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Credits DUNGEONS & DRAGONS, D&D, Wizards of the Coast,

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Dungeon Masters Guild.

All other original material in this work is copyright 2016-


2017 by Benjamin Huffman and published under the
Community Content Agreement for Dungeon Masters
Guild.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other Wizards of the Coast
product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.
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of Wizards of the Coast. This material is protected under
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UB11 1ET, UK.

2
Contents
Introduction 4

Chapter 1: Races 5
Beastfolk..........................................................................5
Beastfolk Traits.....................................................................5
Dhampir...........................................................................6
Dhampir Traits......................................................................6
Pactborn..........................................................................7
Pactborn Traits..................................................................7
Saurian.............................................................................9
Saurian Traits.................................................................9

Chapter 2: Classes 12
Magus................................................................................12
The Arcane Order..........................................................15
The Knights Stygian......................................................15
The Primordial Seal.....................................................16
The Shadow Court........................................................17
The Sylvan Circle...........................................................17
Magus Spell Lists...........................................................18
Magus & Multiclassing..................................................18
Pugilist............................................................................19
Arena Royale...................................................................21
Bloodhound Bruisers....................................................22
Salt & Vinegar.................................................................22
the Squared Circle........................................................23
the Sweet Science.........................................................23
Pugilist & Multiclassing................................................24

Chapter 3: Prestige Classes 25


Joining a Prestige Class................................................25
Prestige Class: Vampire...........................................25
The Curse of Dread.......................................................27
The Curse of the Feral..................................................27
The Curse of Nobility....................................................28

Chapter 4: Spells 30
Magus Spell Lists........................................................30
The Arcane Order...........................................................30
The Knights Stygian......................................................30
The Primordial Seal.....................................................30
The Shadow Court........................................................31
The Sylvan Circle...........................................................31
New Spells.......................................................................31
Chapter 5: Equipment & Magic
Items 35

Chapter 6: Monsters, Beasts, and


Nonplayer Characters 36

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Introduction
The first time I ever heard of Dungeons & Dragons,
or role-playing games at all, was when I received a
starter set box of Advanced Dungeons & Dragons for
Christmas at around 10 years old. The box set came
with pre-made characters, blue plastic miniatures, and
a CD of voice actors reading aloud some of the dialogue
meant to be given by the NPCs to the player characters.
I fell in love immediately.
For years I took the lunch money my parents gave
me and skipped lunch so I could afford to buy a new
Dungeons & Dragons rulebook every few weeks. Every
weekend was a non-stop gaming session, usually
one-on-one with my best friend. I played that first box
set so many times I had it memorized backwards and
forwards until I had no other choice but to start coming
up with my own adventures. It wasn’t long after that I
was tinkering with new classes, new races, new spells,
and new rules. I loved Dungeons & Dragons for a lot of
reasons but what I loved the most about it, and what I
still love the most about it today, is that it is a perpetual
work in progress. It never has to be done changing.
That’s as true today as it was then. I still can’t help but
tinker with Dungeons & Dragons every chance I get. I
started the Sterling Vermin Adventuring Co. blog in a
fit of manic creativity - I was writing new material for
Dungeons & Dragons every waking day and could barely
think of doing anything else. In the year and a half since
then I’ve learned to pace myself. There’s always more
to write and there’s always ways to improve what I’ve
written already. This Anthology represents the best and
most refined material I’ve written over that time. As
this Anthology continues to grow, everything added to
it will go through the same rigorous public feedback,
playtesting, and revisions that its original contents have
had.
I hope you enjoy using and playing with the content in
this anthology as much as I enjoyed writing it. Thanks
for letting this book be a part of your Dungeons &
Dragons game.

Benjamin Huffman
March 2017

4
Chapter 1: Races Alignment. Beastfolk are true to their own hearts
more than any law or code of ethics making them more
Presented in this chapter are new races for your
Dungeons & Dragons campaign. The races included often than not chaotic. They tend towards neutral more
here abide by all the rules and presentation structure than evil or good.
used in the Player’s Handbook. While the Beastfolk, Size. Beastfolk come in sizes great and small. You can
Dhampir, and Saurian add to the options in the choose to be Medium or Small.
Player’s Handbook, speak to your Dungeon Master Speed. Your basic walking speed is 30 feet.
before selecting a Pactborn to discuss their unique Wild and Free. You have advantage on saving throws
approach to tieflings and aasimar. against being charmed.
All Creatures Under the Sun. Gain 2 breed traits of
your choice.
Beastfolk Languages. You begin with Common and
Beastspeech. Beastspeech can only be learned by
Whether born or cursed to the form, beastfolk are a
collection of humanoid races that each bear strong Beastfolk and, when speaking it, they can communicate
resemblance to an animal. Due to the dizzying variety with animals as if under the effect of the spell, speak
of animals in the world, and beastfolk that take after with animals.
them, as a whole beastfolk have few common bonds.
They may form small communities, particularly if they Breed Traits
all resemble the same animal, but often times they live All beastfolk have two of the following traits. Each trait
on the edges of civilization and only interact with those can only be selected once.
with the insight to see beastfolk are at least as much Adept Climber. Gain proficiency in your choice
human as they are animal. of Athletics or Acrobatics. You have a climb speed
equivalent to your walking speed.
Beast of Burden. You are considered one size larger
Born & Raised than you are for the purposes of determining carrying
capacity and the amount you can push, drag, or lift.
The largest segment of beastfolk are born that way. In
Burrowing. While you have two free hands you have a
most beastfolk families all members resemble the same
burrowing speed of 25 feet.
species of animal and these are the beastfolk most likely
Darkvision. Accustomed to life underground or the
to form communities with others. These beastfolk grow
night sky, you have superior vision in dark and dim
up outside of settlements with other humanoids and
conditions. You can see in dim light within 60 feet of
typically have little if any contact with other races before
you as if it were bright light, and in darkness as if it
they begin their life of adventuring. Born and raised
were dim light. You can’t discern color in darkness, only
beastfolk tend to strike out adventuring when their
shades of gray.
communities are threatened, destroyed, or are forced
Echolocation. As a bonus action on your turn you can
into contact with the wider world.
emit a shriek inaudible to creatures without this trait.
Until the end of your next turn you have blindsight up to
Cursed & Broken 30 feet away while you are not deafened.
High Flyer. You have a fly speed equivalent to your
Fewer than the naturalborn beastfolk are the base walking speed. You cannot fly while you are
unfortunate souls who were cursed to the shape. carrying more than half of your maximum carrying
Whether they transgressed against the gods, crossed capacity. While flying you make attack rolls and ability
a foul-tempered spellcaster, or provoked a curse from checks at disadvantage, cannot maintain concentration
a sorcerous relic, these beastfolk began their life as on spells, and cannot cast spells.
something else. Beastfolk who are cursed to the form Jumper. Gain proficiency in your choice of Athletics or
may have been adventurers before they took on their Acrobatics. Your jump distance is doubled.
bestial appearance. Regardless of when or how, many Keen Senses. Gain proficiency in the Perception
beastfolk’s adventuring career consists of looking for a skill and choose one sense. You gain advantage on
way to reverse the curse and return to their old selves. Perception rolls that utilize that sense.
Some rare beastfolk eventually grow accustomed to Kin to Beasts. Gain proficiency in Animal Handling.
their new shape and abandon or even reject attempts to Your proficiency bonus is doubled when you make
return to their old form. Animal Handling checks.
Longstrider. Your base walking speed increases to 35
feet.
Breed True Natural Armor. When you aren’t wearing armor, your
AC equals 11 + your Constitution or Dexterity modifier.
All beastfolk have a physical resemblance to a
Natural Talent. Beasts of the earth, sky, and sea have
particular animal. Amongst their own kind they call this
talents as varied as their shapes. You gain proficiency in
resemblance their breed. Beastfolk derive many benefits
a skill of your choice.
from their breed, from natural aptitudes with certain
Natural Weapon. You have a natural weapon that you
abilities and skills to the ability to fly, breathe water, or
are proficient in. This could be a bite, claw, quill, club
even use echolocation.
tail, or other bestial feature. You can choose to add your
strength or dexterity modifier to the attack roll and
Beastfolk Traits deal 1d4 + strength or dexterity modifier damage. The
damage type should be selected when you take this trait;
All beastfolk share the following features. bludgeoning, piercing, poison, or slashing damage.
Ability Score Increase. Increase one ability score Scalekin. You have a swim speed equivalent to your
of your choice by 2 and a different ability score of your walking speed and can breathe in air and water.
choice by 1.
Age. Beastfolk age as humans do.

5
Dhampir Speed. Your basic walking speed is 30.
Darkvision. Given their aversion to sunlight and
Born from the union of mortal and vampire, the dhampir
come into the world infused with undead power but comfort with the darkness, it is lucky for the dhampir
alive. Dhampir typically cannot sire or bear children they are blessed with natural darkvision. You can see in
themselves although there are rare exceptions to this, dim light within 60 feet as if it were bright light and in
typically aided by powerful magic. While the dhampir darkness as if it were dim light. You can’t discern color
share many traits as a whole, they also differ from one in darkness, only shades of gray.
another based on the cursed nature of their vampiric Hard to Kill. You have advantage on death saving
parent. throws.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
One Foot in the Grave sight when you, the target of your attack, or whatever
Dhampir straddle the line between life and death. Their you are trying to perceive is in direct sunlight.
mystical relation to undeath gives them resilience Unnatural Resilience. You gain advantage on poison
against poison and necromantic energies but they feel saving throws and have resistance against necrotic
the blush of life as keenly as any other mortal race. damage.
Dhampir tend to be fascinated with mortality. In some Daywalker. You can use a bonus action and expend a
cases this compels a dhampir to take up the life of an Hit Die to ignore your Sunlight Sensitivity feature for 10
adventurer, risking her life on a nightly basis just for minutes.
the thrill. In other cases it causes a dhampir to cloister Languages. You begin with Common and one other
himself away from the world, studiously working to language.
conquer his own mortality. Subraces. Choose a subrace based on the bloodline of
your vampiric parent.

The Life Nocturnal Dreadblood Traits


Your vampiric parent was a mad monster who inspired
While the sun does not harm a dhampir as it does their
mortals to unholy terror.
vampiric parent, the dhampir nevertheless prefer the
Ability Score Increase. Your Intelligence score
dim light and darkness of night to the harsh sunlight.
increases by 1.
Their aversion to sunlight might cause the highly
Disquieting Presence. When a creature you can see
superstitious or untrusting to assume that a dhampir is
makes a saving throw against an illusion or frightened
a vampire. This aversion to sunlight, and consequently
effect you can use your reaction to spend and roll a Hit
the daytime, leads many dhampir to acquaint
Die, adding the result to the DC of that saving throw.
themselves with the nightlife and criminal organizations
You can do this after the creature makes its saving
that operate largely in the evenings and wee hours of
throw but before the DM declares whether or not it was
the morning.
successful.
Friend to Fear. You gain proficiency in your choice of
By Bloodline Broken one of the following: Intimidation, Perception, or Stealth
When vampires pass down their blood to a dhampir
Nobleblood Traits
child they pass along the curse that runs through their
Your vampiric parent was a predator who hunted
veins as well. Although more obscure curses exist, the
amongst socialites and nobles.
three most common curses that afflict vampires are the
Ability Score Increase. Your Charisma score
Curse of Nobility, the Curse of the Feral, and the Curse
increases by 1.
of Dread. Amongst the dhampir these translate to the
Mesmerizing Presence. When a creature you can see
Dreadblood, Feralblood, and Nobleblood. Dreadblood
makes a saving throw against an illusion or charm effect
dhampir inspire terror and creeping melancholy in
you can use your reaction to spend and roll a Hit Die,
those around them and so tend to take up lives of study
adding the result to the DC of that saving throw. You
where they can hide away from others. Feralblood
can do this after the creature makes its saving throw but
dhampir are most connected to the bestial side of
before the DM declares whether or not it was successful.
vampirism and feel most alive when hunting another or
Natural Grace. You gain proficiency in your choice of
taking a life. Nobleblood dhampir possess an unnatural
one of the following: Deception, Insight, or Persuasion.
charisma and hypnotic presence that they employ to
build small communities or cults to their name and live
off the hard work of others.
Feralblood Traits
Your vampiric parent was a creature red in tooth and
claw.
Dhampir Traits Ability Score Increase. Your Strength score increases
by 1.
All dhampir share the following features. Claws of the Beast. As a bonus action you can spend
Ability Score Increase. Your Constitution score a Hit Die to transform your hands into powerful claws
increases by 2. for the next minute. Use the same type of die as the one
Age. Dhampir mature at the same rate as humans but expended to activate this ability for the claws’ slashing
live to be into their 300s. damage. The claws count as unarmed strikes, have the
Alignment. Dhampir are given to dark appetites by finesse property, and are considered magical for the
their nature pushing many dhampir towards evil or purposes of overcoming damage resistances.
neutral alignments. Dhampir are as likely to be lawful as Primal Nature. You gain proficiency in your choice
they are chaotic. of one of the following: Animal Handling, Athletics, or
Size. Dhampir stand between 5 and 6 feet tall and Survival
weigh on average 140 pounds. Your size is Medium.

