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The Darkest Dungeon

Foreword
Disclaimer: No copyright infringement intended. I do not own
and am in no way affiliated with Red Hook studios the
publishers of The Darkest Dungeon. I was simply inspired by
the classes available in the game and wanted to bring them
into Fifth Edition.

Testing
Each archetype has been tested by a small group of testers.
Unfortunately I don't have access to a large testing or design
team, so small mistakes are bound to make it through. As
with all my work feedback is welcome, and if there are any
problems I will update the document accordingly.

Firearms
The Musketeer uses the renaissance Flintlock Pistol and
Musket. Whilst these are simple firearms they might not fit
into your game. If this is the case simply replace them both
with the Hand crossbow and Heavy crossbow.

Update Version 2
I've been working on an update for this document for a while
now. One putting it more in line with Dungeons and Dragons
Fifth edition more recent designs. Additionally whilst the
original have the Houndmaster and Vestal converted, they
have been removed from this version this is due to the fact
that the Ranger: Beast Conclave covers everything that the
hound master would be, additionally whilst in my original
attempt I made the Vestal after looking through it, the Vestal
is simply a cleric of Life Domain. Thus both were removed.
Thank you for everyone who downloaded this project and
once again any and all feedback is welcomed.
Barbarian: Path of the
Lycanthrope
Totem Warrior barbarians draw strength from the spirits
animals of the wild. But when those spirits are corrupted,
when those spirits nature is turned towards more savage
instincts. Those same barbarians are turned as well. Those
who can channel the true savage nature of the wild follow the
Path of the lycanthrope whilst the spirits they channel may
have been corrupted their protective nature is not entirely
lost.
Twisted Fury
Starting when you choose this path at 3rd level, you can
unleash your savage nature when you rage transforming into
a hybrid of man and beast. Whilst raging you gain the
following benefits:
You have resistance to Poison and Acid damage.
You can roll a d6 in place of the normal damage of your
unarmed strike. This die changes when you reach certain
levels in this class: 5th level (d8), 11th level (d10), 17th
level (d12).
You size becomes Large unless you were larger
Corrupted Spirit
At 3rd level, you gain a magical benefit based on the
corrupted animal spirit you channel.
Bear. Whilst raging any critical hits against you becomes a
normal hit.
Wolf. Whilst raging you can make an unarmed attack as a
bonus action.
Tiger. If your move at least 15 feet towards a creature and hit
it with an unarmed attack on the same turn, that target must
make succeed on a Strength saving throw DC 8 + your
proficiency bonus + your Strength modifier or be knocked
prone. If the target is prone, you can make one unarmed
attack against it as a bonus action.
Inner Beast
Starting at 6th level, you are considered to be under the effect
of the Speak with Animals spell. Additionally whilst raging
you become immune to any spell or effect that would alter
your form.
Eldritch Guardian
At 10th level whilst transformed you can protect those
around you. As an action you let out a mighty roar, each
creature of your choice within 30 feet gains temporary hit
points equal to your Barbarian level + Your Constitution
Modifier. Once you use this feature, you can use it again until
your finish a long rest.
Savage Pursuit
Starting from 14th level, when you reduce a creature to 0 hit
points you can use your reaction to move up to your
movement speed towards a hostile creature.
Warlock: Patron of Gift from Beyond
Starting at 6th level, you can call upon your patron for a boon.
Artifacts You can perform a ritual that takes 1 hour which can be done
The quest for knowledge is a lifelong one for many, wizards during a short rest. At the end of this ritual your patron grants
spend years studying every aspect of a spell in order to you a small trinket. Roll a d6 and compare the result the the
understand it. Artificers spent their whole lives crafting Table: Patron Trinket.
magical items. Those who follow the patron of Artifacts These trinkets can take any form, however you must wear
understand that those men and women are merely wasting them in order to receive their effects, a creature can only
time, when the greatest items and magical wonders are out receive the benefits of one trinket at a time. The effects last
there in the world waiting to be claimed by those willing to until the following dawn, at which they turn into dust. When
search where others will not. you reach certain levels in this class you are granted multiple
trinkets, you roll a d6 for each trinket: 10th level (two
Expanded Spell List Trinkets) and 14th level (three Trinkets).
