When you hit a creature 
  with a melee weapon attack, you can expend 4 brutality points 
  to make that hit a critical hit that deals maximum damage. 
  Wound. When you hit a creature with an attack that deals 
  slashing or piercing damage, you can spend 3 brutality points 
  to wound the target. Any weapon attacks against the same 
  target deal an extra 1d4 of the weapon’s damage type until that 
  creature receives magical healing, is patched up with a DC10 
  medicine check, or finishes a long rest. 
  SORCERER: TORTURED SOUL 
  Sometimes the remnants of a vile fiend run in a sorcerer’s 
  blood-line, tormenting the descendants, but infusing them 
  with terrible powers. The very same energy tortures the minds 
  of these sorcerers, can also be exerted with terrifying potential. 
  These sorcerers come about for a variety of reasons; perhaps a 
  distant ancestor was a fiend, or that fiendish magic cursed 
  your bloodline. 
  You may have been commissioned by a higher power, such as 
  a demon lord, to enact their will. In which case, you act as a 
  servant of evil, performing deeds in the names of powerful 
  fiends. 
  FORBIDDEN MAGIC 
  Your link to harrowed forms of magic allow you to learn spells 
  from the Warlock class. When your class prompts you to learn 
  a new Sorcerer spell of 1st level or higher, you can choose one 
  new spell from the Warlock spell list. 
  You learn the Hex spell, which doesn’t count towards your 
  maximum number of spells known. 
  TWISTED DESTINY 
  Starting from 1st level, troubling power allows you to twist the 
  fate of others around you in terrible ways. When a creature 
  you can see makes a saving throw, attack roll or ability check, 
  you can roll 3d4 and deduce their total by the result. 
  Once you use this feature you can’t do so again until you finish 
  a short or long rest. 
  CRUSHING PAIN 
  Starting at 6th level, the fiendish magic coursing through your 
  body enhances the damaging aspects of your spells. Whenever 
  you cast a spell that deals damage, you can spend one sorcery 
  point to deal extra damage equal to your Sorcerer level + your 
  charisma modifier. 
  GRUESOME FORM 
  At 14th level, your vile essence causes you to undergo a 
  physical transformation. Your appearance takes on an 
  otherworldly version of one of the following qualities (your 
  choice): hideous, old, cruel, or imposing. 
  In addition, as a bonus action you can manifest dark shadowy 
  eyes and spectral claws. These features last until you become 
  incapacitated or dismiss them as a bonus action. While these 
  features are present you have a climbing speed of 30ft, 
  Truesight out to a range of 60ft, and natural weapons that deal 
  1d6 necrotic damage + your charisma modifier. 
  FORSAKEN REVITALISATION 
  At 18th level, you gain the ability to shrug off terrible 
  inflictions. As a bonus action, when you have fewer than half 
  of your hit points remaining, you can regain equal to half of 
  your hit point maximum. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest. 
  WARLOCK: PACT OF THE LEECH 
  Your otherworldly patron offers you the power to manipulate 
  the forces of life and become one with its chaotic exchange. A 
  burning tattoo forms somewhere on your body, depicting a 
  black leech and the winding flow of life force. 
  When you reduce a creature to 0 hit points, you regain hit 
  points equal to half the roll of one of that creature’s hit dice, 
  rounded down (min 1). 
  When you regain hit points through means that requires at 
  least one dice roll, you can re-roll one dice and must use the 
  new result. 
  Pact of the Leech Boon. The tattoo granted to you by your 
  patron is the nexus that channels your innate ability to control 
  the flow of life. It can be viewed as a complex diagram that 
  describes the flow of life through the eyes of the otherworldly 
  
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  being that granted it to you. The Archfey might depict that life 
  is never lost, always moving on the fabric of the planes, 
  finding a new host to inhabit and live through. The Fiend 
  might describe through vile images that life exists to be taken, 
  that the weak of heart bare no ownership of their own lives 
  and it must therefore be snatched by those more powerful. The 
  great old one might describe that life moves through the astral 
  plane, baring no owner, too powerful to ever be contained by 
  mortals. That its presence in those who bare it have been 
  chosen to live and have a rite of passage through existence. 
  Your gift is a sign that you have been selected personally so 
  that you can fulfill extended duties. 
   
  
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  RELICS 
  A relic is a type of magical item. It has versatile properties that 
  allow it to be bound to a qualifying non-magical item to 
  enhance its power. They often take the form of a small 
  ornament that can be attached to a place on the item of the 
  creature’s wishes, such as upon a hilt of a sword, the head of a 
  Warhammer or the cover of a book. Up to two Relics can be 
  attached per item (unless otherwise stated) forming some 
  deadly combinations if paired well. 
  Relics are fist sized objects that take on a wide range of 
  different appearances. All relics have one visual trait in 
  common. They all have flat backs, signifying that they could be 
  attached to a surface. 
  RULINGS 
  It is important to understand the functionality and limitations 
  of these powerful items in order to get the feel of them just 
  right. 
  BINDING 
  Relics must be bound to their target item. Binding a relic is 
  easily done, simply: a creature that understands its properties 
  takes an action to attach the Relic to the chosen item. Learning 
  the properties of a relic can be done by spending a period of 
  time at least one hour long with it, such as a short rest, and 
  having at least one qualifying item in the creature’s inventory. 
  Otherwise, it can be explained verbally to another creature or 
  it can be read from a written scripture. 
  Qualifying items are detailed underneath the title of a relic, 
  along with its rarity. But a creature can only physically find 
  out this information if it is shared to them, or if a creature 
  learning its properties happens to have a qualifying item in its 
  inventory. If a creature does not have a qualifying item, it 
  cannot learn its properties. 
  Once a relic has been bound to an item, it functions regardless 
  of whoever is holding it. The relic can also be removed by any 
  creature. A creature who understands its properties can do so 
  by taking an action, but a creature who doesn’t understand its 
  properties must make a DC18 Arcana check, it removes the 
  relic on a success. After a creature successfully removes a relic 
  they must roll a d10. On the roll of a 1, the Relic loses its 
  magical power. 
  RESTRAINTS 
  A weapon cannot have more than 2 Relics bound to it unless 
  stated otherwise. 
  It is possible for a bound item to have more than one relic that 
  adds bonuses to attacks, damage and AC. Where this occurs, 
  the bonuses are added together, but, only to a maximum of 4. 
  For example: a short sword with a Relic of Precision (+1) and a 
  Relic of Precision (+3) has +4 to attack rolls. But a Shortsword 
  with a Relic of Precision (+2) and Relic of Precision (+3) still 
  only has a bonus of +4. 
  BRAND OF THE LICH 
  Armour (any), very rare 
  This impure smoky emerald is encompassed in a frame made 
  from bones. A silky green aura emits from the surface of the 
  gemstone at all times, hinting at its evil nature. A creature 
  wearing the bound armour is considered immune to necrotic 
  damage, when they would take necrotic damage they instead 
  regain a number of hit points equal to half of the damage, 
  rounded down (min 1). If the creature wearing the bound 
  armour dies, they return to life 24 hours later (the armour or 
  relic cannot be physically removed from the dead creature, not 
  even by magical means). This fails if the Relic is destroyed. 
  ICON OF EVIL 
  Weapon (any), common 
  This vile depiction of a skull has an ominous green glow 
  dwelling inside. Attacks with the bound weapon against good 
  aligned creatures deal an extra 1d4 necrotic damage.  
  LARYK’S ICON OF DEVOURING 
  Weapon (any melee weapon), Legendary 
  This relic was cast out of onyx with winding tendrils that 
  sprawl out and wrap around the weapon it is bound to. At its 
  core is a ruby that appears to be full of a thick crimson liquid. 
  Attacks made with the bound weapon becomes magical and 
  deal an extra 1d6 necrotic damage on a hit, the wielder regains 
  a number of hit points equal to half of that damage, rounded 
  down (min 1). 
  RUNE OF NIGHTMARES 
  Spellcasting Focus (any), very rare  
  A pitch-black onyx with a subtle red tint in the center. It is 
  decorated with a perimeter of humanoid teeth. When a 
  creature using the bound spellcasting focus casts a spell that 
  deals necrotic damage, each creature that took damage must 
  make a wisdom saving throw, becoming frightened of the 
  caster until the end of their next turn on a failure. 
  MARK OF THE GHOUL 
  Weapon (any), uncommon 
  This dark cross is made of poor quality stone and constantly 
  shed debris and a silky black smoke. A creature holding the 
  bound weapon becomes an Undead type creature, its 
  