6
Pactborn Siofra
Siofra are said to be capricious and mercurial. The
When warlocks dare to test their luck by forging pacts
with powerful creatures outside the material realm they parent of a siofra child must always be vigilant as the
risk not only their own souls but the souls of their kin child is prone to putting itself in harm’s way to satisfy its
as well. Pactborn are the children of warlocks whose curiosity. When the child finally grows out of that phase
binding relationship to otherworldly patrons left a telling they are likely to torment their parents with no end with
imprint on their spawn. Pactborn children are almost practical jokes and gags meant to amuse no one but the
always shunned by society and usually just as likely to child themself. While most siofra outgrow these habits
be rejected by their parents. In the eyes of their parents, they do tend to have overactive senses of humor, quickly
pactborn are a cruel reminder of the price they paid for change their minds, and display a certain degree of lack
power. In everyday society, pactborn are unfairly and of empathy or consideration for others.
incorrectly seen as innately evil or nefarious. Physically the siofra are lithe, beautiful, and often
have splashes of shocking color in their hair, eyes, or
skin. Some siofra smell of sweets or flowers or other
Thicker Than Blood pleasant things. It is unheard of for a siofra to be plain.
Whether they are beautiful or otherwise, they are always
Not all children of warlocks are pactborn and it is
striking in appearance.
unclear what factors differentiate warlocks who
Ability Score Increase. Your Dexterity score increases
pass along their inhuman nature to their kin from
by 1
those that do not. Increasing their isolation from the
Chimeric Legacy. You know the minor illusion cantrip.
world, Pactborn are not able to sire or bear children
Once you reach 3rd level, you can cast the charm person
themselves so even the embrace of a family of their
spell once with this trait as a 2nd-level spell, and you
own is beyond their grasp. Though they might wish
regain the ability to do so when you finish a long rest.
otherwise, the pactborn’s unnatural lineage is betrayed
Once you reach 5th level, you can cast the misty step
by their outward appearances, their physical features
spell once with this trait, and you regain the ability to
a symbol of the union between their parent and their
do so when you finish a long rest. Charisma is your
parent’s otherworldly patron. Due to the incredible
spellcasting ability for these spells.
strain the pactborn have in starting and keeping
Fey Ancestry. You have advantage on saving throws
relationships they tend to be steadfast and loyal to those
against being charmed, and magic can’t put you to sleep.
who show them true kindness and respect.
Untrue. You have proficiency in the Deception skill.
Languages. You can speak, read, and write Common
Otherworldly Kin and Sylvan.

All pactborn have an unnatural charisma that stems Other Origins


from their parents and their parent’s patron’s raw and While the default origin of the Pactborn is that they are
overwhelming presence. Warlocks promised to the the children of warlocks pledged to otherworldly powers
Archfey can sire or birth siofra, a pactborn known for there is no reason you couldn’t adapt the race for a
their duplicity and tricky nature. Warlocks in the service different background in your own campaign. Consider
of a Fiend can have tiefling children, whose appearance the following alternative origins for the Pactborn.
matches their infernal temperament. Warlocks bound to Foreign Born. Mortals rarely obtain the ability to travel
the Great Old Ones sometimes spawn the methuselah, the myriad planes of existence and, rarer still, have the
pactborn who exude the alien weirdness of their mixed fortune of giving birth there. Even in instances
parent’s patrons and whose madness is only matched by where both parents share the same race, a child
their insight. conceived, carried, or born on distant planes may show
Other stranger and rarer pactborn are the result of signs of its influence. These children are known as the
less common warlock patrons. Among these pactborn, Planetouched and while even rarer than the Pactborn,
the aasimar are born to warlocks who have forged their they suffer from far less stigma.
pacts with powerful beings of light and order and the Interplanar Incursion. Decades, centuries, or millenia
lemures are the spawn of warlocks pledged to ancient ago powerful beings from one or more planes invaded
undead beings suffused with necromantic power. the world. Whether or not those powers are still around
today, they have left a profound and ongoing mark on the
world in the form of the Nephilim. Unlike the Pactborn
who tend to rarely if ever see others that look like them
Pactborn Traits the Nephilim form communities to support one another
All pactborn share the following features.
and buffer themselves against the prejudice of the other
Ability Score Increase. Your Charisma score
races.
increases by 2.
Living Vessel. The Pactborn are rare but a Vessel is
Age. Pactborn mature at the same rate as humans but
a singular being who will almost certainly live its entire
live a few years longer.
existence without meeting another being even remotely
Alignment. Pactborn may not have an innate tendency
similar to it. Using an obscure and unreliable arcane
toward evil, but many of them end up there after a
ritual powerful creatures from distant planes reincarnate
lifetime of desperation and social isolation. Influenced
into a humanoid form on the material plane. This
by the mystic imprint of a warlock’s pact, pactborn are
method robs the creature of all of its memories and
prone towards a lawful alignment.
power as their soul inhabits a newly conceived child and
Size. Pactborn are about the same size and build as
in the material world. Often a Vessel spends most of
humans. Your size is medium.
his childhood and early adulthood piecing together the
Speed. Your basic walking speed is 30.
broken memories of his past life before coming to the
Subrace. Five subraces of pactborn are found among
unsettling or empowering (depending on the Vessel)
the worlds of D&D: siofra, tiefling, methuselah, aasimar,
realization that they are not of this world.
and lemures. Choose one of these subraces.

7
Tiefling You must choose to do so before the roll and, when you
Tieflings often bare a certain characteristic demeanor do, you lose this foretold roll. When you take a long rest
of their infernal heritage though to a lesser degree than you lose this foretold roll.
they are often accused of. Tieflings are prone to have a Languages. You can speak, read, and write Common
particular vice that then struggle with or indulge in most and Deep Speech.
of their lives. For some tieflings this means a life time of
late nights and large tabs at taverns while others’ habits Aasimar
run more violent or esoteric. Despite their appearance and supernatural inheritances,
The appearance of tieflings is quite diverse. Most the aasimar are not the beings of unflinching virtue
tieflings have a red complexion although for some some assume they must be. Instead, aasimar struggle
this is quite light and for others it is stark. Common with the strong convictions fueled by their supernatural
physical qualities of tieflings include horns, tails, fangs, connection to order and all the shortcomings that make
forked tongues, and upturned noses. Despite these them mortal. In coping with this struggle, some aasimar
qualities being common they are not ubiquitous and begin to believe that they are morally superior in due
most tieflings only have some of these traits rather than to their heritage and become philosophically bullish
all of them. Tieflings sometimes smell like burnt wood, insisting that their own moral compass is flawless
cinnamon, or sulfur. regardless of where it leads them. For other aasimar,
Ability Score Increase. Your Intelligence score the better side of both of their natures prevail and they
increases by 1. truly are the beings of goodness, compassion, and
Darkvision. Thanks to your infernal heritage, you justice others hope they are.
have superior vision in dark and dim conditions. You can Aasimar have a radiant or magnetic presence. While
see in dim light within 60 feet of you as it if were bright they may not be beautiful by traditional standards,
light, and in darkness as it if were dim light. You can’t something about their appearance signified authority
discern color in darkness, only shades of gray. or goodness. They may have tinges of gold in their eyes,
Hellish Resistance. You have resistance to fire hair, or skin and they are almost always without physical
damage. blemish. Very rarely an aasimar is born with wings
Infernal Legacy. You know the thaumaturgy cantrip. but these limbs are always useless for flying or gliding,
Once you reach 3rd level, you can cast the hellish though they do make clothing and armor more difficult
rebuke spell once with this trait as a 2nd-level spell, and expensive to come by.
and you regain the ability to do so when you finish a Ability Score Increase. Your Wisdom score increases
long rest. Once you reach 5th level, you can cast the by 1.
darkness spell once with this trait, and you regain the Darkvision. Thanks to your celestial heritage, you
ability to do so when you finish a long rest. Charisma is have superior vision in dark and dim conditions. You can
your spellcasting ability for these spells. see in dim light within 60 feet of you as it if were bright
Languages. You can speak, read, and write Common light, and in darkness as it if were dim light. You can’t
and Infernal. discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic
Methuselah damage and radiant damage.
Methuselah frequently spend much of their childhood Celestial Legacy. You know the light cantrip. Once
without uttering a word and seemingly oblivious to you reach 3rd level, you can cast the lesser restoration
others around them. As they grow older, methuselah spell once with this trait, and you regain the ability to do
engaged a bit more with others but are always so when you finish a long rest. Once you reach 5th level,
noticeably distracted by internal thoughts or stimuli. you can cast the daylight spell once with this trait as a
While madness is relatively common in methuselah 3rd-level spell, and you regain the ability to do so when
it is not guaranteed. Most methuselah have very you finish a long rest. Charisma is your spellcasting
idiosyncratic ideas about themselves and the world and ability for these spells.
are prone to being conspiratorial and paranoid. Languages. You can speak, read, and write Common
Although the appearance of methuselah varies and Celestial.
greatly they are all distressing on some level to others.
Methuselah have been known to exhibit translucent Lemures
skin, bulbous lumps about their bodies, vestigial limbs, Perhaps unsurprisingly, lemures have a fascination with
bulging veins, and odd patches of hair or hairlessness. death and dead things. Despite this fascination, lemures
The voices of methuselah are also often noted as having are rarely violent but instead prefer to observe the
an unnerving quality of some kind. This quality might machinations of death and decay where they are already
be an unnatural or quavering pitch, words that echo occurring. While this is an unsettling interest in children
themselves, or unintended guttural growls or groans. it is even more prone to unsettle others once the
Ability Score Increase. Your Constitution score lemures reaches adulthood. Lemures are typically quiet,
increases by 1. reserved, and prone to sullen and withdrawn moods.
Ineffable Legacy. You know the prestidigitation Lemures often look older and more weary than they
cantrip. Once you reach 3rd level, you can cast the sleep are though they age and exhaust no faster than other
spell once with this trait as a 2nd-level spell, and you Pactborn. Their frequently frail and malnourished
regain the ability to do so when you finish a long rest. appearance also masks their inherent strength.
Once you reach 5th level, you can cast the crown of Lemures are prone to having ashy or dry skin with black
madness spell once with this trait, and you regain the or gray eyes and black, gray, or white hair. Lemures
ability to do so when you finish a long rest. Charisma is sometimes smell of freshly turned earth, smoke, or rot.
your spellcasting ability for these spells. Ability Score Increase. Your Strength score increases
Inscrutable Madness Insight. When you complete a by 1.
long rest roll a d20 and record the number rolled. You Stygian Legacy. You know the spare the dying
can replace any attack roll, saving throw, or ability check cantrip. Once you reach 3rd level, you can cast the ray
made by you or a creature that you can see with this roll.

8
of sickness spell once with this trait as a 2nd-level spell, Saurian Names
and you regain the ability to do so when you finish a
Every Saurian is given a personal name at birth. In
long rest. Once you reach 5th level, you can cast the
adolescence the Saurian is taught the names of all of
speak with the dead spell once with this trait, and you
his parents ancestors and these form an extended name.
regain the ability to do so when you finish a long rest.
When one Saurian is introduced to another for the
Charisma is your spellcasting ability for these spells.
first time the traditional greeting involves each Saurian
Unnatural Innervation. As an action you can roll and
giving their personal name as well as the personal name
expend a hit dice to gain the result + your Constitution
of each of their ancestors going back as long as they can
modifier in temporary hit points.
remember.
Languages. You can speak, read, and write Common.
Ankylos Names: Bhatha, Bhima, Charma, Gada,
Additionally, you can speak to and understand the
Gadadhar, Khethah, Laguda, Sainya
speech of any undead creature that knows a language.
Deinony Names: Babila, Javana, Pathika, Rajaduta,
Rewa, Turanya, Vanik, Yathu
Plesios Names: Aayaata, Annapurna, Karshakka,
Saurian Maalaakaara, Ogha, Puura, Riddhi, Samudra
“Did not learned men, too, hold, till within the Pteradas Names: Aakaash, Aksha, Daksha, Pataga,
last twenty-five years, that a flying dragon was an Silpa, Vihaga, Yantram, Yukti
impossible monster? And do we not now know that Sarchos Names: Dawati, Hantaram, Makara, Nakra
there are hundreds of them found fossil up and down Raja, Peck, Tanupa, Udadhi, Urmi
the world? People call them Pterodactyles: but that Triceras Names: Acharya, Agamya, Aparavid,
is only because they are ashamed to call them flying Chanaakya, Gyana, Itihaasa, Katha, Vidvat
dragons, after denying so long that flying dragons could Tyrannos Names: Abhiraj, Adhip, Bhayan, Mahesh,
exist.” Mahiipat, Rajaan, Upadravin, Virochan
--Charles Kingsley, The Water Babies

Like their behemoth kin the Saurian are relics of an Saurian Traits
ancient time and unknown to nearly all inhabitants of Saurian society is divided into castes that fall largely
the worlds of D&D. Saurian struggle to uphold time along the lines of their various subraces. Ankylos are
honored traditions while they maintain the ruins of their expected to become a member of the military or city
once decadent city states. guards. Deinony serve their people as ambassadors
and traveling merchants. Plesios are depended on as
The End of an Era the farmers and explorers of saurian society. Pteradas
are known for their creativity and expertise as artisans.
The reign of the Saurian was long but now so distant Sarchos are found almost exclusively in coastal cities
in the past that none but their own scholars even recall and often make up whatever naval forces a Saurian city-
the details of it. In the modern age, Saurian remain state has. Triceras are encouraged to become scholars
in ancient gilded cities deep in the forgotten places of and bureaucrats. Tyrannos are the leaders of Saurian
the world. Hidden away in these lands lost to time the society, as likely to be feared as they are admired.
Saurian remain committed to the culture and traditions Ability Score Increase. Your Strength score increases
of their ancestors. Even as their numbers grow fewer by 1.
with each passing decade, the Saurian still look to the Age. Saurian mature slightly slower than humans do
past rather than embrace the future. and can live up to a thousand years.
In that bygone age the Saurian ruled sprawling Alignment. Saurian are creatures of habit and custom
empires from capitols littered with gold and precious and as such are almost always lawful. Saurian have
gems, enlightened by the doctrine of their religious an even temperament and a dislike for trouble making
philosophy, and pioneered a great number of the them disinclined to be good or evil.
mundane and mystical arts practiced today. At least, Size. Saurian are between 6 to 8 feet tall and weigh
that’s what the Saurian claim. With their numbers between 350 and 450 lbs. Saurian size varies by
shrinking since before recorded time some Saurian subrace with Pteradas being the smallest and lightest,
embrace a fatalistic stance that their race was born Plesios being the tallest, and Ankylos being the heaviest.
dying. Your size is medium.
Speed. Your basic walking speed is 30.
Behemoth Kin. Your size counts as large for the
Kin to Behemoths purposes of determining carrying capacity and
Saurian tower above other humanoid races. The size grappling.
of the Saurian race is proof, they say, of their inherent Intimidating Size. When you make an Intimidation
capacity for rulership over the younger races and their ability check against a creature your size or smaller you
connection to the primordial origins of the world. When gain advantage.
their foot falls shake the earth and echo off the hills even Long Memory. You have proficiency in the History
the skeptical are inclined to give it consideration. skill.
Their appearance is further proof of their ancient and Languages. You can speak, read, and write Common
titanic origins. All Saurian resemble the behemoths and Draconic. The Saurian dialect of Draconic is
commonly believed by scholars to have ruled the obvious to other speakers of the language and unless
world in prehistoric times. Different Saurian subraces you learn Draconic again from another source, your
resemble different species of behemoths but all are speech in Draconic will always be notable for its
covered with a scaled or feathered hide, possess large Saurian idiosyncrasies.
black eyes, and have a tail. Subrace. Saurian society is divided into castes that
fall largely along the lines of their various subraces.
Ankylos are expected to become a member of the