Once you have used this feature you can’t do so again until
Artiftact Expanded Spell List you finish a long rest.
Spell Level Spells
Patron Trinket
1st Shield, Sleep
Roll Trinket
2nd Darkvision, Invisibility
1 +1 AC
3rd Protection from Energy, Glyph of Warding
2 +1 to attack rolls
4th Arcane eye ,Greater Invisibility
3 +1 to damage rolls
5th Legend Lore, Telekinesis
4 Resistance to Poison damage
5 Advantage on Death saving throws
Empowering Mists
6 You gain the Relentless Endurance Trait (PHB page
Starting at 1st level when you choose this patron, you can 41) Once used the trinket is destroyed
channel the smoke and mist to empower your allies quest for
knowledge and protect them from harm. When you use this
feature you choose one of the options listed below, a creature Unseen Foe
can only be under the effect of one mist at any time. You can Starting from 10th level, you move the vapours from your
use this feature three times. You regain all expended uses of censer surround you. As a action you invoke your censer and
it when you finish a short or long rest. for the next minute all attack rolls are made against you with
disadvantage, you must concentrate on this effect as if
Fortifying vapours Concentrating on a spell. Once you have used this feature you
Each creature of your choice within 20 feet of you gains must finish a long rest before it can be used again.
temporary hit points equal to your warlock level + Your
charisma modifier. These temporary hit points last for 1 Festering Vapour
minute after which they are lost. At 14th level, you can unleash smoke that can cripple those
Clarity Vapours who stand in your way. Choose a creature within 20 feet of
When a creature within 20 feet of you makes a Knowledge you. The target must make a Constitution saving throw with a
check you can use your reaction to grant them a bonus to DC of 8 + your Proficiency bonus + your Charisma Modifier.
their roll equal to your Proficiency bonus. You can use this On a failure the creature gains Vulnerability to a damage type
feature before or after the roll but before the result is of your choice until the start of your turn. Once you have used
confirmed. this feature, you can’t do so again until you finish a long rest.
Guiding Smoke
Choose a friendly creature within 20 feet of you. This target
gains a +1 bonus to attack and damage rolls as well as their
AC for one minute.
Ranger: The Arbalest
“Shoot, Bandage and Pillage: the dancing steps of war”
Clad in armor and able to vanquish foes with a massive
crossbow, The Arbalest is like a living embodiment of a
cannon. A life time of war has granted The Arbalest many
skills for the battlefield. As long as there is ample distance
between them and their quarry, no foe is safe from this
sharpshooter’s wrath.
Living Balista
When you choose this archetype at 3rd level you gain
proficiency in Heavy Armor You gain proficiency in heavy
armor.
Shooting Style
At 3rd level, you gain one of the following features of your
choice.
Pinning Shots. When you make a successful ranged attack
against a creature its speed is reduced by 10 feet until the
start of your next turn. A creature's speed cannot be reduced
to below 5 feet.
Advancing Shot. When you hit a creature with a successful
ranged attack you can push the creature up to 10 feet away
from you in a straight line.
Cover Fire. When a creature takes an attack of opportunity
against an ally within the normal range of your weapon. You
can use your reaction to make a ranged attack against the
creature. You make this attack immediately before the attack
of opportunity. If the attack hits the attack of opportunity
automatically misses.
Iron Will
At 7th level, you gain proficiency in Wisdom saving throws. If
you are already proficient in Wisdom saving throws that you
can choose either Charisma or Intelligence saving throws
instead.
Immovable Wall
Starting from 11th level, you become immune to effects that
would shove you back or prone.
Seige Machine
Starting from 15th level, whilst wearing heavy armor you gain
resistance to bludgeoning, slashing and piercing from
nonmagical attacks and damage.
Fighter: Bounty Hunter Law of the Land
“The thrill of the hunt… The promise of payment”. Starting at 7th level you have spent your life talking to liers
Sinister and precise, the bounty hunter specializes in and coercing people to talk. You gain proficiency in both
targeting a single foe to deliver its head for the reward. He persuasion and insight, you are already proficient with these
has found that simply striking before thinking is an ineffective skills then you proficiency bonus for checks made is doubled
way to kill, so he has taught himself many ways to take
advantage of his foe’s vulnerabilities. Collect Bounty
At 7th level, whenever you expend superiority dice to add to a
Head Hunter damage roll, you can expend two dice instead of just one,
When you choose this archetype at 3rd level, you learn how to adding both to the roll. Both die are expended as normal. If
make target strikes against a creature's limbs these strikes you expend two dice in this manner when making a targeted
are fueled by special dice called superiority dice. strike the creature suffers disadvantage on the saving throw.