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  appearance alters appropriately by indicating signs of rot and 
  showing discoloured hair and skin. In this form, they cannot 
  be healed magically, they are also immune to poison damage, 
  the poisoned and exhausted condition. They do not require air, 
  food, drink, or sleep. The bound weapon deals an additional 1 
  necrotic damage on a hit. The undead creature that drops this 
  weapon or otherwise releases its grip returns to normal. 
  MARK OF THE SOUL STEALER 
  Weapon (any), rare 
  A small glass orb with spirits stirring angrily inside. When a 
  creature that is not undead or a construct is reduced to 0 hit 
  points by an attack from the bound weapon it dies instantly 
  and the wielder gains 5 temporary Hitpoints. 
  OGKTMAAK’S AUTEM SHARD 
  Weapon (any), rare 
  This heavy stone relic has a vague shape; an unlocked 
  padlock-esque shackle protrudes from the top. The stone has 
  burning orange energy bleeding from two edges, giving the 
  impression that this item was once component to a larger 
  object. 
  A creature subjected to a critical hit from the bound weapon 
  becomes ensnared by winding chains the rupture from the 
  ground; they take an extra 2d6 bludgeoning damage and 
  become restrained. The creature can repeat the saving throw at 
  the end of its next turn, ending the effect on a success. 
  This relic grants a +1 bonus to damage rolls. 
  OGKTMAAK’S DESCENDIT SHARD 
  Weapon (any), rare 
  This heavy stone relic bares a large intricate keyhole that 
  would receive a key of the likes you have never seen before. 
  The stone has burning orange energy bleeding from two 
  edges, giving the impression that this item was once 
  component to a larger object. 
  Hits using the bound weapon against creatures that are 
  restrained are critical hits. 
  This relic grants a +1 bonus to attack rolls. 
  OGKTMAAK’S IUSTUM SHARD 
  Weapon (any), rare 
  This heavy stone relic bares a small rotating combination disk. 
  The stone has burning orange energy bleeding from two 
  edges, giving the impression that this item was once 
  component to a larger object. 
  Attacks made by the bound weapon against a creature that 
  moved 0ft on its last turn are done on advantage. 
  OGKTMAAK’S RELIQUIT SHARD 
  Weapon (any), rare 
  This heavy stone relic has a latch secured to its surface that 
  moves freely. The stone has burning orange energy bleeding 
  from two edges, giving the impression that this item was once 
  component to a larger object. 
  Another relic bound to this weapon causes any effects 
  triggered by critical hits to occur on the rolls of 18, 19 or 20. 
  OGKTMAAK’S LOCK OF IMPRISONMENT* 
  Weapon (any), Legendary 
  A large padlock that has a burning force dwelling inside it. An 
  X-shaped crack can be discerned as the energy bleeds through 
  it, suggesting that this relic is comprised four separate objects. 
  The lock trembles when handled and feels to add tremendous 
  weight to any weapon it is bound to, yet not hindering it.  
  This single relic has the properties of Ogktmaak’s Autem Shard, 
  Ogktmaak’s Descendit Shard, Ogktmaak’s Iustum Shard, and 
  Ogktmaak’s Reliquit Shard. Ogktmaak’s Lock of Imprisonment has a 
  +2 bonus to attack and damage rolls. Creature reduced to 0 hit 
  points by an attack from the bound weapon die instantly and 
  their soul is imprisoned by Ogktmaak on his layer of abyss, 
  making them unable to be returned to life. 
  *This relic can be alternatively attained by combining 
  Ogktmaak’s Autem Shard, Ogktmaak’s Descendit Shard, 
  Ogktmaak’s Iustum Shard, and Ogktmaak’s Reliquit Shard. This 
  requires a creature to understand the properties of all four of 
  the relics and must be performed during a one hour period of 
  downtime. Once this duration has concluded: the creature 
  assembling this relic must make a DC18 charisma saving 
  throw, on a failed save the creature dies instantly and their 
  soul is imprisoned on Ogktmaak’s layer in the abyss, becoming 
  unable to be restored to life and the relic returns to its four 
  separate pieces. On a successful save they learn the properties 
  of the relic automatically and it’s lock-like qualities shut and 
  remain unable to be opened, not even by magical means. 
  Ogktmaak, Demon lord of Imprisonment. Ogktmaak is built 
  like a humanoid fortress tower, looming over all beneath him. 
  A demon lord with skin like cracked stone brick and deep fiery 
  orange eyes. A gigantic keyring stores hundreds of thousands 
  of keys that rattle ominously as he moves. Ogktmaak’s body is 
  laden with thick chains and massive locks of varying design. 
  Much like his own Cell Golems, he has jail cells embedded 
  into his skin for personally containing prisoners.  
  
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  Ogktmaak desires to have all stowed away on his layer of the 
  abyss; to steal the freedom of every creature in existence.  
  Ogktmaak’s layer of the abyss is known as Shuuk-Ogmar, 
  Realm of Prisons. It is the 724th layer of the abyss. It is 
  perpetual land of chiselled stone brick halls, hanging chains, 
  cells large enough to encage a kraken and columns that hold 
  its mighty sky ceiling aloft. It is a landscape that is patrolled by 
  intimidating prison guard minions, taking a verity of shapes 
  and sizes. The most iconic is Ogktmaak’s own Cell Golems, 
  towering stone-forged giants with prison cells for chests, used 
  for imprisoning creatures, transporting them, or crushing 
  them. 
  Ogktmaak’s Domain in his Realm of prisons is a gargantuan 
  citadel. Beneath it is a winding hundred-layer dungeon, full of 
  rare treasures, valued creatures, and the souls of Ogktmaak’s 
  personally chosen prisoners. The deeper any creature goes, the 
  greater the treasures and the greater the danger. 
  RUNE OF PAIN 
  Spellcasting Focus (any), common 
  A rough piece of obsidian with a glowing abyssal character 
  engraved into it, reading: “Pain”. It trembles in your hands. 
  Necromancy spells that deal damage to a target using the 
  bound focus deal extra necrotic damage equal to your 
  spellcasting modifier. 
  SHADOW-HEART 
  Weapon (any), common  
  This onyx skull has smoky black shadows emitting from its 
  surface. A bound weapon’s blade or head turns ghostly and 
  wraith-like when attacking. Damage from the bound weapon 
  becomes necrotic instead of its normal damage type. 
  SLAYER’S TALLY 
  Weapon (any), rare 
  This long stone panel has a darkened void-like space along its 
  surface. Only a creature that can read Undercommon can learn 
  the properties of this relic first-hand. The creature wielding the 
  bound weapon can speak the name of a type of a creature in 
  abyssal. The relic starts a tally which can be seen marked 
  across the void-like space in white Undercommon characters. 
  The tally is wiped clear when a new type is announced. Each 
  time a creature wielding the bound weapon reduces a creature 
  of the declared type to 0 hit points the tally increases by 1. For 
  every 10 strikes on the tally, the bound weapon has a 
  cumulative +1 bonus to attack and damage rolls against the 
  declared type (max 3). 
  TALISMAN OF LOLTH 
  Weapon (any martial weapon), uncommon 
  This ebony spider houses a brilliant purple topaz in its 
  abdomen. A creature hit by the bound weapon when the 
  wielding creature made the attack on advantage conjures a 
  mass of sticky webbing. The target is restrained until the end 
  of its next turn. 
  WRAITHS’ TALISMAN 
  Weapon (any), very rare 
  This chunk of obsidian has the curious red glint of a black opal 
  bleeding menacingly through its splintered surface. Creatures 
  that die as a result of being reduced to 0 hit points from an 
  attack by the bound weapon rise again as dark spectral 
  creatures called Shadow Husk, that attack the nearest creature 
  hostile to you until it dies. If there are no targets remaining it 
  vanishes. This feature does not function against Constructs, 
  Elementals, Oozes, Plants and Undead. 
  