9
military or city guards. Plesios are depended on as the Plesios form the bulk of the agricultural caste of
farmers and explorers of saurian society. Pteradas are Saurian society. Plesios are naturally gifted at tending
known for their creativity and expertise as artisans. the land and the sea and are taught horticulture and
Triceras are encouraged to become scholars and herbalism from a young age. Many Plesios become
bureaucrats. Tyrannos are the leaders of Saurian society, farmers but some rare few serve their communities as
as likely to be feared as they are admired. druids or rangers instead.
Plesios are the tallest of the Saurian owing in no
Ankylos small part to their sizeable neck. Plesios stand nearly
By tradition, the Ankylos are the military caste of 8 feet tall on average and about 2 feet of that height is
Saurian society. Ankylos are introduced to fighting in their neck. Despite lacking any external gills Plesios are
small groups as a competitive team combat for sport equally at home above and below water and their skin
and the entertainment of other Saurian. Ankylos age produces a sheen when they remain out of water for
into roles in the city guard, in militaries, or as hired extended periods of time.
body guards. Ability Score Increase. Your Wisdom score increases
These combat roles well suit the Ankylos as they are by 1. Your Strength score increases by an additional 1.
the heaviest among Saurian kind and possess both Aquatic. You have a swimming speed equivalent to your
naturally weapons and a natural defense. Along their base walking speed and you can breathe air and water.
back the Ankylos have contiguous bone plates that Catch of the Day. When you are near a body of water
create shell and their tail ends in a club formed from the you can spend 10 minutes catching fish. You catch 10
more of the same bone plates. fish which function identically to the berries created by
Ability Score Increase. Your Constitution score the spell, goodberry. You can use this feature again after
increases by 1. Your Strength score increases by an you complete a long rest.
additional 1. Darkvision. Accustomed to darkened waters, you
Club Tail. Ankylos have a club tail they can use in have superior vision in dark and dim conditions. You can
combat. Your unarmed attacks with your tail deal 1d6 + see in dim light within 60 feet of you as if it were bright
your strength modifier bludgeoning damage. light, and in darkness as if it were dim light. You can’t
Heavy. You have advantage on saving throws against discern color in darkness, only shades of gray.
being moved and knocked prone.
Natural Armor. Ankylos have a bone plated back they Pteradas
can use to intercept attacks if they have no better shield In Saurian society, Pteradas are seen as inherent
on hand. While you are not using a shield you gain a +1 innovators and artists and thus make up the artisan
to your AC. caste. In a culture that changes as slowly as Saurian
Slow. Your base movement speed decreases to 25 feet. society does, Pteradas are given the a limited freedom
to innovate and experiment with new forms of art and
Deinony thinking. In practical roles, Pteradas become artists,
With their prenatural speed and slightly less philosophers, and inventors.
hulking frame, the Deinony serve Saurian society as Physically the Pteradas are the smallest and lightest
ambassadors, merchants, and rangers. In ancient eras of all Saurian. Their relatively spry stature allows them
the Deinony would travel from one Saurian city-state to use their wings, a membrane between the bottom of
to another delivering their ruler’s lists of demands, their palms and their top of their hips, to fly. Their heads
requests, or peace offerings. It has been decades or are notable for its shape which is quite long due to their
millennia since two great Saurian city-states have been beaks.
close enough for such a relationship and so Deinony Ability Score Increase. Your Dexterity score increases
today serve as the primary face of Saurian society to the by 2.
outside world, if the outside world knows of the Saurian Flight. You have a fly speed of 30 feet. You cannot fly
at all. using this feature when you are carrying more than half
To the uneducated eye, a Deinony might look like a of your encumbrance rating in weight. While flying in
particularly feral lizardfolk. To those who are familiar this way you cannot make attack rolls, cast spells, or
with both races the Deinonys’ size, protruding nose, maintain concentration on spells you had previously
and the dagger-sized talons on their feet make the two cast.
impossible to confuse. Tool Proficiency. Choose and gain proficiency with
Ability Score Increase. Your Dexterity and Charisma any one tool kit.
scores increases by 1.
Clawed Toe. Deinony have dagger like claws on Sarchos
the end of their feet that they can use in battle. Your Sarchos occupy a precarious position in Saurian society.
unarmed attacks with your toe claw deal 1d4 + your It’s a commonly accepted fact that Sarchos were one
strength modifier slashing damage. of the youngest of the Saurian races and their unique
Clever. You have a natural talent for providing gifts leave them ill suited for landlocked settlements.
openings and advantages for others. On your turn, you While historically the Sarchos have made up the bulk
can use a bonus action to take the Help action. You can of Saurian city-state’s navies, today few such city-states
use this feature again after you complete a short or long exist and those that do are hard pressed to muster up
rest enough officers to call it a navy. The Sarchos then are
Raptor Agility. Your reflexes and agility allow you to largely forgotten by other Saurian or sometimes even
move with a burst of speed. When you move on your viewed as suspicious outsiders. In rare Saurian city-
turn in combat, you can double your speed until the end states that have long and proud naval traditions the
of the turn. Once you use this trait, you can’t use it again Sarchos are still accepted as members of traditional
until you move 0 feet on one of your turns. society and often take roles that put them and keep that
at sea.
Plesios Sarchos have long snouts, a thick scaled hide, short

10
but powerful legs, and long tails. While their gait on land increases by 1. Your Strength score increases by an
could be called awkward they swim with ease and grace additional 1.
moving as a serpent does and allowing their tails to Carnivorous Bite. You have rows on rows of sharp
propel them forward. Sarchos are sometimes mistaken teeth and you can use them to rend your foes. Your
for freakinshly large crocodile by humanoids unfamiliar unarmed attacks with your bite deal 2d4 + your strength
with the Saurian. modifier slashing damage.
Ability Score Increase. Your Constitution score Small Arms. You cannot wield weapons with the
increases by 1. Your Strength score increases by an heavy property.
additional 1. Tyrant King. You have proficiency in the Intimidation
At Home in Water. Your base movement speed skill.
decreases to 25 feet and you have a swimming speed of Terrifying Roar. You can use your action to roar with
30 feet. rage, shocking your inferiors into submission. When
Hold Breath. You can hold your breath for up to your you do, all creatures within 30 feet must pass a Wisdom
Constitution modifier in hours (minimum 1). saving throw or be frightened until the end of your next
Powerful Jaws. Sarchos have powerful jaws they can turn. The DC for this saving throw is equivalent to 8
use to grapple and control enemies with in combat. + your Charisma modifier + your proficiency modifier.
When you make a grapple attempt you may use your After you use your terrifying roar, you can’t use it again
mouth instead of a free hand. If you do, and you until you complete a short or long rest.
successfully grapple a creature, that creature takes your
strength modifier in damage.
Scaley Hide. Whenever you complete a short or a
long rest you gain temporary hit points equal to your
Constitution modifier (minimum 1).

Triceras
Triceras are regarded as being exceptionally gifted
scribes and ritualists and make up the majority of the
scholar caste in Saurian society. As members of the
scholar caste, Triceras are called on to remember the
customs and traditions of the past as well as interpret
and mediate the application of historical laws. Triceras
fulfill their function as members of the scholar caste
by serving Saurian society as judges, priests, and
lorekeepers.
The most striking physical characteristic of the
Triceras is their forehead which forms a ridge separating
the front of their skull from the back. On the front facing
side of that ridge are three horns with one shorter horn
sitting directly above the Triceras’ beak and the two
longer horns above and to either side of central horn.
Ability Score Increase. Your Intelligence score
increases by 2. Your Strength score increases by an
additional 1.
Living Fossil. Your proficiency bonus is doubled when
you make Intelligence (History) ability checks.
Trihorn Headbutt. You have three horns on your head
that you can use to attack in a pinch. Your unarmed
attacks with your horns deal 1d4 + your strength
modifier piercing damage.
Ritualist. Choose any 1st-level spell with the ritual tag.
You can cast this spell as a ritual. Intelligence is your
spellcasting ability for this spell.

Tyrannos
With the blood of the mythical Tyrant King the Tyrannos
inherit the birthright of leadership and ruler caste of the
Saurian society. With Saurian society having long since
retreated from attempts at military expansion traditional
Tyrannos do little today but rule over the decaying
ruins of their once great society while enterprising
Tyrannos may attempt to start trade with the wider
world. Tyrannos are given a wide berth in terms of the
functional roles they play in society but most often act
as politicians, rulers, and merchants.
The Tyrannos are easily identified by their large heads,
which they claim is a result of their superior intellect
and political prowess, and their short arms, which
everyone else should be careful never to make note of.
Ability Score Increase. Your Charisma score

11
Chapter 2: Classes empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
Presented in this chapter are new classes for your
Dungeons & Dragons campaign. Each class published horizons and their options.
by the Sterling Vermin has undergone months of public
feedback and playtesting and a series of revisions and
re-writes to ensure the class is as balanced as it can be
Warriors with a Purpose
before being included on the DM’s Guild. Every magus learns their abilities as part of a
The Magus class is a blend of martial prowess relationship to an eldritch society. On a mystical level,
and magical power. While several player options every magus’ spellcasting style is shaped by their
in Dungeons & Dragons 5th edition hint at the eldritch society. On a personal level, every magus must
swordmages, arcane archers, seekers, wardens, and deal with the demands and ideology of their eldritch
more from previous editions the Magus class allows society in their own way. Regardless of whether a
players to play a hybrid warrior spellcaster from the magus embraces their eldritch society’s traditions and
start. Along with unique class and archetype features, politics, no magus can deny the influence it has on their
the Magus also introduces several unique spells - magic and outlook.
especially in the form of weapon attack cantrips. Each An eldritch society is not a monolithic entity but
of the Magus class’ Eldritch Societies provide unique they do have beliefs and goals that the majority of the
magical styles and story hooks. magi in that society believe in and fight for. Magi in
The Pugilist class is for streetfighters with swagger to the Arcane Order observe a tradition of honoring the
spare. The Pugilist is not a remake or an interpretation requests and wisdom of their mentors and striving to
of a class available in previous editions of Dungeons & train an apprentice that will be an even greater magus
Dragons but began as our attempt at creating a variation then they are. Members of the Primordial Seal believes
on the Monk class that had less specifically Eastern that the material planes are constantly under threat of
and mystical baggage. The Pugilist quickly grew beyond incursion from elemental planes and they must remain
that original goal and captured an archetype untapped on guard to ensure its ongoing safety. Magi in the Sylvan
by Dungeons & Dragons up to this point - the common Circle seek to protect the wilderness of the world from
man who gets by on sweat, blood, and confidence. Each destruction and defiling although what exactly that
of the Pugilist class’ Fight Clubs define the different means varies from magus to magus.
avenues by which a hero might come to pugilism.

Creating a Magus
Magus As you create your magus character, consider that
A human confronted by two orcs draws his rapier and, relationship your character has to their eldritch society.
as he does, violet runes illuminate in the air around the Does your character feel indebted to the lessons the
weapon. He dodges one of the orc’s impatient attacks society has taught them? Does your character actively
and punishes it with a thrust of his own that causes pursue the goals of their society? Has your character
the air around the orc to burst into green flames and had a falling out with the society and, if so, why? While
sends the orc sprawling to the ground. The second orc training to be a magus did you make any rivals and who
becomes noticeably less enthusiastic about the fight. are they?
A dwarf looks down from the mountain peak she calls Fighting may have come naturally to you and your
home and sees the rampant destruction of the woods mentor struggled to impart you with the basics of
she has sworn to protect. As she approaches the hunting spellcasting. Or maybe the spellcasting came easily but
encampment responsible for the fire she calls woodland you lacked an innate aptitude for combat. You might
creatures to be her allies and her skin hardens to bark. have spent years in training with a mentor before being
Looking over the ancient heiroglyphs, a saurian left to your own devices or you may have met your
searches frantically for details of a ritual that will mentor only informally on a handful of momentous
uphold the mystic seal over his ancestral home. When occasions. You might regularly report back to your
the impossibly heavy doors swing open behind him, he contacts within your eldritch society or keep a wary
turns to face the temple’s guardians as his sword erupts distance from other magi.
into flames.
Magi are mystical warriors who blend martial Quick Build
prowess with esoteric knowledge and spellcasting. Magi You can make a magus quickly by following these
balance the pursuit of personal goals and relationships suggestions. First, Strength or Dexterity should be
with their obligations to pursue the goals and ideals of your highest ability score, followed by Intelligence
the eldritch societies that initiated them into the magical (Arcane Order, Shadow Court), Wisdom (Sylvan
arts. Although their backgrounds may sometimes set Circle), or Charisma (Primordial Seal) based on your
them at odds against one another, magi are united by Eldritch Society. Second, choose the Sage or Soldier
their commitment to a cause greater than themselves background.
and a drive to master their magical abilities.