Superiority dice. You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You regain Improved Combat Superiority
all of your expended superiority dice when you finish a short At 10th level, your superiority dice turn into d10s. At 19th
or long rest. You cannot make a targeted strike against a limb level, they turn into d12s/
that the creature does not have. You gain another superiority
die at 7th level and one more at 15th level. Targeted Strikes. Relentless
You learn how to make targeted strikes (shown under Starting at 15th, when you roll initiative and have no
“Targeted strikes”) you can only make one target strike per superiority dice remaining, you regain 1 superiority die.
attack.
Saving Throws. Your targeted strikes require your target
to make a saving throw to resist the effects. The saving the
DC is calculated as follows:
Target Strike save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Targeted Strikes
When making an attack against a creature you declare you
are using a targeted strike. You can declare before or after the
die is rolled but before you know if the roll is a success or a
failure.
Head
On a hit, expend one superiority die, rolling it and adding the
number to the damage roll. The creature must then make a
Dexterity saving throw or be blinded until the start of your
next turn.
Arm
On a hit, expend one superiority die, rolling it and adding the
number to the damage roll. The creature must make a
Constitution saving throw or suffer disadvantage on attack
rolls until the start of your turn.
Hands
On a hit, expend one superiority die, rolling it and adding the
number to the damage roll.The creature must make a
Strength saving throw or drop one item it is holding.
Torso
On a hit, expend one superiority die, rolling it and adding the
number to the damage roll. The creature must make a
Constitution saving throw or become stunned until the start
of your next turn.
Legs/Wings
On a hit, expend one superiority die, rolling it and adding the
number to the damage roll. The creature must make a
Strength saving throw or be knocked prone.
Paladin: Oath of the Soul of the Eternal Warrior
Starting at 15th level, when you are reduced to 0 hit points
Crusader and are not killed outright, you can choose to drop to 1 hit
“A mighty sword-hand anchored by a holy purpose. A zealous point instead. Once you use this ability, you can't use it again
warrior.” until you finish a short or long rest
Every cause needs a champion, a hero to rally otherwise
common men to a righteous cause and lead them to victory. Form of the Righteous
The ones who take up the Oath of the Crusader are those At 20th level, as an action you hold your weapon aloft and
champions. No matter where evil strikes or what form it unleash a battle cry. For the next minute as a bonus action
takes the Crusaders are there to put it down. They focus on you can unleash a wave of radiant energy in a 20 foot radius
protecting the innocent and striking down the wicked. When around you. This wave grants you one of the following effects
a crusader is leading the charge, all of hell will know to fear each time you use it. Each enemy creature in this creature
the flame. takes 10 radiant damage Each friendly creatures regains 10
Tenets of the Crusader hit points Once your use this feature you can’t use it again
Though the exact words and strictures of the Oath of The until you finish a long rest.
Crusader vary, paladins of this oath share these tenents.
Stand strong. Do not fail to strike down evil, no matter the
form it takes.
Beacon in the dark. Through wisdom and knowledge,
inspire the common folks of the world to become better.
Unrelenting. Evil doesn't stop, and neither should you.
Honorable. Be humble in victory. Respect the laws of this
world
Oath spells
You gain oath spells at the paladin levels listed.
Oath of the Crusader Spells
Paladin
Level Spells
3rd Compelled Dual, Protection from Evil and
Good
5th Spiritual Weapon, Enhance ability
9th Fireball, Haste
13th Wall of Fire, Stoneskin
17th Greater Restoration, Mass Cure Wounds

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Bulwark of Faith. As an action you expend a use of your
channel divinity and gain resistance to bludgeoning, slashing
and piercing for 1 minute.
Defend the weak. As a bonus action you can select a
creature within 30 feet, it must make a Wisdom saving throw.