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  MAGIC ITEMS 
  BONE-BREAKER 
  Weapon (mace), uncommon 
  This intimidating mace is assembled from tough wrought iron 
  and has a peculiar hexagonal index, topped with a towering 
  studded head of tremendous weight. 
  Bone-Breaker is a +1 mace that ignores resistance to 
  bludgeoning damage. Critical hits against creatures with 
  vulnerability with bludgeoning damage can be achieved on 
  the roll of 19 as well as a 20. 
  CHAIN OF ENSLAVEMENT 
  Weapon (chain), rare 
  The chain of enslavement is an elongated chain weapon with a 
  reach of 15ft. A creature holding this weapon can expend their 
  action to make one grapple attack using this weapon out to a 
  distance equal to the chain of enslavement’s range. Your speed is 
  reduced to 0 while grappling this way. While a creature is 
  being grappled by this weapon, the creature grappling can 
  only attack them using the chain of enslavement and can expend 
  their bonus action to perform one of the following actions: 
  • 
  Make one attack against the grappled creature on 
  advantage. 
  • 
  Pull the grappled creature 10ft closer. 
  • 
  Make a strength (athletics) check, contested by the 
  targets strength (athletics) or dexterity (acrobatics) 
  check (target chooses the ability to use). On a success, 
  the target is forced prone. 
  • 
  Deal 1d10 + (your strength modifier) bludgeoning 
  damage to a grappled creature within 5ft. 
  DECK OF BANE 
  Wondrous Item, rare  
  This infamous deck has an oily black finish on each card. They 
  feel cold to the touch, regardless of the surrounding 
  temperature, and depict vile imagery on the back. In the deck 
  of bane there are four suits; Skulls, Tombs, Fangs and Blood, 
  with three royals; Liches, Hags and Reapers. A creature can 
  use its action to draw a random card from the top of the deck 
  and flick the card towards a creature within 15ft that they can 
  see. The card twists unnaturally and exerts a vile sensory effect 
  before vanishing. The card a creature randomly draws, and 
  throws defines the effect, draw from a real 54 card deck of 
  playing cards to determine the result: 
  Each suit has a unique effect that is applied to the target. 
   
  Suit 
  Deck of 
  Bane Suit 
  Damage 
  Type 
  Additional Effect 
  Hearts 
  Blood 
  Acid 
  The target can’t regain 
  Hitpoints for 1 round 
  Spades 
  Fangs 
  Poison 
  The target is poisoned 
  for 1 round 
  Clubs 
  Skulls 
  Necrotic 
  The targets Hitpoint 
  maximum is reduced 
  by the damage dealt 
  Diamonds 
  Tombs 
  Force 
  The target is knocked 
  prone 
  In addition to that, if the card is a number card, the target takes 
  damage equal to the number drawn, if the card is a royal, 
  apply the appropriate effect below: 
  Royal 
  Deck of 
  Bane Name 
  Additional Effect 
  King 
  Lich 
  Draw cards until you draw 3 
  number cards, the target takes the 
  combined damage. (Those cards 
  along with any others drawn 
  disappear)  
  Queen 
  Hag 
  Draw cards until you draw a 
  number, the target takes double the 
  damage of that card. (That card 
  along with any others drawn 
  disappear) 
  Jack 
  Reaper 
  Draw cards until you draw a 
  number, the target takes that 
  damage and you gain temporary 
  Hitpoints equal to that number. 
  Joker cards are called Dark Jesters. Upon drawing one: the top 
  ten cards of the deck burn away into nothing and the action is 
  wasted. 
  If a creature looks through the deck all of the card’s faces are 
  black. They reveal their true faces when the deck is drawn 
  upon randomly and a card is cast. 
  DICE OF FIENDISH LUCK 
  Wondrous item, uncommon (requires attunement by a creature that 
  reads and understands infernal) 
  These two black onyx cubes have grey carved numbers on 
  each face in infernal characters. The attuned creature can use 
  its reaction and expend one of the item’s 3 charges to cast out 
  the two six-sided dice after making an ability check, attack roll 
  or saving throw but before knowing whether it succeeded or 
  not. The result of the dice glow red. The attuned creature rolls 
  2d6, and adds the result to the previous roll. If the result of the 
  2d6 roll is 2, the attuned creature automatically fails the roll 
  and then disappears from its space, and tumbles through a 
  cascade of hellish flames in a lower plane of existence. It takes 
  2d10 fire damage and re-appears in the place it initially 
  vanished from (the nearest unoccupied space if it is occupied) 
  at the start of its next turn. This item regains 1d4-1 charges 
  each day at dusk. 
  
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  DUSTMANS’ URN 
  Wondrous Item, very rare (requires attunement) 
  This ancient urn has had almost all its painted designs sanded 
  down to immaculate plain smoothness, as if subjected 
  perpetual to a sandstorm for several decades. 
  The Urn has 12 charges with 1d12 recharging each day at 
  dawn. An attuned creature can use its action to spend charges, 
  release the lid and unleash a dust creature from within the 
  Urn, that spills out like dust, then forming within an 
  unoccupied space within 5ft. The dust creature acts as an ally 
  that is under the DMs control, it protects you from hostile 
  creatures and does its best to obey simple commands. It 
  disappears when it dies or after 12 hours have passed. Only 
  one dust creature can be present, further attempts to create 
  them causes the old one to disappear. 
  A dust creature is a beast of your choice, it retains all its 
  statistics, except it becomes an undead type creature, is 
  immune to the Charmed, Frightened and Poisoned conditions, 
  is Immune to poison damage and gains the following feature: 
  Incorporeal Movement. The dust creature can move through 
  other creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an object. 
  A number of charges is required to create dust creatures 
  depending on its Challenge rating: 
  CR: 0 
  (1 Charge) 
  CR: 1/8 (2 Charges) 
  CR: ¼ 
  (4 Charges) 
  CR: ½ 
  (7 Charges) 
  CR: 1 
  (11 Charges) 
  Curse. The Dustman’s Urn carries a terrible curse, attuning to 
  the item extends this curse to you. The attuned creature cannot 
  regain hit points by magical means, their wounds spill dust in 
  place of blood and their skin becomes coarse and their voice 
  wheezes and splutters. 
  GADDUR 
  Weapon (maul), very rare 
  Gaddur is a wooden maul that has a head much like a log with 
  a terrifying array of long thin iron spikes protruding from one 
  of the faces. A creature that is hit by an attack with Gaddur 
  takes an additional 2d6 piercing damage. Critical hits with 
  Gaddur can be achieved with a roll of a 18-20. 
  HAG-DOLL 
  Wondrous Item, rarity varies 
  Hag dolls are bizarre magical items produced by no other 
  creature than hags themselves. Hag dolls possess magical 
  powers; the remnants of what its hag creator bestowed it 
  before parting with the item, allowing a creature holding it to 
  use their action to expend charges and cast spells that remain 
  imbued to it. The doll can be used as a spellcasting focus.  
  Use the table below to decide which hag the doll is associated 
  with. 
  Hag Type 
  Rarity 
  Spellcasting 
  Ability 
  Charges 
  Green Hag 
  Common 
  DC 10, +2 
  5 
  Annis Hag 
  Uncommon 
  DC 13, +3 
  9 
  Bheur Hag 
  Rare 
  DC 15, +6 
  13 
  Night Hag 
  Very Rare 
  DC 18, +7 
  18 
  Green Hag-Doll. Made from salvaged fabric and other 
  ramshackle materials. This doll regains 1d4+1 charges at 
  dawn.  
  1 Charge: Dancing Lights, Minor Illusion, Vicious 
  Mockery  
  Annis Hag-Doll. Constructed of hideous materials such as 
  small bones, dead plants, and the skin of a child. This doll 
  regains 2d4 charges at dawn. 
  2 Charges: disguise self, fog cloud 
  Bheur Hag-Doll. Constructed from coarse materials such as 
  hemp, twigs, and giant hair. Subjected to long winters, this 
  doll has been left feeling bitterly cold. This doll regains 3d4 
  charges at dawn. 
  1 Charge: Ray of Frost 
  5 Charges: Ice Storm 
  6 Charges: Cone of Cold 
  7 Charges: Wall of Ice 
  9 Charges: Control Weather 
  Night Hag-Doll. Surprisingly finely constructed, made from a 
  fine black cloth with golden embroidery, decorated with 
  miniature skulls, feathers and gems. This doll regains 3d6 
  charges each day at dawn. 
  2 Charges: Detect Magic, Magic Missile*, Sleep 
  3 Charges: Ray of Enfeeblement 
  8 Charges: Etherealness, Plane Shift (Self Only) 
  10 Charges: Weird 
   