Martial Magicians Class Features


As a magus, you gain the following class features.
Every magus is a warrior. Magi train with arms and
armor to protect what they hold dear, fight for what they Hit Points
believe in, and get themselves into or out of trouble. For Hit Dice: 1d8 per magus level
a magus, violence may not be the preferable answer but Hit Points at 1st Level: 8 + your Constitution modifier
it’s always a valid back up plan. Hit Points at Higher Levels: 1d8 (or 5) + your
Every magus is a magician. Magi use their hard Constitution modifier per magus level after 1st
earned skill with spellcasting to explore the multiverse,

12
The Magus
__ Spell Slots per Spell Level __
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Eldritch Society, Esoteric Eye 2 __ __ __ __ __ __
2nd +2 Mystic Mark, Spellcasting 2 3 2 __ __ __ __
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 __ __ __ __
4th +2 Ability Score Increase 3 4 3 __ __ __ __
5th +3 __ 3 5 4 2 __ __ __
6th +3 Mystic Meditation 3 5 4 2 __ __ __
7th +3 Eldritch Society feature, War Magic 3 6 4 3 __ __ __
8th +3 Ability Score improvement 3 7 4 3 __ __ __
9th +4 Aegis and Enspell improvements 3 8 4 3 2 __ __
10th +4 Spell Surge 4 8 4 3 2 __ __
11th +4 Improved War Magic 4 9 4 3 3 __ __
12th +4 Ability Score Improvement 4 10 4 3 3 __ __
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 __
14th +5 Eldritch Society feature 4 11 4 3 3 1 __
15th +5 Spell Ward 4 12 4 3 3 2 __
16th +5 Ability Score Improvement 4 13 4 3 3 2 __
17th +6 __ 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2

Proficiencies You can use this feature a number of times equal to 1


Armor: Light armor, medium armor, shields + your magus spellcasting modifier. When you finish a
Weapons: Simple weapons, martial weapons long rest, you regain all expended uses.
Tools: None

Saving Throws: Constitution, Intelligence Mystic Mark


Skills: Choose one from Acrobatics, Arcana, Athletics, Starting at 2nd level, you learn to place a mystic mark
History, Insight, Investigation, and Perception. to enspell a weapon or to give a creature an aegis. You
can use your mystic mark a number of times equal to
Equipment your magus spellcasting ability modifier. You regain any
You start with the following equipment in addition to the expended uses when you finish a long rest.
equipment gained by your background.
• (a) a simple weapon and a shield or (b) a martial Aegis
weapon or (c) a longbow and 20 arrows You can use a bonus action to project your mystic mark
• (a) leather armor or (b) scale mail onto a creature you can see within 30 feet of you. For
• (a) an arcane focus or (b) a druidic focus or (c) a the next minute that creature is under your aegis and
component pouch receives a bonus to their armor class. This bonus
• An explorer’s pack increases their AC by +1. If that creature is wearing
magical armor use this bonus or the bonus provided by
Eldritch Society the armor, whichever is higher. The aegis ends if you or
the creature end a turn more than 120 feet away from
At 1st level, you choose an Eldritch Society that trained one another. A creature can only benefit from one aegis
you in the ways of the magus: the Arcane Order, the at a time.
Knights Stygian, the Primordial Seal, the Shadow Court, This bonus to AC increases to +2 when you reach 9th
or the Sylvan Circle. Your choice grants you features level and increases to +3 when you reach 13th level.
at 1st level and again at 3rd, 7th, and 14th level. Your
choice also determines your spell list. Enspell
You can use a bonus action to surround a weapon
Esoteric Eye in your hand with your mystic mark. This weapon is
enspelled and counts as a spellcasting focus for you
At 1st level, you have the ability to detect the ability for for the next minute. While enspelled the weapon is
spellcasting in others. As an action, your eyes flash considered magical and adds a +1 bonus to attack rolls
with obvious magical energy as your senses wake to and damage rolls. If the weapon is already magical, use
the mystical energies of the multiverse. Until the end the bonus provided by enspell or by the magic weapon,
of your next turn, you know if each creature you can whichever is higher. The enspell ends if you lose
see within 60 feet of you has the Spellcasting or Innate possession of the weapon. A weapon can only benefit
Spellcasting feature or trait. Additionally, you learn each from one enspell at a time.
of those creature’s spellcasting ability, if they have one. These bonuses to hit and damage increase to +2 when

13
you reach 9th level and +3 when you reach 13th. Additionally, the creature gains temporary hit points
equal to your spellcasting modifier plus twice the level
of the spell slot expended.
Spellcasting
Starting at 2nd level, you gain the ability to cast 1st Spell Sword
level spells and higher. See chapter 10 of the Player’s When you hit a creature with a one-handed melee
Handbook for the general rules of spellcasting. weapon under the effect of your Enspell feature you may
Spell Slots. The Magus table shows how many spell spend a spell slot to deal additional damage and render
slots you have to cast your spells of 1st level and higher. the creature vulnerable to magical attacks. The extra
To cast one of these spells, you must expend a slot of the damage is 1d4 for a 1st-level spell slot, plus 1d4 for
spell’s level or higher. You regain all expended spell slots each spell level higher than 1st, to a maximum of 5d4.
when you finish a long rest. Additionally, the creature has disadvantage on saving
For example, if you know the 1st-level spell find throws against spells you cast until the end of your next
familiar and have a 1st-level and a 2nd-level spell slot turn.
available, you can cast find familiar using either slot.
Spells Known of 1st-Level and Higher. You know
three 1st-level magus spells of your choice from Ability Score Improvement
your Eldritch Society’s spell list. You learn additional When you reach 4th level, and again at 8th, 12th, 16th,
spells chosen from your Eldritch Society’s spell list as and 19th level, you can increase one ability score of your
indicated in the spells known column of the magus table. choice by 2, or you can increase two ability scores of
Additionally, when you gain a level in this class, you your choice by 1. As normal, you can’t increase an ability
can choose one of the spells from your Eldritch Society score above 20 using this feature.
spells you know and replace it with another spell from
your Eldritch Society’s spell list, which also must be of a
level for which you have spell slots. Mystic Meditation
Spellcasting Ability. Your spellcasting ability is
At 6th level, when you take a short rest you can choose
determined by your Eldritch Society. See the Initiate
to recover all expended uses of your Mystic Mark. You
feature of your Eldritch Society for your spellcasting
can use this feature again when you complete a long
ability.
rest.
Ritual Casting. You can cast a magus spell as a ritual
if that spell has the ritual tag and you know the spell. War Magic
Spellcasting Focus. Your spellcasting focus, if any, is
determined by your Eldritch Society. See the Initiate Beginning at 7th level, when you use your action to cast
feature of your Eldritch Society to see what, if any, a cantrip, you can make one weapon attack as a bonus
spellcasting focus you may use for your magus spells. action.

Eldritch Armament Spell Surge


Starting at 3rd level, you learn to infuse your preferred At 10th level, you can cast any magus spell you know
weapon or shield with magical power. Choose one of the without spending a spell slot. The spell is cast as if you
following options. had used a spell slot equal to the highest spell slot you
have. You can use this feature again after you complete
Eldritch Archer a long rest.
When you hit a creature with a ranged weapon under Starting at 20th level, you can use this feature twice
the effect of your Enspell feature you can cause the before regaining its use by completing a long rest.
ammunition to explode with mystical energy dealing the
same damage type to all creatures nearby. When you do Improved War Magic
so, spend a spell slot and the creature and each other
creature within 10 feet must succeed on a Dexterity Beginning at 11th level, when you use your action to
saving throw or take 2d4 + 1d4 damage for each spell cast a spell, you can make one weapon attack as a
level higher than 1st, to a maximum of 6d4. On a bonus action.
success, they take half damage.

Mystic Marauder
Spell Ward
When you hit a creature with a melee weapon attack At 15th level, the magical attacks of your enemies
with a weapon you are wielding with two hands that is unravel around you. You and friendly creatures within
under the effect of your Enspell feature, you can spend 15 feet of you have advantage on saving throws against
one spell slot to deal additional damage to the target. spells.
The extra damage is 2d6 for a 1st-level spell slot, plus
1d6 for each spell level higher than 1st, to a maximum of
6d6. The weapon must have the two-handed or versatile
Greater Spell Surge
property for you to use this feature. At 18th level, choose one 6th-level spell from your
Eldritch Society’s spell list. You can cast this spell once
Sorcerous Sentinel without expending a spell slot. You must finish a long
While you are wielding a shield when a creature under rest before you can do so again.
the effect of your Aegis feature is attacked you can use At 20th level, you can use this feature twice before
your reaction and spend a spell slot to strengthen their regaining its use by completing a long rest.
defenses. The creature gains a bonus to AC equivalent
to the spell slot expended against the triggering attack.

14
Eldritch Society do, you teleport up to 30 feet and may make a weapon
Eldritch societies are organizations that train initiates attack against the creature.
in unique styles of magic and institutions with ideals,
interests and goals. When a young magus pledges Occult Savant
themselves to an eldritch society they may be motivated By 7th level, through diplomacy, espionage, or occult
primarily by attraction to that society’s magical style, experimentation you have learned spells belonging to
ideals, or goals but must embrace all that the society other Eldritch Societies. Choose two spells from any
stands for to be admitted and advance. Eldritch Society, including this one. The spells you
choose must be of a level you can cast, as shown on the
Magus table, or a cantrip. The chosen spells count as
The Arcane Order Arcane Order magus spells for you and are not included
The Arcane Order is an Eldritch Society built on in the Spells Known column of the Magus table.
mentor-student relationships. While the Order is unified
in name, outside of gravely dangerous large scale Arcane Recovery
threats each member tends to operate alone or with Starting at 14th level, you have learned to regain some
only their mentor or student. A magus in the Arcane of your magical energy by reflecting on esoteric truths
Order’s exact philosophy will vary based on their mentor and formulas. Once per day when you finish a short rest,
but all members of this Eldritch Society emphasize you can choose expended spell slots to recover. The
perfection in their own skill and approaching magic as spell slots can have a combined level that is equal to or
an art to be mastered. less than half your magus level (rounded up), and none
of the slots can be 6th level or higher.
Arcane Order Initiate
When you choose this Eldritch Society at 1st level, you
augment your martial prowess with the ability to cast
The Knights Stygian
cantrips. This initiation will later influence your magus The Knights Stygian take it upon themselves to seek out
spellcasting feature. and cleanse the world of its corruption. These magi seek
Cantrips. You learn two cantrips of your choice from to protect the innocent, defend the weak, and ensure
the Arcane Order’s spell list. You learn an additional justice is done. They do this by wielding necromantic
cantrip of your choice from the Arcane Order’s spell list magic that simultaneously terrifies their living foes and
at 4th level and again at 10th. These cantrips count as turns their defeated foes into foot soldiers in the magi’s
magus spells for you. service.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Player’s Handbook) as a Knights Stygian Initiate
spellcasting focus for your magus spells. When you choose this Eldritch Society at 1st level, you
Spellcasting Ability. Intelligence is your spellcasting augment your martial prowess with the ability to cast
ability for your Arcane Order spells, since you learn cantrips. This initiation will later influence your magus
your spells through rote study and memorization. You spellcasting feature.
use your Intelligence whenever a spell refers to your Cantrips. You learn 2 cantrips of your choice from
spellcasting ability. In addition, you use your Intelligence the Knights Stygian’s spell list. You learn an additional
modifier when setting the saving throw for a magus cantrip of your choice from the Knight Stygian’s spell list
spell you cast and when making an attack roll with one. at 4th level and again at 10th. These cantrips count as
magus spells for you.
Spell save DC = 8 + your proficiency bonus + Spellcasting Focus. You can use an arcane focus
your Intelligence modifier (found in chapter 5) as a spellcasting focus for your
magus spells.
Spell attack modifier = your proficiency bonus +
Spellcasting Ability. Charisma is your spellcasting
your Intelligence modifier
ability for your Knights Stygian spells, since you learn
your spells through an intuitive connection with death.
Bonus Proficiencies You use your Charisma whenever a spell refers to your
At 1st level, you gain proficiency with the Arcana skill spellcasting ability. In addition, you use your Charisma
and one type of artisan’s tools of your choice. modifier when setting the saving throw for a magus
spell you cast and when making an attack roll with one.
Amethyst Mark
Starting at 3rd level, the effects of your mystic marks Spell save DC = 8 + your proficiency bonus +
are enhanced by the Arcane Order’s secret lessons. your Charisma modifier
When you place your enspell on an object or aegis on a
creature a faint purple crystalline aura surrounds it. Spell attack modifier = your proficiency bonus +
Arcane Enspell. When you deal damage with your your Charisma modifier
enspelled weapon you can choose to deal force damage
instead of the normal damage type. Bonus Proficiencies
When you deal damage to a creature with your At 1st level, you gain proficiency with the Intimidation
enspelled weapon you can choose to remove your skill and the embalmer’s tool kit.
enspell from the weapon. When you do, the creature
must succeed on a Strength saving throw against your Embalmer’s Tools
spell save DC or be pushed up to 15 feet away and Embalmer’s tools include all the instruments, chemicals,
knocked prone. and perfumes necessary to embalm the dead. Proficiency
Arcane Aegis. When a creature deals damage to with this kit lets you add your proficiency bonus to any
an ally under the effect of your aegis you can use your ability checks you make to embalm or preserve a body.
reaction to remove the aegis from your ally. When you Embalmer’s tools cost 10 gold pieces and weigh 4 lbs.