On a failure the creatures suffers disadvantage on attacks
rolls against creatures other than you for the next minute. A
creature may reroll this saving throw at the end of each of
their turns ending the effect on a success.
Aura of battle
At 7th level you emanate a 10 foot aura at all times, this area
counts as magical difficult terrain for hostile creatures. At
level 18 this aura extends to 30 feet.
Rogue: The Grave Robber Barbarian: Path of the
“To those with the keen eye, gold gleams like a dagger’s Hellion
point”
The Grave Robber is a versatile and nimble combatant, “Barbaric rage and unrelenting savagery make for a powerful
moving back and forth through the enemy's ranks with ease. ally.” The path of the Hellion is taken by those who
She strikes without warning and retreats back into the understand that the monsters who lurk in the darkest corners
shadows. of the world are stronger then you will ever be. The only way
to defeat these creatures is to take their strength as they own.
Rotting Blade They can create strange trophies of the creatures they kill
allowing them to better understand their enemies.
When you chose this archetype at 3rd level whenever you
make a successful sneak attack the extra damage is necrotic Trophy Hunter
and the target must make a Constitution saving throw or be
poisoned until the start of your next turn When you take this archetype at 3rd level, when you reduce a
creature to 0 hit points with the beast, fey, humanoid,
Voice of the Grave monstrosity, or undead type you can collect a piece of them
such as an eye, tooth or bit of scale and turn it into a trophy.
You spend so much time with the dead, you're pretty sure you You can do this over the course of an hour, which can be done
can talk with them. You can cast the Speak with Dead spell. over a short rest. Once you have made a trophy you can
You can use this feature three times. You regain all expended attune to this item as if it were a magical item, you can only
uses of it when you finish a short or long rest. attune to a number of trophies equal to your Constitution
modifier (minimum 1).
Shaddow Fade Whilst attuned to a trophy you gain the following benefits
Starting from 13th level whilst in an area of Dim light or against creature of the same type:
Darkness, you can use your Cunning Action to take the You score a critical hit on a roll of 19 or 20 on the d20.
Dodge action. You gain a +2 bonus to your AC
You gain a +2 bonus to saving throws
Undead Fortitude
At 17th level, when damage would reduce you to 0 hit points, Hunters Knowledge
you can use your reaction to make a Constitution saving At 6th level whilst Attuned to a trophy you have advantage on
throw with a DC of 5 + the Damage taken. On a success you Wisdom (Survival) checks to track creatures of the same
drop to 1 hit points instead type, as well as on Intelligence checks to recall information
about then. Additionally when you attune to a trophy you gain
a language of your choice (typically one spoken by creatures
of that type).
Superior Trophy
Starting from 6th level you can now make trophies of
enemies with the aberration, celestial, construct, dragon,
elemental, fiend, or giant type.
Brothers in Arms
You can now make a trophy for your allies. It takes the same
amount of time before and an ally can only attune to one
trophy at a time. Whilst attuned to a trophy a creature gains
+1 AC and saving throws against creatures of the same type.
Relentless Hunter
Starting at 14th level, you wouldn't dare be killed by a
creature you turn into trophies. When a creature with the
type of a trophy you have forces you to use your Relentless
Rage Feature you gain a +1 to the roll per trophy you are
currently attuned to.
Rogue: The Highwayman Bard: College of the
“Elusive, evasive, persistent. Righteous traits for a rogue.” Jester
A thief and a performer. The highwayman understands that
a well placed word has just as much impact as a well placed “He will be laughing still...at the end.”
knife. Those who take on the mantle of Highwayman always In the darkest depths of these twisted lands few things are
have a trick up their sleeve. as welcomed as a good laugh, a merry song, and a razor
sharp blade. The Jester brings all of these in spades. Those
Front and Center who attend the College of the Jester become maniacal
minstrels who treat combat like a power ballad- a slow build
When you choose this archetype at 3rd level when a friendly up, and a grand Finale.