  *The Night Hag-Doll can be used to cast Magic Missile at higher 
  levels. Expend one additional charge for each level above 1st (Max 5th-
  level) 
  LARYK’S TERRIBLE TOME 
  Wondrous Item, very rare (requires attunement by a spellcaster) 
  
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  The cover is rich with horrific detailing: leeches, blood, and 
  bones. The center of the cover has a large open leechlike 
  mouth, complete with an array of terrifying teeth. The book 
  feels as if it is alive; it expands and contracts in a subtle 
  breathing motion, feels warm and fleshy to the touch, it even 
  writhes as if in pain when inflicted. 
  The book has 20 charges with 1d10+10 recharging each day at 
  dawn. 
  An attuned creature can cast spells from this book by 
  expending charges equal to the spell slot level they cast spells 
  at (cantrips requiring no charges).  
  Cantrips: Laryk’s Transfer of Life, Blood Bolt 
  1st-Level: Cloak of Laryk 
  3rd-Level: Vampiric Touch 
  5th-Level: Leeching of Laryk 
  All spells cast from this tome have a +1 bonus to spell attack 
  and saving throw DCs. 
  IRGOC’S PORTABLE ARENA  
  Wondrous item, uncommon 
  This spherical amassing of tiny bones and decay feels 
  incredibly dense. You can use your action to expend one of its 
  3 charges and cast Cage of Bones requiring no material 
  components. The item decays noticeably after each casting. 
  Once the final charge is used, the item decays into nothing and 
  is destroyed. 
  WEAPONS OF LEECHING 
  Weapon (any), rare 
  These vicious weapons take curious forms. Shaped with more 
  organic, weaving shapes. They seem as though they are alive; 
  strange fine vessels branch wildly under the surface of the 
  weapon, pulsating as they carry fluid down to the handle like 
  veins. 
  If a creature is hit by this weapon they take an extra 2 (1d4) 
  necrotic damage, the creature wielding the weapon regains hit 
  points equal to half that number, rounded down (min 1) 
  WHIP OF KHURGORBAEYAG 
  Weapon (whip), very rare (requires attunement) 
  This whip once belonged to the great goblin god known as 
  Khurgorbaeyag. This great item was likely passed down to a 
  mortal goblinoid that showed immense promise for goblin-
  kind. The whip has the distinctive ramshackle properties of 
  typical goblin weapons. The handle is adorned with small 
  skulls and other trinkets. 
  The Whip of Khurgorbaeyag is a +3 whip that deals 2d4 
  slashing damage and has a reach of 15ft. It has 20 charges with 
  5d4 recharging each dawn. A creature holding the whip that 
  hits a huge or smaller creature can expend charges to force it to 
  make a saving throw and exert an extra effect against the 
  target on a failure: 
  Spell Save DC = 8 + your proficiency bonus + attack modifier 
  • 
  Imprison (2 Charges). Strength Save: Phantasmal 
  shackles bind the target’s hands, it is incapacitated 
  until the end of its next turn. 
  • 
  Encage (3 Charges). Dexterity Save: A phantasmal 
  cage envelops the target; the target is restrained until 
  the end of its next turn. 
  • 
  Oppress (4 Charges). Wisdom Save: The target is 
  forced to its knees and is stunned until the start of its 
  next turn. 
  • 
  Enslave (5 Charges). Charisma Save: The creature’s 
  mind is turned; bending to your wishes. The target is 
  charmed by you until the end of its next turn, doing 
  its best to defend you from other hostile creatures. 
  Curse. The Whip of Khurgorbaeyag carries a terrible curse 
  affecting non-humanoid(goblinoid) creatures that attune to it. 
  A cursed creature gains the following personality flaw and has 
  their alignment shifts to Neutral Evil until magic such as the 
  Remove Curse spell is cast on the cursed creature. 
  “Anything beneath me lives to serve me and I let them know it!”  
  PLATE OF LORD SOTH  
  Armour (plate) Legendary (requires attunement) 
  Tied to horrific history, the infamous Lord Soth has traversed a 
  terrible life, and echoes of that past remain bound to his 
  legendary plate armour. 
  This suit is a +3 plate armour set.  You have advantage on 
  Charisma (Intimidation) checks while you wear it. Each time 
  the attuned creature kills a Good aligned creature the wearer 
  gains 5 (1d10) temporary Hitpoints. While you wear the 
  armour your voice changes to match a darker tone; Deep, 
  booming and terrifying. 
  Command Undead. The attuned creature can speak, read and 
  write abyssal while it wears the armour. Creatures of the 
  undead type understand you when you speak abyssal if they 
  do not understand any other languages. Those undead of 
  lower intelligence often follow your orders and commands to 
  the best of their ability without question. You have advantage 
  on charisma checks used to interact with undead creatures. 
  Curse. Once the suit has been donned the creature wearing it 
  becomes attuned instantly, the creature feels as though several 
  hours have passed over the donning process, during which 
  