15
Obsidian Seal refers to your spellcasting ability. In addition, you use
Starting at 3rd level, the effects of your mystic marks your Charisma modifier when setting the saving throw
are enhanced by the fell magic of the Knights Stygian. for a magus spell you cast and when making an attack
When you place your enspell on an object or aegis on roll with one.
a creature it is surrounded by the pungent smell of
decay and motes of black ash float away in an aura Spell save DC = 8 + your proficiency bonus +
surrounding the creature or object. your Charisma modifier
Stygian Enspell. When you deal damage with your
enspelled weapon you can choose to deal necrotic Spell attack modifier = your proficiency bonus +
damage instead of the normal damage type. your Charisma modifier
When you hit with an attack with an enspelled
weapon you can choose to remove the enspell. When Bonus Proficiency & Language
you do, the creature must succeed on a Wisdom saving At 1st level, you gain proficiency with the Survival skill.
throw against your spell save DC or be frightened by you Additionally, you can speak, read, and write Primordial.
until the end of their next turn.
Stygian Aegis. When a creature under the effect Tourmaline Mark
of your aegis takes damage from an attack you can Starting at 3rd level, the effects of your mystic marks
use your reaction to remove the aegis from that are enhanced by the Primordial Seal’s elemental power.
creature. When you do, the attacker must succeed on When you place your enspell on an object or aegis on a
a Constitution saving throw or take necrotic damage creature an intense aura of vacillating colors surround it.
equal to the damage dealt by the triggering attack. Primordial Enspell. When you enspell your weapon it
roars with primordial strength and you may choose one
Face of Fear of the following damage types: acid, cold, fire, lightning,
Starting at 7th level, you gain advantage on saving or thunder. While your weapon remains enspelled it
throws against being frightened. When a creature deals that damage type instead of its normal damage
within 30 feet of you makes a saving throw against being type.
frightened you can use your reaction to give that roll When you hit with an attack with this weapon you
disadvantage. can choose to remove the enspell from the weapon.
When you do, the creature you hit must succeed on a
Necromantic Surge Constitution saving throw against your spell save DC or
At 14th level, you can cast the spell animate dead it loses any resistance or immunity it had to the damage
without expending a spell slot as if you had used a spell type you had chosen. This effect persists until the end of
slot equal to the highest spell slot you have. Once you your next turn.
cast animate dead in this way, you can’t do so again until Primordial Aegis. When a creature deals damage to
you finish a long rest. an ally under your aegis you can use your reaction to
Whenever you create an undead using a necromancy remove the aegis. When you do, choose acid, cold, fire,
spell, it has additional benefits: lightning, or thunder. That ally has resistance to that
damage type for the next minute.
• The creature’s hit points maximum is increased by an
amount equal to your magus level. Elemental Alignment
• The creature adds your proficiency bonus to its At 7th level, your intimate working of elemental magic
weapon damage rolls. has imbued you with abilities related to one specific
element. You gain one of the following features of your
choice.
The Primordial Seal Air. Your base movement speed increases by 10 ft. and
The Primordial Seal is an ancient Eldritch Society you have advantage on initiative rolls.
that claims to be responsible for the ongoing safety of Earth. You have 2 additional hit points per magus
the material realms. According to their own lore, long level. Each time you gain a level in this class you gain an
ago the material realms were constantly besieged by additional 2 hit points.
the elemental realms until a seal was placed, forever Fire. You have darkvision out to a distance of 120 feet
separating them from one another. Today magi in the and have proficiency with Dexterity saving throws.
Primordial Seal travel the land to ensure the old magics Water. You can breathe air and water and have a swim
hold up and to gather power for the dreaded day the speed equivalent to your walking speed. Additionally,
seal fails. you have advantage on saving throws against being
restrained or grappled and ability checks made to resist
Primordial Seal Initiate or escape a grapple.
When you choose this Eldritch Society at 1st level, you
augment your martial prowess with the ability to cast Elemental Attunement
cantrips. This initiation will later influence your magus At 14th level, you learn to harmonize with the element
spellcasting feature. you chose when you took the Elemental Alignment
Cantrips. You learn two cantrips of your choice from feature. You can cast a spell associated with your
the Primordial Seal’s spell list. You learn an additional chosen element and listed below without expending a
cantrip of your choice from the Primordial Seal’s spell spell slot. You cannot lose concentration on the spell by
list at 4th level and again at 10th. These cantrips count taking damage. You can use this feature again when you
as magus spells for you. complete a long rest.
Spellcasting Ability. Charisma is your spellcasting Air. Investiture of Wind.
ability for your Primordial Seal spells, since you learn Earth. Investiture of Stone.
your spells through raw connection to the natural Fire. Investiture of Flame.
elements. You use your Charisma whenever a spell Water. Investiture of Ice.

16
The Shadow Court Clan Secret
At 7th level, your allegiance to one of the clans that
Magi in the Shadow Court belong to clans of makes up the Shadow Court imparts special abilities.
conspirators who have seek to shape local and regional Choose a clan of your choice and gain its benefit.
politics as well as wage a clandestine war amongst one Kraken. You gain a swim speed equivalent to your
another for secrets and objects of power. Although those base movement speed. When you take the Attack action
outside the Eldritch Society know it as a singular group, you can spend a spell slot to make additional unarmed
the Shadow Court is in fact composed of multiple clans attacks. The number of additional unarmed attacks you
that blend stealth, fighting prowess, and magical ability. can make as part of that action equals the level of the
Magi in the Shadow Court are secretive by nature and spell slot expended.
are forbidden from revealing their clan’s goals and Raven. You can cast the spells feather fall and fly
activities to all but their most trusted companions. without expending a spell slot. When you use this
feature to cast the spell fly you must complete a long
rest before you can use this feature to cast either spell
Shadow Court Initiate again.
When you choose this Eldritch Society at 1st level, you Spider. You gain a climb speed equivalent to your base
augment your martial prowess with the ability to cast movement speed. You can cast the spell web without
cantrips. This initiation will later influence your magus spending a spell slot. You can cast web in this way again
spellcasting feature. after you complete a short or a long rest.
Cantrips. You learn 2 cantrips of your choice from
the Shadow Court’s spell list. You learn an additional Cheat Death
cantrip of your choice from the Shadow Court’s spell list At 14th level, you gain the ability to defy death. When
at 4th level and again at 10th. These cantrips count as an attack would reduce you to 0 hit points you can
magus spells for you. choose to cheat death to remain at 1 hit point instead.
Spellcasting Focus. You can use an arcane focus Additionally, you become invisible and cannot interact
(found in chapter 5) as a spellcasting focus for your with other creatures or objects for one minute. You
magus spells. cannot use this feature again until you complete a long
Spellcasting Ability. Intelligence is your spellcasting rest.
ability for your Shadow Court spells, since you learn
your spells through rote study and memorization. You
use your Intelligence whenever a spell refers to your The Sylvan Circle
spellcasting ability. In addition, you use your Intelligence Magi in the Sylvan Circle are drawn together by their
modifier when setting the saving throw for a magus reverence for the natural world. Members of this
spell you cast and when making an attack roll with one. Eldritch Society become a magus to protect sacred
lands and creatures. Although this society is more
Spell save DC = 8 + your proficiency bonus + informal compared to others, magi in the Sylvan Circle
your Intelligence modifier meet with one another regularly in small groups they
Spell attack modifier = your proficiency bonus + call covens to discuss matters of local and regional
your Intelligence modifier concern as well as to share information.

Bonus Proficiencies Sylvan Circle Initiate


At 1st level, you gain proficiency with the Deception and When you choose this Eldritch Society at 1st level, you
Stealth skills. augment your martial prowess with the ability to cast
cantrips. This initiation will later influence your magus
Jade Seal spellcasting feature.
Starting at 3rd level, the effects of your mystic marks Cantrips. You learn two cantrips of your choice from
are enhanced by the Shadow Court’s deadly techniques. the Sylvan Circle’s spell list. You learn an additional
When you place your enspell on an object or aegis on a cantrip of your choice from the Sylvan Circle’s spell list
creature it is engulfed in an aura of faint smoke. at 4th level and again at 10th. These cantrips count as
Shadow Enspell. In addition to weapons you can magus spells for you.
also empower your unarmed strikes with your enspell. Spellcasting Focus. You can use an druidic focus
While your unarmed strikes are enspelled, you can use (found in chapter 5 of the Player’s Handbook) as a
Dexterity instead of Strength for the attack and damage spellcasting focus for your magus spells.
rolls of your unarmed strikes and you can roll a d6 in Spellcasting Ability. Wisdom is your spellcasting
place of the normal damage of your unarmed strike. ability for your Sylvan Circle spells, since you learn your
When you hit with an attack with an enspelled spells through intuitive connection with the natural
weapon or unarmed strike you can choose to remove world. You use your Wisdom whenever a spell refers
the enspell. When you do, the creature must succeed on to your spellcasting ability. In addition, you use your
a Constitution saving throw against your spell save DC Wisdom modifier when setting the saving throw for a
or be blinded until the start of their next turn. magus spell you cast and when making an attack roll
Shadow Aegis. When a creature under the effect of with one.
your aegis takes damage from an attack you can use
your reaction to remove the aegis from that creature. Spell save DC = 8 + your proficiency bonus +
When you do, that creature becomes invisible until the your Wisdom modifier
end of its next turn or when it casts a spell or makes an Spell attack modifier = your proficiency bonus +
attack, whichever happens first. your Wisdom modifier

17
Bonus Proficiencies
At 1st level, you gain proficiency with the Nature skill
and your choice of poisoner’s kit or herbalism kit.

Emerald Mark
Starting at 3rd level, the effects of your mystic marks
are enhanced by the Sylvan Circle’s esoteric practices.
When you place your enspell on an object or aegis on a
creature a verdant green aura surrounds it.
Sylvan Enspell. When you deal damage with your
enspelled weapon you can choose to deal poison
damage instead of the normal damage type.
When you deal damage to a creature using a weapon
you’ve enspelled you can choose to remove your enspell
from that weapon. When you do, roots spring from
the ground and tether the creature to the earth. The
creature must succeed on a Strength saving throw
against your spell save DC or the creature is restrained
until the end of their next turn.
Sylvan Aegis. When an ally under the effect of your
aegis fails a saving throw you can use your reaction to
remove your aegis from that ally. When you do the aegis
transmutes to vital energy and washes over the ally. The
ally may reroll the saving throw with advantage.

Nature’s Mask
At 7th level, you can cast the spell polymorph targeting
yourself only without spending a spell slot. Once you use
this feature, you must finish a long rest before you can
use it again.

Font of Life
At 14th level, you can use a bonus action and spend
a spell slot to create an aura of regeneration. When
you do, you regain your magus level + 1d12 hit points
per level of spell slot you spent and each creature you
choose within 30 feet of you regains half that amount.
You can use this feature again after you complete a short
or long rest.

Magus Spell Lists


See Chapter 4 of the Sterling Vermin Antology for your
Eldritch Societies spell lists.

Magus & Multiclassing


Magi follow all the normal rules for multiclassing. The
following tables function as additions to those listed on
page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Magus Constitution 13 and Intelligence (Arcane
Order, Shadow Court), Wisdom (Sylvan
Circle) or Charisma (Knights Stygian,
Primordial Seal) 13

Multiclassing Proficiencies
Class Proficiencies Gained
Magus Light armor, medium armor, shields,
simple weapons, martial weapons

18
Pugilist for the entertainment of others or did you fight because
you had to? Did you try to become a monk but just
Arrows rain down around her as she runs towards the
hobgoblins. Desperate to close the distance, the half-orc couldn’t hack it? Pugilists are a rowdy bunch that like to
fights through the sting of a dozen cuts to reach her foes. brag about how they learned to fight so you better have a
The pain only makes her stronger. As she descends on good story to tell.
the hobgoblins she swings wildly, knocking hobgoblins What events in your life gave you the sheer
to their feet and sending the rest scattering before her. determination and will that pugilists call on? Did you
He braces himself for the impact as the orc rushes spend every day hustling on the street to make ends
him. Then the orc makes a mistake, telegraphing its meet? Were you forgotten and ignored by your family,
next move, and that’s all the opening the human needs. left to make your own entertainment? Were you an
He ducks beneath the orc’s wide swing then raises both outsider in your community who had to constantly
hands high above his head and brings them down on the struggle against the ignorant stereotypes that people
orc’s back, throwing the brute to the ground. there had of you? The most important element of the
The dwarf smiles broadly and chuckles as the petty pugilist is that they are driven. Once you have decided
noble raises his hand to strike him for the impudent what events made you into the pugilist you are today,
remark. Quick as a flash the dwarf shatters the bottle in decide how that’s going to shape the actions you take in
his hand against the bar and puts it between himself and the future.
the noble. The noble flinches, stumbles backward, and
runs away as the dwarf turns back to the bar to order Quick Build
another round. You can make a pugilist quickly by following these
Wherever they come from, pugilists live a rough and suggestions. First, make Strength your highest ability
tumble life that leaves them full of determination and score, followed by Constitution. Second, choose the
reckless from overconfidence or desperation. In a fight criminal or urchin background.
they can channel this strength of character to dig deep
and fight off foes in greater strength of numbers, arms, Class Features
and armor than anyone else would think possible. As a pugilist, you gain the following class features.