creature within 30 feet of you is the subject of an attack you
can use your reaction to cause the attack to be made with Battle Ballad
disadvantage
When you choose this Collage at 3rd level you gain new
Stand and Deliver unseen ways to use your Bardic Inspiration. By making a
special display either by singing or playing an instrument and
At 9th level you can learn three languages of your choice can use one of the following ballads:
additionally you gain proficiency with Performance and Defensive Ballad. When a friendly creature within 30 feet
Deception skill, if you are already proficient your proficiency. of you is the subject of a successful attack roll, you can use
your reaction to expend a Bardic Inspiration, roll it and
Tale of Glory reduce the damage by the number rolled. If the damage has
Starting from 13th level, you know how to spin a tale to multiple types you choose which one you reduce.
frighten your foes. As an action on your turn you can tell a Ballad of the Forge. Choose up to three creatures within
tale. Each creature of your choice within 30 feet who can see 30 feet of you who can see or hear you. You expend two
and hear you must make a Wisdom saving throw with a DC bardic Inspiration Dice, roll them. Each creature gains a
of 8 + your profiency bonus + your Charisma Modifer. On a number of temporary hit points equal to the total number
failure the creature becomes frightened of you for 1 minute. A rolled.
creature can repeat this saving throw at the end of each turn. Ballad of the Mountain Giant. As an action you can
Once a creature succeed on a saving throw they are immune expend a use of your bardic inspiration, roll it and record the
to this effect for one minute. number. Choose a creature of your choice within 60 feet of
you. The target must make a Strength saving throw against
Cutting Voice your spell save DC. On a failure the creature is pushed 10
feet plus a number of feet equal to the number you roll on the
At 17th level your words carry more weight than most. When Bardic Inspiration Die, in a straight line in a direction of your
using Front and Center the creature suffers 2d8 + your choice.
Charisma modifer in psychic damage if it misses the attack. Swift Step Ballad. As a bonus action you can expend a use
Additionally you can use sneak attack with any ranged of your Bardic Inspiration, roll it. A creature of your choice
weapon against a target under the effect of Tale of Glory within 60 feet of you, can use its reaction to move 10 feet plus
regardless of if they fulfil the conditions of sneak attack. a number of feet equal to the number you roll on the Bardic
Inspiration Die. This movement does not provoke attack of
opportunity.
Rising Tempo
Starting from 6th level, on your turn you may take the Dash
action as a bonus action.
Battle Ballad
Starting from 14th level, once per turn if you reduce a
creature to 0 hit points you regain one expanded use of your
bardic inspiration.
Fighter: Man-at-arms Lord of War
“The raw strength of youth may be spent, but his eyes hold Starting from 7th level, you gain an additional reaction which
the secrets of a hundred campaigns.” can only be used to use one of your commanding shouts. At
To the Man-at-Arms it is not about offense but defence that 15th level you gain two additional reactions, both of which
makes in a vital member of any team. His ability to read the can only be used for your commanding shouts.
enemy’s movements allows him to draw fire to himself to
defend his allies and then retaliate. The battlefield is a Improved Combat Superiority
chaotic place, and the Man-at-Arms knows how to make At 10th level, your superiority dice turn into d10s. At 18th
himself heard. With his vociferous shouting he can issue vital level, they turn into d12s.
commands to his companions allowing them to strike fear
into the hearts of his enemies. Relentless
Knowledge of War Starting at 15th, when you roll initiative and have no
superiority dice remaining, you regain 1 superiority die.
When you choose this archetype at 3rd level you gain
proficiency in two of the following skills, Arcana, History,
Medicine, Nature or Religion. You can learn a language of
your choice in place of one skill choice.
Battle Cry
When you choose this archetype at 3rd level, you gain a set of
shouts that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a short
or long rest. You gain another superiority die at 7th level and
one more at 15th level.
Using Superiority Dice. You can expend superiority dice to
use any of the following shouts:
Defender. When a friendly creature within 60 feet of you is
the subject of an attack roll you can expend one superiority
die, roll it and add the number rolled to the creatures AC for
the attack and all subsequent attacks made against your ally
for the rest of the turn.
Commander. When a creature within 60 feet of you makes
a weapon attack against a creature, you can expend one
superiority die to add to the attack roll. You can use this
ability before or after the attack roll, but before any of the
effects of the attacks are applied.
Bellow. When a creature within 60 feet of you damages a
creature with a weapon attack, you can expend one
superiority die to add to the damage roll, the damage is the
same type as the weapon.