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  time the wearer has vivid flashbacks from Soth’s lifetime. The 
  sprit within refuses to let the creature remove it; dealing 5 
  (1d10) psychic damage each time the creature tries. If the 
  creature ever goes against the suit’s wishes, it takes 5 (1d10) 
  psychic damage also.  
  Unfulfilled Duties. The suit assigns the wearers to fulfill tasks 
  to serve Soth’s prior duties. 
  Possessing Persona. The spirit within the suit urges you to 
  adopt the identity of Soth. Evil creatures aware of Soth’s reign 
  pays you the upmost respect. Even many non-evil creatures 
  will recognise the iconic plate armour, and tremble with fear at 
  its presence. 
  Sentience. The Plate of Lord Soth is a Lawful Evil sentient 
  armour. When a creature that is non-good moves within 30ft of 
  the suit while the suit isn’t attuned to, it communicates to them 
  via telepathy (if there is more than one non-good creature it 
  chooses one). Only the chosen creature can hear the suit as it 
  communicates with its deep rumbling voice that seems to echo 
  from within. It beckons the creature to put on the suit as it has 
  a duty to fulfill. The Suit does not respond to any questions the 
  creature tries to ask, regardless that it can hear them and is 
  perfectly capable of answering them. 
  Personality. Soth is a being of immense evil, however, he was 
  an honourable character who fought fairly; never sneaking up 
  on an opponent or fighting with crass techniques, but still 
  applied battle harshly. He has an immense hatred for all living 
  things and strives to amass a following willing to enact his 
  terrible conquest, primarily consisting of undead. 
  RING OF IMPURITY 
  Ring, rare 
  This black ring is decorated with an array of menacing skulls 
  and is topped with a purple topaz. You can expend one of the 
  rings 5 charges to cast Mind Bend and choosing only an evil 
  alignment. Once the final charge of this ring is expended it 
  loses its magic. 
  SWORD OF MONSTER HUNTING 
  Weapon (any sword) uncommon (requires attunement) 
  The Sword of Monster Hunting is a sword with a +1 bonus to 
  attack and damage modifiers against monstrosities. This bonus 
  rises to +2 when the target doesn’t have all its hit points. You 
  cannot be surprised by a monstrosity you have damaged with 
  this weapon until one of you dies. 
  TOKEN OF DEMON-KIND 
  Wondrous item, legendary (requires attunement) 
   This large coin is decorated with terrifying demonic 
  depictions, appears to have been burnt, drenched in blood, and 
  eroded with burning acids over its lifetime. The Token has 20 
  charges with 2d4+2 recharging each day at dawn. 
  Such an item was not designed for mortal hands, but at the 
  risk of the holder’s life, its power can be exploited to 
  temporarily gain dominion over demonic life forms. The 
  attuned creature learns to speak, read, and write in abyssal. 
  The token of demon-kind has the power to summon a demon 
  and sentence it to servitude of the attuned creature. 
  Summoning plucks a demon from the deepest reaches of the 
  abyss and forces it under the command of the creature attuned 
  to the token.  
  Psychic Backfire. Each time a creature attempts to spend the 
  token’s charges, they must succeed a charisma saving throw 
  with a DC equal to 8 + the number of expended charges, on a 
  failed save, the creature takes a d6 of psychic damage per 
  charge expended and the charges and action are wasted. On a 
  success the item activates normally. 
  Summon. The attuned creature can expend charges to 
  summon any of the following demons and bind it to servitude 
  for 24 hours, or until the creature banishes it, or either of them 
  dies. 
  Babau* (12 Charges), Balgura (15 Charges), Chasme (18 
  Charges), Dretch (2 charges), Manes (1 charge), *Maw 
  Demon* (3 charges), Quasit (3 charges), Shadow Demon (12 
  charges), Vrock (18 Charges). 
  *Volo’s Guide to Monsters Content 
  After a demon is summoned it begrudgingly follows the 
  commands of the attuned creature. While a demon is bound to 
  them by servitude, the attuned creature can use their bonus 
  action to spend 5 charges and banish the Demon, returning it 
  to the abyss, or deal 1d12 psychic damage to it and paralyzing 
  it for one round at no cost (this damage cannot reduce the 
  demon below 1 point of HP). 
  The attuned creature can expend the same number of charges 
  used to summon the demon to extend its servitude by an 
  additional 24 hours, assuming they make the check 
  successfully, which they may do on advantage. 
  Rebellion. After the 24 hour time period has expired, the 
  Demon’s servitude to the attuned creature ends and it will 
  most likely turn on the attuned creature. The demon only 
  obeys the summoner as it knows the attuned creature has the 
  power to inflict it with pain at will. Smarter and more cunning 
  demons will try to sabotage their handler against their 
  knowledge during servitude, some more ambitious demons 
  may even try to kill the handler out of spite, ending the 
  servitude early and allowing them to roam free. Many lower 
  
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  level demons will likely just do their best to follow orders and 
  stay on their handler’s good side. 
  Curse. A creature attuned to the token may be unaware of the 
  terrifying curse that has descended upon them. 
  Fiends(demons) that are on the same plane of existence as the 
  attuned creature and not bound to its servitude within 100 
  miles feel its presence and are overpowered with the 
  uncontrollable urge to slay the attuned creature and hide the 
  token, fiends(demons) within 1 mile additionally know of its 
  exact location. 
  SPELLS 
  AGONIZING SMITE 
  4th-level evocation  
  Paladin 
  Casting Time: 1 bonus action 
  Range: self  
  Components: V 
  Duration: Concentration, up to 1 minute 
  The next time you hit a creature with a melee weapon attack 
  during this spell’s duration, your weapon sends the mind and 
  body of the target into vile agony, dealing an extra 5d10 
  necrotic damage. 
  BLEED 
  2nd-level necromancy 
  Sorcerer, Warlock, Wizard 
  Casting Time: 1 Action  
  Range: 30 feet 
  Components: V, S, M (a Sewing Needle)  
  Duration: Concentration, up to 1 minute 
  Each hostile creature within 30 feet that can hear you must 
  make a Constitution saving throw, on a failed save a creature 
  takes 2d4+2 Necrotic damage and begins to bleed 
  uncontrollably through its eyes, ears, nose and mouth, on a 
  success the creature is immune to this casting of the Bleed 
  spell. A hostile creature that starts its turn within 30 feet of you 
  and can see you must make the save again. 
  BLOOD BOLT 
  Necromancy cantrip 
  Sorcerer, Warlock, Wizard 
  Casting Time: 1 action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous  
  You hurl a warbling bolt of red burning necrotic energy at one 
  creature within range. Make a ranged spell attack against the 
  target, it takes 2d4 necrotic damage on a hit. The next weapon 
  attack against the hit creature before the start of your next turn 
  deals an additional 1d4 necrotic damage on a hit. 
  The spell’s damage increases at higher levels: The damage dice 
  for the initial attack and the delayed damage uses d8s at 5th 
  level, d10s at 11th level and d12s at 17th level. 
  CAGE OF BONES 
  1st-level conjuration  
  Bard, Cleric, Paladin, Warlock  
  Casting Time: 1 action  
  Range: self  
  Components: V, M (a handful of tiny bones which the spell 
  consumes) 
  Duration: Concentration, 1 minute  
  A gigantic cage erupts from the ground in a wide area around 
  you, made from hundreds of thousands of bones, strung 
  together with some discernible full skeletons of long dead 
  creatures, creating a hemispherical shape. The cage 
  encompasses the area of a 60 foot sphere centered on you. The 
  cage destroys weaker wooden structures such as old houses 
  and trees blocking its path of assembly and matches irregular 
  terrain. If there are any structures made of stone or anything 
  harder blocking its path the spell simply fails and the spell slot 
  is wasted. Creatures stood on the boundary are simply pushed 
  to the inside or outside of the cage’s walls (creature’s choice). 
  The cage has an AC of 5 and 50 hit points with vulnerability to 
  bludgeoning damage and immunity to psychic and poison 
  damage. If the cage is reduced to 0 hit points it collapses and 
  the spell ends. 
  A creature cannot physically move through the wall of the 
  cage until the spell ends. Some ranged attacks and spells may 
  be cast through it as it is cage-like and not an all blocking 
  barrier. The cage acts as Half cover against targets it obscures. 
  At Higher Levels. When you cast this spell using slots of 3rd 
  level or higher: the cage is 15 feet larger and has 10 extra 
  Hitpoints for each spell slot level used above 2nd. 
  CLOAK OF LARYK 
  1st-level Abjuration  
  Warlock  
  Casting Time: 1 Action  
  Range: Self  
  Components: V, S, M (a cup of blood) 
  Duration: 1 Minute  
  