Hit Points
Swagger for Days Hit Dice: 1d8 per pugilist level
Pugilists unconsciously tap into their own inner Hit Points at 1st Level: 8 + your Constitution modifier
strength in the form of an energy called moxie. This is Hit Points at Higher Levels: 1d8 (or 5) + your
not an esoteric or mystical energy that flows through the Constitution modifier per pugilist level after 1st
multiverse but the result of determination forged over a
lifetime of hardship and a never-let-die attitude. You can Proficiencies
teach someone how to fight but you could never teach Armor: Light armor
someone how to be a pugilist. The secret of mastering Weapons: Simple weapons, improvised weapons, whip,
moxie doesn’t come from disciplined study or rigorous hand crossbow
training, it comes from years of wanting and needing. Tools: One artisan’s tools or gaming set or thieves’ tools
Using this energy, pugilists can withstand attacks that
would down lesser heroes and hit harder and faster Saving Throws: Strength, Constitution
than their armed opponents. Skills: Choose two skills from Acrobatics, Athletics,
Deception, Intimidation, Perception, Sleight of Hand
and Stealth.
Life on the Street
Every city in the worlds of D&D have its back alleys, its Equipment
underground fighting rackets, its ghettos. The pugilists You start with the following equipment in addition to the
who live in these places don’t have time to consider the equipment gained by your background:
lofty ideals of philosophies or ponder the mysteries of
the universe. The pugilists growing up on the wrong • (a) leather armor or (b) any simple weapon
side of the tracks spend all their time chasing down • (a) a dungeoneer’s pack or (b) an explorer’s pack
their next meal or, if they’re fortunate enough to have • (a) a set of artisan’s tools (b) a gaming set or (c)
that, their next drink, bedfellow, or flophouse. thieves’ tools
For pugilists, becoming an adventurer might be the
only way out of whatever miserable situation they’ve
been stuck in since infancy. For others, getting lost out
Fisticuffs
in the world is the only way to escape the tangled web At 1st level, your years of fighting in back alleys and
of debt or enemies they’ve piled up. Other pugilists taverns have given you mastery over combat styles that
fight because it’s the only thing they know how to do. use unarmed strikes and pugilist weapons, which are
Whatever the reason for their adventuring, pugilists use simple melee weapons without the two-handed property,
their fists and boundless determination to achieve their whips, and improvised weapons. You may not use the
goals and uphold their ideals. finesse property of a weapon while using it as a pugilist
weapon.
You gain the following benefits while you are unarmed
Creating a Pugilist or using only pugilist weapons and you are wearing light
As you build your pugilist, consider how you came to or no armor and not using a shield:
be a bare knuckle brawler. Did you learn to fight to • You can roll a d6 in place of the normal damage of
defend yourself? Was scraping the natural result of your your unarmed strike or pugilist weapon. This die
nose for trouble? Or did you learn to fight as a way of changes as you gain pugilist levels, as shown in the
intimidating and controlling others? Were you fighting Fisticuffs column on the Pugilist table.

19
The Pugilist
Proficiency Moxie
Level Bonus Fisticuffs Points Features
1st +2 1d6 __ Fisticuffs, Iron Chin
2nd +2 1d6 2 Moxie, Street Smart
3rd +2 1d6 2 Bloodied but Unbowed, Fight Club
4th +2 1d6 3 Ability Score Improvement, Dig Deep
5th +3 1d8 3 Extra Attack, Haymaker
6th +3 1d8 4 Fight Club improvement, Moxie-Fueled Fists
7th +3 1d8 4 Fancy Footwork, Shake it Off
8th +3 1d8 5 Ability Score Improvement
9th +4 1d8 5 Down but Not Out
10th +4 1d8 6 School of Hard Knocks
11th +4 1d10 6 Fight Club improvement
12th +4 1d10 7 Ability Score Improvement
13th +5 1d10 7 Rabble Rouser
14th +5 1d10 8 Unbreakable
15th +5 1d10 8 Herculean
16th +5 1d10 9 Ability Score Improvement
17th +6 1d12 9 Fight Club improvement
18th +6 1d12 10 Fighting Spirit
19th +6 1d12 10 Ability Score Improvement
20th +6 1d12 12 Peak Physical Condition

• When you use the Attack action with an unarmed You can use a bonus action and expend 1 moxie point to
strike or a pugilist weapon on your turn, you can make make a shove attack or the Dash action.
one unarmed strike or grapple as a bonus action.
Street Smart
Iron Chin Beginning at 2nd level, carousing, shadowboxing, and
Starting at 1st level, you can add your constitution sparring all count as light activity for the purposes of
modifier instead of your dexterity modifier to determine resting for you. Additionally, once you have caroused in
your armor class when you are wearing light or no a settlement for 8 hours or more, you know all public
armor and are not using a shield. locations in the city as if you were born and raised there
and you cannot be lost by non-magical means while
within the city.
Moxie
Starting at 2nd level, your experience laying the
beatdown on others has given you a moxie you
Bloodied but Unbowed
can channel in the midst of battle. This swagger is Starting at 3rd level, when you are reduced to less than
represented by a number of moxie points. Your pugilist half of your maximum hit points you gain your pugilist
level determines the maximum number of points you level + your Constitution modifier in temporary hit
have, as shown in the Moxie Points column of the points and regain all expended moxie points. You cannot
Pugilist table. use this feature again until you complete a short or long
You can spend these points to fuel various moxie rest.
features. You start knowing three such features: brace
up, the old one-two, and stick and move. You learn
more moxie features as you gain levels in this class. You Fight Club
regain all expended moxie points when you complete a Starting at 3rd level, your style is exemplified in a fight
short or long rest. club: Arena Royale, Bloodhound Bruiser, Salt & Vinegar,
the Squared Circle or the Sweet Science, all detailed at
Brace Up the end of the class description. Your fight club grants
You can use a bonus action and spend 1 moxie point to you features at 3rd level and again at 6th, 11th, and 17th
brace for attacks. Roll your fisticuffs die + your pugilist level.
level + your Constitution modifier and gain that many
temporary hit points.
Ability Score Improvement
The Old One-Two When you reach 4th level, and again at 8th, 12th, 16th,
Immediately after you take the Attack action on your and 19th level, you can increase one ability score of your
turn, you can spend 1 moxie point to make two unarmed choice by 2, or you can increase two ability scores of
strikes as a bonus action. your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Stick and Move

20
Dig Deep Unbreakable
Starting at 4th level, you discover a strength inside Starting at 14th level, you gain advantage on Strength,
you that can’t be broken. As a bonus action you gain Dexterity, and Constitution saving throws. Additionally,
resistance to bludgeoning, piercing, and slashing whenever you make a saving throw and fail, you can
damage for one minute. At the end of that minute you spend 1 moxie point to reroll it and take the second
gain a level of exhaustion. result.

Extra Attack Herculean


Beginning at 5th level, you can attack twice, instead of At 15th level, your carrying capacity is doubled, your
once, whenever you take the Attack action on your turn. jump height and distance are doubled, and when you
deal damage to an inanimate object that damage is
doubled.
Haymaker
Starting at 5th level, before you make an attack roll with
an unarmed strike or pugilist melee weapon attack that
Fighting Spirit
does not already have disadvantage you can declare you Starting at 18th level, when you have 4 levels of
are swinging wild haymakers. You make all attack rolls exhaustion or fewer and are reduced to 0 hit points you
until the end of this turn with disadvantage and when regain half of your maximum hit points, half of your
you deal damage you do not roll for damage but use the maximum moxie points, and gain a level of exhaustion.
maximum die result instead. You cannot use this feature again until you complete a
long rest.

Moxie-Fueled Fists
Starting at 6th level, your unarmed strikes count as
Peak Physical Condition
magical for the purpose of overcoming resistance and At 20th level, your Strength and Constitution ability
immunity to non-magical attacks and damage. scores increase by 2 to a maximum of 22. Additionally,
when you take a long rest you recover 2 levels of
exhaustion instead of 1 and you regain all your
Fancy Footwork expended hit dice instead of half your expended hit dice.
At 7th level, you gain proficiency in Dexterity saving
throws.
Fight Clubs
Despite the name, fight clubs are not formal fraternities
Shake It Off or sororities but collections of pugilists who, by
Starting at 7th level, you can use your action to end one training or happenstance, share a similar style. In
effect on yourself that is causing you to be charmed or some D&D worlds, fight clubs can tell you a lot about
frightened. where a person comes from while in others there
are representatives of many fighting styles in all
metropolitan areas.
Down but Not Out
At 9th level, when you use your Bloodied but Unbowed Arena Royale
feature you can choose to also use this feature. If you
do, you add your proficiency bonus to your damage Pugilists in the Arena Royale fight club travel the world
with unarmed attacks and pugilist weapons for the as equal parts performers and gladiators. Whether
next minute. You can use this feature again after you performing in staged physical competitions or fighting
complete a long rest. it out in real brawls, pugilists in the Arena Royale care
as much about the theatrics of a fight as they do its
outcome. Pugilists in this fight club also care deeply
School of Hard Knocks about their reputation and work to build up local and
regional legends about their performing alternate
By 10th level, you’ve graduated top of the class at the
personas.
school of hard knocks and you took most of them on the
head. You have resistance to psychic damage and gain
advantage on saving throws against effects that would
Persona Libre
Starting when you choose this Fight Club at 3rd level,
make you stunned or unconscious.
you create an alternate persona that you can adopt or
discard as an action. When you create an alternate
Rabble Rouser persona you should give the persona a striking name
as well as some physical signifier (such as a mask
Starting at 13th level, word of your exploits travels or colorful cape) or another prominent idiosyncratic
quickly in cities and other settlements. Once you have feature.
taken a long rest by carousing in a settlement you gain When you adopt your alternate persona you may make
advantage on all Charisma (Persuasion) and Charisma a Charisma (Disguise Kit) ability check with advantage.
(Intimidation) rolls made against the people who live Creatures whose passive Insight is lower than the result
there. of that roll will not recognize you as the same individual
if you encounter them later, or have encountered them
earlier, while not in the persona. Additionally, while you
have adopted your alternate persona and you are not

21
wearing any armor or using a shield, your Armor Class In Their Head. As a bonus action you can watch an
equals 10 + your Dexterity modifier + your Constitution opponent within 30 feet for openings and missteps.
modifier. When you do, spend 1 moxie point and the creature
makes a Wisdom saving throw contested by your
Work the Crowd Intelligence (Investigation) check. If you succeed you
At 6th level, while you have adopted your alternate have advantage on all weapon attacks against that
persona you can use your action to inspire fear and creature until the start of your next turn.
adoration in those nearby. When you do, make a Read and React. When a creature hits you with an
Charisma (Performance) ability check and decide attack, you can use your reaction and spend 1 moxie
whether you are trying to inspire adoration or fear. All point to try to read the opponent’s intent and twist out
creatures within 30 feet who can see you must succeed of the way. The creature makes an Intelligence saving
on a Wisdom saving throw with a difficulty of that ability throw contested by your Wisdom (Insight) check. If you
check result or be charmed if you chose adoration or succeed the attack misses you.
frightened if you chose fear for the next minute. You can Size ‘Em Up. As a bonus action you can observe
use this feature again after you complete a long rest. a creature you can see to discover its strengths and
weaknesses. When you do, spend 1 moxie point and the
High Flyer creature makes a Charisma saving throw contested by
Starting at 11th level, while you have adopted your your Wisdom (Perception) check. If you succeed you
alternate persona your base movement increases by 10 can ask the DM three questions that can be answered
feet, your jump distance is tripled, and you can use your with a yes or a no regarding the creature’s mannerisms,
bonus action to take the Dash action. personality, or statistics.

Signature Move Heart of the City


Starting at 17th level, you create a signature move that Starting at 11th level, when you take a long rest in a
you can use while you have adopted your alternate settlement you can attune to the settlement as if it were
persona. Give your signature move a name and a a magical item. Until the attunement ends, you gain the
description. You can replace one of your unarmed following benefits while in that settlement.
attacks or attacks with a pugilist weapon on your turn
with this signature move. • You cannot be surprised and you add your proficiency
When you use your signature move, you jump 15 bonus to your initiative
feet, make an attack roll against a creature in range of • You have darkvision to a range of 120 feet
your attack and if you hit the attack is a critical and the • When you make an ability check using the Insight,
creature is stunned until the end of its next turn. Investigation, or Perception skills and you are
Unless you reduce a creature to 0 hit points with your proficient in that skill, you add double your proficiency
Signature Move, you must finish a long rest before you modifier to the ability check
can use it again. • You cannot be lost by any means
• When you are not in combat, you can travel between
any two points in the settlement twice as fast as your
Bloodhound Bruisers speed would normally allow
Pugilists in the Bloodhound Bruisers fight club are
When you reach 17th level, when you attune to a
notorious for looking for trouble and finding it every
settlement, you can choose to have it not count toward
time. Members of this fight club are highly observant of
your limit of attuned magic items. You can be attuned to
character traits and physical evidence and can form an
only one settlement in this manner at a time.
almost supernatural connection to the cities they live
in. Most use these abilities to become urban defenders
of the downtrodden but others lend their talents to less Eyes Wide Open
savory organizations. Starting at 17th level, you can enter an alert and
watchful state in a single moment of reflection. When
you do, use a bonus action and spend 3 moxie points.
Detective Work For the next minute you can use all of the moxie
Starting at 3rd level, choose two from Insight,
features granted to you by your Detective Work and
Perception and Investigation. You gain proficiency in
Scrap Like a Sleuth features without spending moxie.
those skills.
In addition, gain the following Moxie abilities.
Forensic Specialist. When you are examining a Salt & Vinegar
scene of violence, you can spend 1 Moxie point to gain
advantage on any Intelligence (Investigation) ability Pugilists in the Salt & Vinegar fight club revel in their
check to find physical evidence and make deductions reputations as heels. Widely despised for their obscene
based on evidence. curses and dirty tricks, these pugilists take pride in their
Keen Observer. When you make a Wisdom ability to provoke and win at all costs.
(Perception) ability check in a settlement, you can spend
1 Moxie point to gain advantage on that roll. Salty Salute
Living Lie Detector. When you make a Wisdom Starting at 3rd level, you gain proficiency with the
(Insight) ability check to determine whether a creature Intimidation skill.
is lying, you can spend 1 Moxie point to gain advantage In addition, you have mastered the art of the enraging
on that roll. insult. You can spend 1 moxie point and use a bonus
action on your turn to provoke a creature who can see or
Scrap Like a Sleuth hear you within 60 feet. That creature has disadvantage
Starting at 6th level, you gain the following Moxie on any attack rolls it makes that do not include you as a
abilities. target before the start of your next turn. That creature