Bolster. When a creature within 60 feet of you makes a
saving throw. You can expend one superiority die and add it to
the roll.You can use this ability before or after the roll, but
before any of the effects of the roll are applied.
Improved Second Wind
Starting at 7th level when you use your second wind feature
you can add a superiority die to the total number of hit points
you regain. You do not need to expend a superiority die in
order to use this feature but you must have at least one die
available. Additionally you can now expend two superiority
die when using Bellow, rolling and adding both to the damage
roll.
Fighter: Musketeer Improved Combat Superiority
“A champion Marks woman- keen for a new kind of At 10th level, your superiority dice turn into d10s. At 18th
challenge” level, they turn in d12s.
Those who follow the the teachings of the Musketeer
utilise gunpowder in order to make devastating strikes Relentless
against their foes but then the slip away unseen. They are Starting at 15th level, when you roll initiative and have no
masters of hit and run style combat often learning guerrilla superiority dice remaining, you regain one superiority die.
warfare tactics in order to ambush their foes
Firearm Proficiency
You gain proficiency with Pistol and Musket as shown on the
Dungeon Master's Guide page. You gain proficiency with both
the Pistol and Musket from the Firearms table as shown in
the Dungeon Master's Guide page 268.
Marksman
When you choose this archetype at 3rd level, you gain a set of
abilities that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are
d8s. A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a short
or long rest. You gain another superiority die at 7th level and
one more at 15th level.
Using superiority Dice. You can expend superiority dice to
use any of the following attacks.
Deadeye
When you make an firearm attack against a creature, you can
expend one superiority die to add it the attack roll. You can
use this ability before or after making the attack roll, but
before any of the effects of the attack are applied.
Deadshot
When you damage a creature with a firearm attack, you can
expend one superiority die to add to the damage roll. You can
use this ability after rolling damage. If a creature takes any of
the damage of this attack as is large or smaller they are
knocked prone.
Fallback
When an enemy ends its turn within 5 feet of you, you can
use your reaction to expend a superiority die allowing you to
move up to half your speed. This movement provokes
opportunity attacks, roll the superiority die and add the
number rolled to your AC until you stop moving.
Unseen Foe
You can expend one superiority die and add it to any Stealth
or a Survival check. You can use this feature after seeing the
total but before learning if you succeed or failed.
Violent Shot
At 7th level, you can expend up to two superiority dice when
using Deadshot, adding both dice to the damage roll.
When you spend two dice in this way rather than being
knocked prone, the target must make a Constitution saving
throw DC 8 + Your proficiency bonus + your Wisdom
modifier or become stunned until the end of your next turn.
Warlock: Patron of the Wyrd Reconstruction
Starting at 6th level, your patron allows you to heal the
abyss wounded however your patron does not allow for weakness.
“To fight the abyss, one must know it...” As a bonus action choose a willing creature within 10 feet of
Knowledge - the poison of man. Since time began, it has you. The creature must make a Wisdom saving throw against
been the folly of many a soul who have sought it out, but your spell save DC. On a success they resist the madness of
those who discover the truth of this world’s secrets have the void and regain hit points equal to 3 times your Warlock
found the revelations too much to bear. level, on a failure the creature suffers disadvantage on attack
“The Eldritch Horror” is an unseen being of unknowable rolls, ability checks and saving throws until the end of your
form. Its power grants knowledge to its minions. Those who next turn. Once you use this feature you must finish a long
follow it can use its baleful energy to cripple his foes, rest before it can be used again
removing all filth from their presence. “The Eldritch Horror”
grants loyal servants access to curses which can expel a foe's Abyssal Shield
strength or open them up for devastation. Starting from 10th level, you can call upon the abyss to
The Eldritch power granted can rend the souls of even the protect you from harm. When you are the subject of a melee
most foul of beasts, but at the cost of calling the ever-looming attack roll you can use your reaction to cause the creature
shadows closer. attacking you to make a Strength saving throw against your
spell save DC. On a failure the creature is pushed back 15
Expanded Spell list feet, this saving throw takes place immediately before the
The Eldritch Horror lets you choose from an expanded list of attack.
spells when you learn a warlock spell. The following spells at Once you have used this feature you must finish a short or
added to the warlock spell list for you. long rest before you can use it again.