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  A dark wavering cloak descends on you, shrouding your form 
  nightmarishly in a black cover that seems to drip phantasmal 
  blood. At the end of each of your turns you take 1 damage. 
  Each time a creature hits you with a weapon attack they take 
  1d6 necrotic damage. You are considered immune to necrotic 
  damage and resistant to non-magical Bludgeoning, Piercing 
  and Slashing damage for the duration. 
  Casting Armour of Agathys while this spell is active or vice 
  versa causes the spell to fail. 
  At Higher Levels. When you cast this spell using slots of 2nd 
  level or higher: you take one extra point of damage, but the 
  damage rises by 1d6 per spell slot used above 1st. 
  CRUSH MIND 
  Necromancy Cantrip 
  Sorcerer, Warlock, Wizard 
  Casting Time: 1 action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  A creature you can see within range has its mind sent into 
  twisted pain. It must make a wisdom saving throw, taking 
  1d12 psychic damage on a failed save. 
  The spell’s damage increases at higher levels: The damage 
  becomes 2d12 at 5th level, 3d12 at 11th level and 4d12 at 17th 
  level. 
  DISFIGURE 
  4th-level enchantment 
  Sorcerer, Warlock  
  Casting Time: 1 Action  
  Range: 15 feet  
  Components: V, S, M (a lock of hag’s hair) 
  Duration: Until dispelled 
  You target a creature within range that you can see, cursing it 
  with hideous physical properties. It must make a Charisma 
  saving throw or be tainted with one of the following physical 
  traits of your choice: 
  • 
  Hideous Appearance: Their face and skin warps, sags 
  and deforms; making them unbearably ugly; 
  Charisma checks and saving throws that they make 
  for the spell’s duration are performed with 
  disadvantage. 
  • 
  Crippling Deformities: Their limbs and body-parts 
  become disproportional and crooked; any Strength or 
  Dexterity checks or saving throws they make for the 
  spell’s duration are performed with disadvantage. 
  • 
  Vile Form: The target’s skin blisters, chars and scars 
  horribly; Constitution saving throws that the target 
  makes for the spell’s duration are done with 
  disadvantage.  
  The spell ends when the target is subjected to the effects of a 
  remove curse spell, or other similar magic. 
  EARTH MAW 
  3rd-Level Transmutation 
  Sorcerer, Warlock, Wizard  
  Casting Time: 1 Action  
  Range: 60 feet  
  Components: S 
  Duration: Instantaneous  
  The earth shifts beneath a huge or smaller creature that you 
  can see within range that is stood upon a solid surface. An 
  array of teeth sprout from the ground around them and a great 
  mouth forms from the below, slamming shut and grinding 
  voraciously on its victim. The chosen target must make a 
  Dexterity saving throw, taking 10d6 piercing damage on a 
  failed save. 
  At Higher Levels. When you cast this spell using slots of 4th 
  level or higher, the damage increases by 2d6 for each spell slot 
  used above 3rd. 
  HANDS OF IRGOC 
  6th-level conjuration  
   Sorcerer, Warlock, Wizard 
  Casting Time: 1 Action  
  Range: 60 feet  
  Components: S, M (a fistful of tiny bones)  
  Duration:  Concentration, up to 1 minute 
  Choose up to two large or smaller creatures within range and 
  horrifying giant skeletal hands erupt from the ground beneath 
  them and clasp them in a crushing hold. Targeted creatures 
  must make a Dexterity saving throw, being grappled by the 
  skeletal hand and taking 1d6 bludgeoning damage on a failure, 
  creatures are restrained and incapacitated while grappled this 
  way. The skeletal hands have an AC of 5, 25 hit point, 
  vulnerability to bludgeoning damage and immunity to Psychic 
  and Poison damage. A creature grappled by the hands can use 
  its action to make a Strength check, ending the condition and 
  causing the pair of hands to retreat on a success. If a set of 
  hands are reduced to zero Hitpoints, they too retreat, releasing 
  the grappled creature. The spell ends if there are no hands 
  remaining. Ending the spell early causes all remaining hands 
  to release the grappled creature and retreat. 
  
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  At Higher Levels. When you cast this spell using slots of 8th 
  level: you can target one additional creature. 
  HATRID 
  2nd-level enchantment  
  Bard, Cleric  
  Casting Time: 1 Action  
  Range: Touch  
  Components: V, S, (the finger of an evil creature) 
  Duration: 1 minute  
  You touch one willing creature and invoke the feelings of pure 
  hate that dwells within the recesses of that creature’s mind, 
  you then bind that hate to a creature that both you and the 
  touched creature can see. The creature you touched has 
  advantage on all attacks against the chosen creature for the 
  duration of the spell. If the chosen creature is reduced to 0 hit 
  points, the spell ends. If you target yourself the spell simply 
  fails. 
  HELLISH FISSURE 
  1st-level evocation 
  Sorcerer, Wizard 
  Casting Time: 1 Action 
  Range: 30 feet (15 foot line)  
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You choose a point within range and a 5 foot-wide, 15 foot 
  long line of earth splinters, giving way to roaring flames in a 
  direction of your choice, this area becomes difficult terrain and 
  remains so even after the spell has ended. Each creature within 
  the spell’s area of effect must make a dexterity saving throw, 
  taking 2d6 fire damage on a failed save. Any creature that 
  enters the area of effect or starts their turn there must make the 
  save again, being subjected to the damage on a failure. Once 
  the spell has ended the flames dissipate. 
  HUNGER OF JUIBLEX 
  4th-level evocation  
  Sorcerer, Warlock, Wizard 
  Casting Time: 1 action 
  Range: self (30 feet line) 
  Components: V 
  Duration: Instantaneous  
  You slowly amass this vile glob of writhing ooze between your 
  palms and enlarge it as you widen your grasp. You cast out the 
  warbling blob of green slime along a 30 foot long, 5 feet wide 
  line. Each creature within the line must make a Dexterity 
  saving throw. The closest creature to you that fails the save is 
  hit by blob, taking 7d12 acid damage. Each creature within 5 
  feet of the hit creature must make a dexterity saving throw, 
  taking 3d6 acid damage on a failure and half as much on a 
  success. 
  At Higher Levels. When you cast this spell using slots of 5th 
  level or higher: increase the initial damage by 1d12 for each 
  spell slot used above 4th. 
  LARYK’S TRANSFER OF LIFE 
  Transmutation cantrip  
  Sorcerer, Warlock 
  Casting Time: 1 Bonus Action 
  Range: 30ft  
  Components: V, S 
  Duration: Instantaneous 
  You spill from your own pool of life energy to replenish that of 
  another creature’s. You target a willing creature within range 
  that you can see and restore up to 5 of its hit points. Your own 
  hit points are reduced by an equal amount. If you do not have 
  enough hit points to transfer, the spell fails and the bonus 
  action is wasted. 
  You can transfer more hit points at higher levels: up to 10 at 5th 
  level, 15 at 11th level and 20 at 17th level. 
  LANCE OF FORCE 
  1st-level evocation 
  Sorcerer, Wizard 
  Casting Time: 1 Action  
  Range: 150 feet  
  Components: S  
  Duration: Instantaneous  
  You cast out a line of burning energy at a target within range. 
  Make a ranged spell attack. On a hit the target takes 1d10 force 
  damage. If you hit a creature with this spell on your last turn 
  you can cast it again in succession without it expending a spell 
  slot, and if you do: increase the damage by 1d10. If you miss 
  the spell, don’t cast it on your turn or land your fifth 
  successive shot, the damage multiplier resets and you must 
  expend spell slot(s) to cast it again.  
  IRGOC’S TOMBSTONE 
  2nd-level conjuration  
  Cleric, Warlock 
  Casting Time: 1 Action  
  Range: 30 feet  
  Components: V, S  
  Duration: Concentration, up to 1 minute  
  