22
must also succeed on a Wisdom saving throw or take adjacent to you. If successful you may make a shove
your fisticuffs damage die + your proficiency modifier in attack against the same creature as part of the same
psychic damage. bonus action.
The saving throw DC for all Salt & Vinegar Fight Club
features is calculated as follows: Meat Shield
At 6th level, when you have an enemy creature grappled
Salt & Vinegar save DC = 8 + your proficiency modifier + you gain half cover against all attacks made against you
your Charisma modifier by a creature you are not grappling. When a weapon
attack made by a creature you are not grappling misses
Piss & Vinegar you, you may use your reaction and spend 1 moxie point
Starting at 6th level, you have a few tricks up your sleeve to have that creature make the same attack with a new
to even the odds when the going gets rough. You gain roll against an enemy creature you are grappling.
the following moxie abilities.
Blindsider. When you deal damage with an unarmed Heavyweight
attack you can spend 1 moxie point to attempt to blind At 11th level, you count as one size larger than you are
the creature you hit. The creature must succeed on a for the purposes of grappling. In addition, you can move
Constitution saving throw or be blinded until the end of your full movement speed when you are dragging or
your next turn. carrying a grappled creature your size or smaller.
Heelstomper. When you deal damage with an
unarmed attack you can spend 1 moxie point to attempt Clean Finish
to slow the creature you hit. The creature must succeed At 17th level, your mastery of grappling reaches its peak.
on a Dexterity saving throw or halve its movement While you have a creature grappled you gain advantage
speed for one minute. on all attacks against it. Additionally, when you make
Low Blow. When you deal damage with an unarmed an unarmed strike or pugilist weapon attack against a
attack you can spend 1 moxie point to hit them below creature you have grappled you score a critical hit on a
the belt. The creature must succeed on a Strength roll of 19 or 20.
saving throw or be knocked prone.

Mean Old Cuss the Sweet Science


Starting at 11th level, you do not need to spend a Pugilists who practice the Sweet Science hit hard, fast,
moxie point to use the Salty Salute feature. In addition, and often. This style is sometimes used by fighters who
the saving throw DC of your Salt & Vinegar features battle for the entertainment of the upper classes, but is
increases by 2. just as often practiced in the backalleys and the bars by
those whose next breath depends on a knockout.
The Uncouth Art
Starting at 17th level, your swears are so potent they Cross Counter
can move men to madness. As a bonus action you can Starting when you choose this fight club at 3rd level, you
spend 3 moxie points and swear at one creature who can block the brunt of an attack and launch one of your
shares a language with you within 60 feet. That creature own in the same fluid motion. You can use your reaction
must pass a Wisdom saving throw or become enraged and spend 2 moxie points to reduce the damage of a
for one minute. Creatures who are immune to charm melee weapon attack made against you by 1d10 + your
and fear effects cannot be enraged. While enraged the Strength modifier + your pugilist level.
creature cannot make attacks against creatures other If you reduce the damage to 0, you can make an
than you and the creature gains vulnerability to any unarmed strike or pugilist weapon attack against a
damage dealt by you creature within range as part of the same reaction.

the Squared Circle One, Two, Three, Floor


At 6th level, when you use your bonus action to use the
Pugilists who fight in the Squared Circle know you Old One-Two and both attacks are successful you can
don’t have to knock an opponent senseless to get them immediately spend 1 moxie point to make an additional
to submit. Of course, members of the squared circle attack with an unarmed strike as part of that bonus
do beat their opponents senseless, they just know they action. If you hit with this additional attack you deal no
don’t have to. damage and the creature is knocked prone.

Groundwork Float Like a Butterfly, Sting Like a Bee


Starting when you choose this fight club at 3rd level, if At 11th level, when you reduce damage from an attack
you are proficient in Athletics your proficiency bonus is to 0 and successfully hit an enemy creature using your
doubled when using Athletics to grapple, shove, or resist Cross Counter feature you regain 1 moxie point.
either of those maneuvers.
Compression Lock. When a creature attempts to
break a grapple with you and succeeds, you can use your
Knock Out
At 17th level, when you hit with an unarmed strike or
reaction and spend 1 moxie to force the creature to roll
pugilist weapon you can spend 1 or more moxie points
again. The creature must use the second result.
to try to knock out the opponent instead of dealing
Quick Pin. When a hostile creature’s movement
damage. Roll 3d12 + 1d12 for every moxie point spent
provokes an opportunity attack from you, you can
after the first + your pugilist level; if the total is equal to
use your reaction and spend 1 moxie point to make a
or greater than the creature’s remaining hit points, it is
grapple attempt instead of an opportunity attack.
unconscious for 10 minutes.
To the Mat. You can use a bonus action and spend 1
moxie point to make a grapple attack against a creature

23
Pugilist & Multiclassing
Pugilists follow all the normal rules for multiclassing.
The following tables function as additions to those listed
on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Pugilist Strength 13 and Constitution 13

Multiclassing Proficiencies
Class Proficiencies Gained
Pugilist Light armor, improvised weapons

24
Chapter 3: Prestige Proficiency Bonus and Proficiencies
Your proficiency bonus is always based on your total
Classes character level, not your level in a particular class. A
prestige class specifies whether it grants proficiencies
Presented in this chapter are prestige classes for your
when you enter it.
Dungeons & Dragons campaign. Prestige classes is a
concept that started with the 3rd edition of Dungeons
& Dragons. The concept is a small class, maybe 3 to
Prestige Class Features
You gain prestige class features just like normal class
10 levels, that is for advanced characters who meet a
features. Sometimes, a prestige class can improve
specific criteria (often a narrative criteria and a game
features you have gained from other classes. If a
mechanics criteria) and which makes more sense as a
prestige class grants Channel Divinity, Extra Attack, or
supplemental set of rules for a character rather than as
Unarmored Defense, that feature is treated the same
a full class. In the Unearthed Arcana article released
way as if you had gained it from multiple standard
October 5th of 2015 the Runic Scribe was presented
classes.
as a test of the popularity of the return of the prestige
class but, for one reason or another, seems to have been
abandoned at this time. While we at Sterling Vermin Spellcasting
Adventuring Co. certainly understand the hesitancy Some prestige classes grant spellcasting. Each prestige
to re-introduce the prestige class concept, as many class provides details on how to determine your overall
critics say it unnecessarily complicated the balanced spellcasting ability, using the rules for spellcasting and
of 3rd edition, we feel there is merit to a small number multiclass characters.
of limited prestige classes in the game. This chapter
includes those prestige classes. The Vampire
If you wish to include prestige classes in your game,
use the following rules. Bloodborne 1st-lvl 2nd-lvl 3rd-lvl
Level Features Powers Spells Spells Spells
1st Vampiric Nature, Bloodborne 3 2 __ __
Joining a Prestige Class Powers, Spellcasting
In order to join a prestige class, you must first check 2nd Accursed Bloodline, the Embrace 4 3 __ __
with your Dungeon Master. A DM can opt to include 3rd __ 5 4 2 __
or disallow prestige classes in the game. Typically, a 4th Supernatural Prowess 6 4 3 __
prestige class requires you to undertake specific actions 5th Endless Hunger 7 4 3 2
in the game so that your character can begin pursuing
that class. If those actions aren’t already possible in
your campaign, talk to your DM about integrating the
prestige class that interests you. Prestige Class: Vampire
A prestige class uses the normal D&D multiclassing Vampires are nigh immortal undead creatures whose
rules (see chapter 6, “Customization Options,” in the existence go on unending except in the rare case of a
Player’s Handbook). When your character is ready to determined foe who can turn their supernatural banes
advance a level, you can choose to gain a level in the against them. Solitary predators, vampires shun one
prestige class. Your levels in all your classes, including another’s presence unless they believe there is some
prestige classes are added together to determine your advantage to be gained by tolerating one another.
character level. Vampires use stolen life force to power their dark magic,
labor under accursed bloodlines that provide them
with unique gifts, and fight to the death to depose their
Prerequisites
superiors or deny power hungry rivals.
Taking up a prestige class through multiclassing
While many vampires start their undead existence evil,
involves meeting certain prerequisites, just as with
and even more end up that way, it is not always the case.
multiclassing into a standard class. You must meet the
ability score prerequisites for your current class and for
the prestige class in order to qualify for it. By Blood, Embraced
A prestige class requires a minimum character level
and a minimum score in at least one ability, as well as Having forsaken mortality in pursuit of an everlasting
requiring that you complete a specific deed -- finding a half-life, vampires do not naturally replenish their
magic item, defeating a monster, surviving a particular health and vital reserves. Instead vampirism drives
challenge, and so on -- before being able to take up that those afflicted to feed off of the living, stealing what life
class. force they can from the mortals they once lived among
as peers. Within the body of a vampire this stolen life
Experience Points force is transformed into a supernatural ichor that can
Just as with the standard rules for multiclassing, the be expended to invigorate their physical forms or to
experience point cost to gain a level is always based on perform supernatural miracles dictated by their curse.
your total character level, not your level in a particular In a dark mirror of their need for mortal blood,
class. vampires must also prey upon one another to grow in
power. A vampire can only hope to be a lesser version
of the sire who transformed them on their own. Most
Hit Points and Hit Dice
vampires, having come to accept themselves their role
Each prestige class specifies the hit points you gain
as predators and viewing all else as their prey, have little
from it. You add together the Hit Dice granted by all
reservation then about hunting down and destroying
your classes and prestige classes to determine your pool
those vampires more aged and powerful than them.
of Hit Dice. If the Hit Dice are the same die type, you
This horrific act is called diablerie and, when it is
simply pool them together.
performed upon a vampire, that vampire’s very soul is

25
destroyed in the act. Boons
You have the following boons.

By Curse, Transformed • You are immune to poison and disease.


The first vampires were cursed by the gods for their • You have darkvision to a distance of 120 feet.
transgressions against gods and man. These curses • You automatically succeed on death saving throws
echo down through the blood of those vampires they when not in sunlight.
have embraced. Even in the least vampires this curse • You do not need to eat, drink, or breathe.
takes hold and directs the supernatural power of their • You no longer age.
blood. There are three main curses afflicting vampiric
kind though other, more obscure, curses certainly exist. Bloodborne Power
The stolen blood within you is infused with the necrotic
energy that keeps you animate, giving you access to
Prerequisites unique vampiric powers.
At 1st level, you gain the bloodborne power, Blood
You must meet the following prerequisites in order to
advance as a vampire (in addition to the multiclassing Feast, and two additional bloodborne powers of your
prerequisites for your existing class): choice. Your bloodborne power options are detailed at
• Constitution 13. The transition from mortal to the end of the class description. When you gain vampire
undead requires fortitude that not all can muster. levels, you gain additional bloodborne powers of your
• Character level 5th. The weakest of adventurers find choice, as shown in the Bloodborne Powers column of
that the curse of vampirism serves only to weaken the Vampire table.
them further or turn them into monsters. More
seasoned heroes learn to conquer the voracious
hunger and dark appetites instilled in them by the
Spellcasting
curse. The curse of vampirism that causes a mortal to become
• Endure a dark transformation. You must find a a monster also infuses them with an innate ability to use
vampire of at least 2nd level who will induct you into magic. See chapter 10 of the Player’s Handbook for the
the ranks of vampirism. You can only gain levels in the general rules of spellcasting.
vampire class equal to one lower than the level of the
vampire who made you a vampire. You can bypass this Spell Slots
limit by committing diablerie on a vampire of a higher The Vampire table shows how may spell slots you have
level in this class than you. The details of diablerie are to cast your spells of 1st level and higher. To cast one of
described later in this class write up. these spells, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you
finish a long rest.
Class Features For example, when you cast the 1st-level spell inflict
wounds and have a 1st-level and a 2nd-level spell slot
Hit Points available, you can cast inflict wounds using either slot.
Hit Dice: 2d4 per vampire level
Hit Points per Level: 2d4 (or 5) + your Constitution Spells Known
modifier per vampire level You know all spells on the vampire spell list that are of a
level for which you have the spell slots.
Proficiencies
Armor: None Spellcasting Ability
Weapons: None Vampires are unique amongst spellcasters in that their
Tools: None magical prowess is based on the supernatural potency
of their blood rather than one of their ability scores.
Saving Throws: None Instead, you use your vampire level whenever a spell
Skills: None refers to your spellcasting ability. In addition, you use
your vampire level when setting the saving throw DC for
Equipment a vampire spell you cast and when making an attack roll
The vampire prestige class does not grant any special with one.
equipment.
Spell save DC = 8 + your proficiency modifier +
your vampire level
Vampiric Nature
Once mortal you are now one of the living dead, cursed Spell attack modifier = your proficiency bonus +
to prey upon the living. This vampiric nature comes with your vampire level
certain banes and boons.
Spellcasting Focus
Banes The undead magic that sustains you functions as your
You have the following banes. spellcasting focus for your vampire spells.