The Eldritch Horror Expanded Spells Death Curse
Spell Level Spells
At 14th level, you can unleash death upon your foes however
1st False life, Ray of Sickness your patron does not tolerate failure. As an action on your
2nd Blindness/Deafness, Detect Thoughts turn select a creature you can see within 30 feet of you. This
creature must make a Wisdom saving throw. On a failure the
3rd Phantom Steed, Slow creature hit points are reduced by an amount equal to 5 times
4th Confusion, Phantasmal Killer your Warlock level, on a successful save you are immediately
5th Bigby’s Hand, Modify Memory
reduced to 1 hit point.
Once you have used this feature you cannot use it again until
you have finished a long rest.
Hex
Starting from 1st level, your patron give you the knowledge of
several hexes that can cripple your enemies or aid your allies.
You can use these hexes 3 times per short rest or long rest. A
creature can only be under the effect of one curse at a time,
additionally if a creature makes it saving throw against your
curse you can't use this feature on that creature again for 1
hour.
Withering Hex
As an action select a creature within 30 feet of you. This
creature must make a Constitution saving throw or until the
start of you next turn the damage of its attacks are halved.
Vulnerability Hex
As an action choose a creature you can see within 30 feet of
you. Until the end of your next turn the creatures AC is
reduced by a number equal to your Proficiency bonus.
Luck of the Void
As an action choose a creature within 30 feet of you. For the
next minute whenever this creature makes an ability check or
saving throw, it gains advantage on the roll.
Paladin: Oath of the Improved Lay on Hands
Starting from 15th level, when you use Lay on Hands feature
Plague Doctor you need only spend 5 hit points from your pool to cure all
“What better laboratory than the blood-soaked battlefield?” poisons and diseases currently affecting the creature.
A doctor, researcher who has travelled the worlds in order
to cure the deadliest plagues. Channeling spells that can cure Plague of Retribution
their allies of the worst afflictions and make use of their At 20th level, you can assume a mist like form. Using your
knowledge of poisons to inflict crippling diseases upon those action you, you undergo a transformation. For 1 minute, you
who would harm them. gain the following benefits:
Tenets of the Plague Doctor You gain a fly speed of 30 feet and can hover
Though the exact words and strictures of the Oath of the You can enter a hostile creature's space and stop there.
Plague Doctor vary, paladins of this oath share these tenets. The creature must make a Constitution saving throw or
Eye for an eye. Those that would infect the world, should become Poisoned for 1 minute as long as the creature is
share the pain they cause. poisoned it takes 2d10 Poison damage at the start of each
Protection. It is your duty to protect those who cannot of their following turns. A creature can retake the saving
protect themselves. throw at the end of each of their turns.
Knowledge is power. Knowledge is the greatest weapon you If you end your turn in a creature's space that is large or
can possess. smaller your allies have advantage on attack rolls against
the creature.
You gain immunity to non magical bludgeoning,slashing
Oath Spells and piercing damage.
You gain Oath spells at the paladin levels listed. Once you have used this feature, you can’t use it again until
Oath of the Plague Doctor Spells you finish a long rest.
Paladin Level Spells
3rd Goodberry, Healing Word
5th Gust of Wind, Web
9th Protection from energy, Gaseous Form
13th Blight, Stoneskin
17th Contagion, Greater Restoration

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Unleash the Plague. You can use your Channel Divinity to
unleash your knowledge of the plagues you have cured upon
your enemies. As an action, choose a creature within 30 feet
of you. This creature must make a Constitution saving throw
or become Poisoned for 1 minute. A creature can retake this
saving throw at the end of each of their turns ending the
effect on a success.
Poison Strike. You can use your Channel Divinity to make a
weapon deadlier. As a bonus action, you touch one weapon or
piece of ammunition and conjure a special poison on it. The
poison lasts for 1 minute. The next time you hit a target with
an attack using that weapon or ammunition, the target takes
poison damage immediately after the attack. The poison
damage equals 2d10 + your paladin level, or 20 + your
paladin level if you had advantage on the attack roll.
Aura of Protection
Beginning at 7th level, divine curative magic emanates from
you at all times. You and friendly creatures within 10 feet of
you have immunity to poison damage and advantage on
saving throws against poison.
At 18th level, the range of this aura increases to 30 feet.

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