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  You throw up your hands, causing a medium sized stone 
  structure to rise from an unoccupied space you can see. The 
  structure can take on the appearance of any memorial or 
  graveyard feature; such as a stone sarcophagus, a memorial 
  statue, or a giant tombstone, as long as it fits within a 5 foot 
  square area on the ground. Using your bonus action, you can 
  command the structure to move up to 10ft in straight line 
  across the ground up to two times at blinding speed (it stops 
  moving if it makes contact with an object, ledge, creature or 
  anything that would otherwise block movement). If it comes in 
  contact with a creature, that creature is repelled 10 feet away 
  from the structure. A creature hit by the structure must make a 
  strength saving throw, taking 1d12 bludgeoning damage and 
  falling prone on a failure, or only taking half damage and not 
  being knocked prone on a success. 
  At Higher Levels. When you cast this spell using slots of 3rd 
  level or higher: you can command the structure to move along 
  one additional 10 foot line for each spell slot used above 2nd. 
  LEECHING OF LARYK 
  5th-Level transmutation 
  Warlock 
  Casting Time: 1 action  
  Range: 60 feet 
  Components: V, S, M (a dried leech) 
  Duration: 1 Minute (Concentration) 
  You cast out four red squirming spectral leeches and direct 
  them at targets within range. Each target must make a 
  Dexterity saving throw for each leech targeting it, on a failure 
  the leech attaches itself. Once a creature with at least one leech 
  attached to it starts its turn it takes 1d8 necrotic damage and 
  you regain half of that, rounded down (min 1), in Hitpoints. A 
  creature with at least one leech attached to it can repeat the 
  save at the end of each of its turns, removing one leech on a 
  success. If no more leeches remain, the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher, the number of leeches you cast out increases 
  by 1 for each slot level above 5th. 
  LIES 
  2nd-level enchantment  
  Bard, Sorcerer, Warlock 
  Casting Time: 10 minutes  
  Range: Self  
  Components: V 
  Duration: Concentration, up to 10 minutes 
  Each time you make a Wisdom (Deception) check to lie to a 
  creature, you do so on advantage. 
  MIND BEND 
  6th-level enchantment  
  Bard, Cleric, Warlock  
  Casting Time: 1 action  
  Range: 60ft  
  Components: S  
  Duration: 24 Hours  
  You target a creature within range, it must make a Charisma 
  saving throw or have its alignment shifted to one that you 
  choose for the spell’s duration. 
  MOLTEN TAR 
  2nd-level evocation 
  Bard, Cleric, Druid, Ranger, Warlock, Wizard 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a warbling blob of black tar in an unoccupied space 
  of your choice. On each of your turns, you can use your bonus 
  action to move the orb up to 15 feet in any direction. When you 
  use your reaction, when the spell ends, or when a creature 
  makes contact with the orb, it explodes, forcing each creature 
  within a 15-foot sphere centered on the orb’s prior location to 
  make a dexterity saving throw. On a failed save a creature 
  takes 2d6 fire damage and becomes incapacitated and, on a 
  successful save a creature only takes half damage and is not 
  incapacitated. A creature incapacitated by this spell’s effect can 
  repeat the save at the start of each of its turns end the 
  condition on a success. Any flat surface within the area of 
  effect becomes difficult terrain for 24 hours, after which time 
  the tar hardens. A creature that starts its turn within the spell’s 
  area of effect or enters it for the first time on its turn takes 1 fire 
  damage. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, increase the damage by 1d6 for each slot 
  level above 1st. 
  NECROTIC WAVE 
  3rdh-level necromancy 
  Cleric, Warlock, Wizard 
  Casting Time: 1 Bonus action 
  Range: self (10 foot sphere) 
  Components: V, S, (a fistful of black powder) 
  Duration: Instantaneous 
  A black wave of force ruptures from you in a 15 foot sphere 
  crippling the senses of any creatures around you. Each 
  creature in the area of effect must make a constitution saving 
  
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  throw, taking 3d10 necrotic damage and becoming blinded 
  and deafened on a failed save, only take half damage and only 
  being subjected to the deafened condition on a success. 
  Affected creatures can repeat the saving throw at the ends of 
  their turns, ending the effect on a success. 
  At Higher Levels. When you cast this spell using slots of 4th 
  level or higher, increase the size of the sphere by 5 feet for each 
  spell slot used above 3rd level. 
  ORB OF AGATHYS 
  2nd-level transmutation 
  Sorcerer, Warlock 
  Casting Time: 1 Action  
  Range: 30 feet 
  Components: S, M (a cup of water)  
  Duration: 1 minute 
  You cast out an enticing icy ball of energy at an unoccupied 
  space within range. Its frosted glass-like surface houses an 
  array of razor sharp shards of black ice. The Orb hovers in 
  mid-air, has an AC of 5 and 25 hit points with Immunity to 
  Cold, Poison and Psychic damage. A creature that hits the Orb 
  with a melee attack takes 5 cold damage. If the Orb is 
  destroyed, the spell ends. You can use your bonus action to 
  move the Orb up to 15 feet. If one of more creatures is ever 
  within 15 feet of the Orb, you can use your reaction to cause 
  the ball to gravitate towards them, forcing them to make a 
  Dexterity saving throw, on a success the Orb deals no damage 
  and occupies the same space as the creature, on a failed save 
  the Orb smashes into the target and the creature takes 10 cold 
  damage and must make a constitution saving throw, becoming 
  restrained and beginning to freeze on a failure. The creature 
  must repeat the saving throw at the end of its next turn, on a 
  success it thaws out, the condition is removed and the spell 
  ends. On a failure, the creature freezes solid and is subjected to 
  the petrified condition. The Ice melts at the end of the creatures 
  third turn after failing the save. The number of rounds is 
  reduced by one each time it is subjected to fire damage. 
  If the creature is physically broken while in its frozen state, it 
  suffers from similar deformities. 
  If a creature starts its turn within the same space as the Orb it 
  must make the Dexterity saving throw. 
  HADAR’S GATEWAY 
  9th-level conjuration  
  Warlock 
  Casting Time: 1 Action  
  Range: 90 feet  
  Components: S, M (a tiny piece of meteorite and a black pearl 
  worth 5,000 gp that the spell consumes) 
  Duration: Concentration, 1 minute 
  You create a tear in the fabric of the universe at an unoccupied 
  space you can see within range, forming a terrifying portal to 
  the darkness between the stars. It creates a powerful vacuum 
  of deafening capability, all sound is reduced to a ringing 
  sensation; any creature within 90 feet of the chosen space is 
  considered deafened. 
  Any creature within 60 feet of the tear at the start of its turn 
  must make a strength saving throw, being pulled 15 feet closer 
  on a failure. A creature cannot physically walk further away 
  from the tear unassisted. If there are handholds, or something 
  that can be utilized to pull a creature away from the tear they 
  can use them to make their strength save on advantage as well 
  as using it to crawl away from the area of effect.  
  A creature that enter the area of the tear appeared in vanishes, 
  the portal disappears and the spell ends. That creature takes 
  18d12 cold damage, then reappears at the nearest unoccupied 
  space to the original tear at the start of its next turn. 
  REGNUM FOCUS 
  4th-level enchantment 
  Bard, Cleric, Warlock 
  Casting Time: 1 action  
  Range: self 
  Components: V, S, M (a sample from a creature of the chosen 
  type which the spell consumes) 
  Duration: Concentration, up to 10 minutes. 
  You feed knowledge to your allies on how to infiltrate the 
  defences of the most formidable creatures. Choose a type of 
  creature. You and each ally that can hear you gains a +3 bonus 
  to attack rolls when targeting the declared type of creature. 
  SNATCH SOUL 
  4th-level abjuration  
  Sorcerer, Warlock  
  Casting Time: 1 reaction  
  Range: 30 feet  
  Components: V, S M (a physical non-magical container such as 
  a Lamp, Urn or Jewellery Box worth at least 10gp per hit dice 
  of the target) 
  Duration: Until Dispelled  
  When a creature within range of you dies and you can cast this 
  spell in response to it to snatch the escaping soul and entomb it 
  inside the container you provided for the casting of this spell. 
  The container can no longer be opened normally by any 
  creature other than the caster as it seems to be locked shut. The 
  caster can open the container freely, which ends the spell and 
  releases the soul. 
  
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  A creature can put its ear up to the container to hear the voice 
  of the snatched creature’s soul, whom of which can hear out to 
  a range of 30 feet of the container. 
  While a soul is stored inside the container, the creature who’s 
  body the soul used to inhabit cannot be returned to life until 
  the soul is released. A creature who is not the caster 
  attempting to open the container must succeed an arcana 
  check with a DC equal to 10 + the Caster’s proficiency bonus + 
  casters spell-casting modifier. 
  STING 
  Evocation Cantrip  
  Druid, Ranger, Sorcerer, Warlock, Wizard 
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S, M (The stinger of a bee or wasp)  
  Duration: Instantaneous 
  Make a ranged spell attack against one target that you can see. 
  On a hit a spectral barb plunges into it, dealing 1d4-1 piercing 
  damage. 
  The spell’s damage increases at higher levels: The damage 
  becomes 1d6-1 at 5th level, 1d8-1 at 11th level and 1d10-1 at 17th 
  level. 
  STORMS OF IRGOC 
  8th-level conjuration  
  Druid, Sorcerer, Warlock, Wizard 
  Casting Time: 1 hour  
  Range: self  
  Components: V, S, M (an Urn worth at least 10,000 gold, filled 
  with sand)  
  Duration: Until dispelled  
  You choose a type of storm and it conjures around you out to a 
  range of 10 miles and remains there indefinitely or until it’s 
  dispelled by a dispel magic spell cast at 8th level or higher. 
  Ash Storm. The area of the spell’s effect becomes heavily 
  obscured by thick with polluting smoke and a 25mph ash filled 
  blizzard. The ground becomes laden with ash, killing all plant 
  life in a matter of hours. A creature breathing in the polluted 
  air must make a constitution saving throw at the end of every 
  hour spent in the storm, taking 3d10 poison damage on a failed 
  save and half as much on a success. A creature that fails this 
  save makes any consecutive constitution saves within the 
  storm on disadvantage until they spend at least one hour 
  sheltered from it entirely. 
  Dust Storm. The area of the spell’s effect becomes heavily 
  obscured by a 50mph storm filled with coarse sandy dust. A 
  creature that is not wearing appropriate protective clothing 
  takes 1d4 slashing damage for each minute spent inside the 
  storm. A creature without protective eye covering that is 
  relying on sight must make a constitution saving throw at the 
  end of each of its turns, becoming blinded on a failure. It can 
  repeat the saving throw on disadvantage at the end of each of 
  its turns, ending the effect on a success. 
  Ember Storm. The area of the spell’s effect becomes lightly 
  obscured by downward drifting smoke and red hot embers. 
  Creature’s exposed to the storm take 1 fire damage for every 
  minute they spend within it. Wooden items and structures not 
  being worn or carried within the spell’s area of effect 
  eventually ignite. 
  VITALITY ATTACK 
  5th-level necromancy  
  Warlock, Wizard 
  Casting Time: 1 Action  
  Range: 60ft  
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  You target a creature within range and force the damage and 
  failure of some of their most vital internal assets. The targeted 
  creature must make a constitution saving throw or be 
  subjected to an effect of your choosing from the list below: 
  Brain. The targeted creature takes 3d12 necrotic damage, and 
  for the spell’s duration: makes all Intelligence checks and 
  saving throws on disadvantage. Each time it takes an action it 
  takes 2d4 psychic damage. It can repeat the saving throw again 
  at the end of its next turn, ending the spell on a success. 
  Eyes. The targeted creature takes 5d10 necrotic damage and 
  becomes blinded for the spell’s duration. It can repeat the save 
  again at the end of its next turn, ending the spell and the 
  condition on a success. 
  Heart. The targeted creature takes 6d6 necrotic damage and 
  must make the save again at the end of its next turn as long as 
  the spell is still being concentrated on, being subjected to the 
  damage again on a failure. If it fails the save three times in a 
  row, it drops 0 hit points, is dying and the spell ends. 
  Lungs. The targeted creature takes 6d8 necrotic damage, 
  begins suffocating and runs out of breath for the duration. It 
  can repeat the save at the end of each of its turns, ending the 
  spell on a success. 
  VORTEX 
  6th-level evocation 
  Bard, Cleric, Sorcerer, Warlock, Wizard 
  Casting Time: 1 Action  
  Range: 120ft  
  
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  Components: V, S, M (a black pearl worth at least 150 gp that 
  the spell consumes)  
  Duration: Concentration, up to 1 minute  
  You gesture to a point on the ground that you can see within 
  range, a tiny black hole appears that collapses in on itself 
  creating a massive purple vortex that pulls everything towards 
  its core. The vortex is a 60ft sphere centred on the point you 
  chose. Creatures must make a strength saving throw when 
  they enter the area of effect on their turn or start their turn 
  there, on a failed save they are pulled 20ft towards the center 
  of the vortex, but only half as much on a success. The spell’s 
  area of effect is considered difficult terrain. Any creature that 
  starts its turn as close as 5ft from the vortex core take 3d12 
  force damage. 
  At Higher Levels. When you cast this spell using slots of 7th 
  level or higher, increase the size of the sphere by 10ft for each 
  spell slot used above 6th level. 
  WRATH OF THE BEHOLDER  
  8th-level conjuration  
  Sorcerer, Warlock, Wizard  
  Casting Time: 1 action  
  Range: self  
  Components: V, S M (10 different gemstones, each with a 
  value of at least 50gp which the spell consumes) 
  Duration: Concentration, up to 10 minutes.  
  You invoke the power of an infamous aberrational being and 
  allow it manifest in you, causing 10 phantasmal eye stalks to 
  sprout out from behind you and follow your glances. You can 
  use your bonus action to target a creature within 30 feet and 
  use any of the below listed effects. Once you have used one of 
  them, it cannot be used again for this casting, and one of the 
  eyestalks recedes. Once all ten effects have been used and no 
  eyestalks remain the spell ends. 
  Charm Ray. The targeted must succeed a Wisdom saving 
  throw or be charmed by you for one minute. It can repeat the 
  save at the end of each of its turns, ending the condition on a 
  success. It also ends if you damage the creature. 
  Paralyzing Ray. The target must succeed a Constitution saving 
  throw or be paralyzed until the end of its next turn. 
  Fear Ray. The target must succeed a Wisdom saving throw or 
  become frightened of you until the end of its next turn. 
  Slowing Ray. The target must succeed a Dexterity saving 
  throw or its speed becomes halved for one minute and it 
  cannot take reactions. It can repeat the saving throw at the end 
  of each of its turns, ending the effect on a success. 
  Enervation Ray. The target must make a Constitution saving 
  throw, taking 4d8 Necrotic damage on a failed save and half as 
  much on a success. 
  Telekinesis Ray. The target must succeed a Strength saving 
  throw or you can move it up to 30ft in any direction. The target 
  is restrained by the telekinetic grip until the start of your next 
  turn, or if you are incapacitated. 
  Sleep Ray. The targeted creature must make a Wisdom saving 
  throw or fall asleep and remain unconscious until the end of its 
  next turn. The target awakens early if it takes any damage or if 
  another creature uses its action to wake it. This has no effect 
  against constructs and undead. 
  Petrification Ray. The target must succeed a Dexterity saving 
  throw or begin to turn to stone and become restrained. It must 
  repeat the saving throw at the end of its next turn. On a 
  success, the effect ends. On a failure, the creature is petrified 
  until Great Restoration or similar magic is used to free it. This 
  has no effect against constructs or undead. 
  Disintegration Ray. The target must succeed a Dexterity 
  saving throw or take 6d8 force damage. If this damage reduces 
  the creature to 0 hit points, its body becomes a pile of fine great 
  dust. 
  Death Ray. The target must succeed a Dexterity saving throw 
  or take 6d10 necrotic damage. The target dies if this damage 
  reduces it to 0 hit points. 
   
   
  
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  WEAPONS 
  Serrated. When you use your action to attack a creature using 
  a weapon with this property, you can use your bonus action to 
  deal the extra damage included after the tag. 
   
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
   
   
   
   
  Barbed Dagger 
  1 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, serrated (1d4) 
  Barbed Spear 
  2 gp 
  1d6 piercing 
  3 lb. 
  Serrated (1d4), versatile (1d8) 
  Martial Melee Weapons 
   
   
   
   
  Chain 
  2 sp 
  1d6 bludgeoning 
  5 lb. 
  Reach, two-handed 
  Scythe 
  3 gp 
  1d8 slashing 
  5 lb. 
  Two-handed 
  Serrated Longsword 
  15 gp. 
  1d8 slashing 
  3 lb. 
  Serrated (1d4), versatile (1d10) 
  Spiked Knuckles 
  5 gp. 
  1d6 piercing 
  1 lb. 
  Light, unarmed 
  Studded Knuckles 
  5 gp. 
  1d6 bludgeoning 
  1 lb. 
  Light, unarmed 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/DMsGuild/D&D5e - Vecnas Vault of Vile Things.pdf