• You have disadvantage on all ability checks, attack


rolls and saving throws while in direct sunlight.
• You do not regain hit dice when you take a long rest.
You are considered undead rather than humanoid.

26
Diablerie The Curse of Dread. Your Intelligence ability score
Vampires can only regain spent Hit Dice through the use maximum increases to 22 and your Intelligence score
of the bloodborne power, Blood Feast. Although they increases by 2.
cannot regain Hit Dice by targeting vampires, they can
use the ability to drain the necromantic magic out of
rival vampires. When a vampire reduces another vampire
Endless Hunger
to 0 hit points, or hits a vampire who is already at 0 hit Starting at 5th level, the vampiric curse evolves, giving
points, with Blood Feast the vampire hit by the power is you reason to continue hunting your undead kin
completely and instantly destroyed. The vampire who indefinitely. When you commit diablerie on a vampire
attacked with blood feast has committed diablerie. you may learn one bloodborne power they had even if
Committing diablerie can allow a vampire to take you do not meet the prerequisites for that bloodborne
additional levels in the vampire prestige class, as detailed power. You can only learn an additional 3 bloodborne
in the vampire prestige class’ prerequisites. At 5th level, powers in this way but you can choose to forget a
vampires gain power immediately upon committing bloodborne power when you commit diablerie to learn
diablerie by stealing the bloodborne powers of their rivals a new one.
using the Endless Hunger feature.
The Embrace Accursed Bloodline
Starting at 2nd level, you can induct a mortal into the Drawn into a lineage of monsters, vampires are
ranks of vampirism. When a humanoid is reduced to 0 empowered by the unique spells and bloodborne powers
hit points you can use your action and expend a number granted those of their lineage. These curses pass
of hit dice equal to your vampire level. That creature down from one vampire to the next, creating extended
must then succeed on a Constitution saving throw families of vampires who trace their accursed line
with a difficulty of 8 + your proficiency bonus + your back to a singular progenitor whose cruel and debased
vampire level or they immediately stabilize and gain actions incurred the wrath of the gods.
the vampirism curse. If the creature succeeds, they can
choose to immediately stabilize and gain the vampirism
curse or reject vampirism and continue to make death The Curse of Dread
saving throws. The Curse of Dread was bestowed upon a priest who
Vampirism used his position of power to take advantage of the
You have the fledgling form of the vampiric curse. You grotesque and the disturbed. Those vampires afflicted
take disadvantage on all ability checks, attack rolls by the Curse of Dread have an unsettling appearance
and saving throws while in direct sunlight. In addition and radiate a palpable aura of madness.
your thirst for blood compels you to consume fresh
blood from a humanoid once a week or suffer a level of Black Heart, Demented Magic
exhaustion. You cannot recover this level of exhaustion Starting at 2nd level, your bond to the dread curse
until you have consumed fresh blood. strengthens. You learn additional spells at 2nd, 3rd, and
To consume blood you must feast on a humanoid with 5th level. These spells count as vampire spells for you.
blood that has been dead less than one minute or make
an unarmed attack against a humanoid with less than Curse of the Dread Spells
its maximum hit points to steal blood from the creature. Vampire Level Spells
When you do so the creature loses one hit dice, if it has 2nd disguise self, tasha’s hideous laughter
any. 3rd crown of madness, invisibility
While you have vampirism you automatically stabilize 5th clairvoyance, major image
when you reach 0 hp unless you are exposed to sunlight.
You lose vampirism when you take a level in the Vampire The Curse of the Feral
prestige class or someone casts Remove Curse on you. The Curse of the Feral was bestowed upon a warlord
so cruel and relentless his friends and foes likened him
Accursed Bloodline more to a wild animal than a ruler. Those vampires
afflicted by the Curse of the Feral are physically brutish
At 2nd level, the curse that haunted the vampire who and have more in common with beasts than men.
turned you into an undead manifests in you too. Choose
the nature of that curse: the Curse of Nobility, the Curse Savage Heart, Primal Magic
of the Feral, or the Curse of Dread, all detailed at the Starting at 2nd level, your bond to the feral curse
end of the class description. Your accursed bloodline strengthens. You learn additional spells at 2nd, 3rd, and
grants you a feature at 2nd level as well as increase the 5th level. These spells count as vampire spells for you.
bloodborne powers available to you.
Curse of the Feral Spells
Vampire Level Spells
Supernatural Prowess 2nd find familiar, speak with animals
Starting at 4th level, the supernatural blood coursing 3rd alter self, beast sense
through your body heightens your mortal limitations 5th conjure animals*, gaseous form
depending on your Curse. *Unless you learn conjure animals from a different source, the
The Curse of Nobility. Your Charisma ability score animals conjured are considered undead rather than fey as the
maximum increases to 22 and your Charisma score spell describes.
increases by 2.
The Curse of the Feral. Your Strength ability score
maximum increases to 22 and your Strength score
increases by 2.

27
The Curse of Nobility Disquieting Presence
Prerequisite: the Curse of Dread
The Curse of Nobility was bestowed upon a mortal ruler
whose arrogance and political machinations led to the When a creature you can see makes a saving throw
ruination of his people and the downfall of his family. against an illusion or frightened effect you can use your
Those vampires afflicted by the Curse of Nobility are reaction to spend and roll a Hit Die, adding the result
possessed of magnetic charisma and hypnotic appeal. to the DC of that saving throw. You can do this after
the creature makes its saving throw but before the DM
Vain Heart, Ignoble Magic declares whether or not it was successful.
Starting at 2nd level, your bond to the noble curse
strengthens. You learn additional spells at 2nd, 3rd, and Forked Tongue
5th level. These spells count as vampire spells for you. Prerequisite: the Curse of Nobility
Curse of Nobility Spells
Vampire Level Spells As a bonus action you can spend a Hit Die to enhance
2nd charm person, command your persuasiveness with humanoids and beasts for the
enthrall, suggestion next minute. While this power is active each time you
3rd
make an Animal Handling, Deception, or Persuasion
5th hypnotic pattern, tongues
ability check you roll and add the Hit Die you spent
Bloodborne Powers to activate this bloodborne power to the result of that
check. Additionally, while you are under the effect of this
If a bloodborne power has prerequisites, you must meet bloodborne power you can communicate telepathically
them to learn it. You can learn a bloodborne power at with humanoids and beasts you can see.
the same time that you meet its prerequisite.
Apex Predator Horrifying Visage
Prerequisite: 5th level in Vampire prestige class Prerequisite: the Curse of Dread

When you commit diablerie on a vampire who had As a bonus action you can spend a Hit Die to transform
5 levels in this class you can choose to take this your countenance into one of heartstopping terror
Bloodborne Power in place of one of the Bloodborne for the next minute. While under the effect of this
Powers that vampire had. If you do, your spellcasting bloodborne power you can use an action and make a
ability is considered 6 for the purposes of determining ranged spell attack against a creature within 60 feet
spell attack and spell save DCs. who can see you and is not immune to being frightened.
On a hit, you roll that Hit Die and add your vampire level
Blood Feast and deal that much psychic damage to the creature.
You gain a bite attack. You are proficient with the bite
attack and use your vampire spellcasting ability for Mesmerizing Presence
attack and damage rolls with this attack. Your bite Prerequisite: the Curse of Nobility
attack deals 1d6 necrotic damage. When you hit a
creature with this attack you can expend a spell slot When a creature you can see makes a saving throw
to do an additional 1d6 damage per level of spell slot. against an illusion or charm effect you can use your
The creature’s maximum hit points are reduced by the reaction to spend and roll a Hit Die, adding the result
damage you deal and if the creature is not a construct, to the DC of that saving throw. You can do this after
plant, ooze, or undead you regain a number of Hit Dice the creature makes its saving throw but before the DM
equal to the level of spell slot spent on this attack. declares whether or not it was successful.

Bloodhound’s Senses Monstrous Acumen


Prerequisite: the Curse of the Feral Prerequisite: the Curse of Dread

As a bonus action you can spend a Hit Die to enhance You can use a bonus action and spend one Hit Die to
your perception for the next minute. While this power is gain monstrous acumen for one minute. While this
active each time you make an Insight, Investigation, or power is active each time you make a Wisdom ability
Perception ability check you roll and add the Hit Die you check or saving throw you roll and add the Hit Die you
spent to activate this bloodborne power to the result of spent to activate this bloodborne power to the result of
that check. Additionally, while you are under the effect of that check. Additionally, while this power is active you
this bloodborne power you can sense invisible creatures gain resistance to psychic damage.
and objects as if they were visible.
Monstrous Grace
Claws of the Beast Prerequisite: the Curse of Nobility
Prerequisite: the Curse of the Feral
You can use a bonus action and spend one Hit Die to
As a bonus action you can spend a Hit Die to transform gain monstrous grace for one minute. While this power
your hands into powerful claws for the next minute. Use is active each time you make a Dexterity ability check
the same type of die as the one expended to activate or saving throw you roll and add the Hit Die you spent
this bloodborne power for the claws’ slashing damage. to activate this bloodborne power to the result of that
The claws count as unarmed strikes, have the finesse check. Additionally, while this power is active you can
property, and are considered magical. use a bonus action on each of your turns to take the
Dash or Disengage action.

28
Monstrous Might Unnatural Rancor
Prerequisite: the Curse of the Feral You can use a bonus action on your turn and spend a Hit
Die to hone your supernatural thirst for violence for the
You can use a bonus action and spend one Hit Die to next minute. Whenever you make an attack roll during
gain monstrous might for one minute. While this power the time this bloodborne power is active you can use
is active each time you make a Constitution ability check your reaction to roll the Hit Die expended to use this
or saving throw you roll and add the Hit Die you spent power and add it to the result of the attack roll. You can
to activate this bloodborne power to the result of that choose to use your reaction to do this after the attack
check. Additionally, while this power is active you gain roll is made but before the DM declares whether or not
resistance to nonmagical damage other than fire and it is successful.
your carrying capacity is doubled.
Unnatural Vigor
Potent Vitae As a bonus action you can spend one Hit Die to roll it
Prerequisite: 3rd level or higher in Vampire prestige and regain hit points equal to the result of that die +
class your Constitution modifier.

With age the necrotic power animating your body


enhances the potency of your stolen blood. The hit Vampire Spell List
dice you gain from levels in the vampire prestige class 1st Level 3rd Level
change to d6s. Your hit point maximum increases by an Detect Good & Evil Animate Dead
amount equal to your vampire level when you gain this False Life Bestow Curse
bloodborne power. Feather Fall Fear
Fog Cloud Feign Death
Stolen Scarlet Secrets Inflict Wounds Vampiric Touch
Prerequisite: 5th level in Vampire prestige class Sleep Speak With Dead

When you commit diablerie on a vampire who does 2nd Level


not share your curse you can choose to take this Darkness
Bloodborne Power in place of one of the Bloodborne Hold Person
Powers that vampire had. If you do, you gain the 2nd Levitate
level feature of that vampire’s curse. Pass Without Trace
See Invisibility
The Cursed Crown Spider Climb
Prerequisite: 5th level in Vampire prestige class

When you commit diablerie on a vampire who shares


your curse you can choose to take this Bloodborne
Power in place of one of the Bloodborne Powers that
vampire had. If you do, you gain the following benefit
based on your curse.
The Curse of Dread. You can cast the spell
hallucinatory terrain as if it were a vampire spell without
expending a spell slot. You can use this Bloodborne
Power again after you complete a long rest.
The Curse of the Feral. You can cast the spell
polymorph on yourself to become a bat, a wolf, or other
DM approved beast without expending a spell slot.
You can use this Bloodborne Power again when you
complete a short or long rest.
The Curse of Nobility. After interacting with a
humanoid for one minute you can beguile their mind
with your supernatural charisma as if you had cast the
spell dominate person. You do not need to expend a
spell slot to cast the spell in this way and it uses your
vampire spell save DC. You can use this Bloodborne
Power again when you complete a long rest.

Unnatural Celerity
You can use a bonus action on your turn and spend a
Hit Die to move with supernatural speed for the next
minute. Whenever an attack roll is made against you
during the time this bloodborne power is active you can
use your reaction to roll the Hit Die expended to use
this power and add it to your AC against that attack.
You can choose to use your reaction to do this after the
attack roll is made but before the DM declares whether
or not it is successful.

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Chapter 4: Spells The Knights Stygian
Presented in this chapter are new spells for your
Cantrips (0 Level)
Dungeons & Dragons campaign. The only variation the 3rd Level
Blade Ward
spells presented here have from the spell descriptions Animate Dead
Bloodletting BiteSV
in the Player’s Handbook is that each spell includes in Bestow Curse
Chill Touch
its description which classes, if any, gain the spell on Dispel Magic
Death ShroudSV
its spell list. For general rules on spellcasting refer to Fear
Mending
Chapter 10 of the Player’s Handbook. Feign Death
Resistance
Spell Citations Spare the Dying Gaseous Form
For ease of reference spells that cannot be found in Thaumaturgy Hunger of Hadar
the Player’s Handbook have abbreviations next to their True Strike Phantom Steed
entry on the spell lists denoting where they are featured. Revivify
Spells marked with SCAG can be found in the Sword Coast 1st Level Slow
Adventurer’s Guide while spells marked with EE can be Arms of Hadar Speak with Dead
found in the Elemental Evil’s Player Companion. Spells AspirSV Vampiric Touch
marked with SV can be found at the end of this document. Bane
Corpse MaskSV 4th Level
Magus Spell Lists Detect Poison and
Disease
Banishment
Blight
The Arcane Order Dissonant Whispers Death Ward
DrainSV Dominate Beast
Cantrips (0 Level) 3rd Level False Life Evard’s Black Tentacles
Arcing ArrowSV Blink Hex Phantasmal Killer
Blade Ward Clairvoyance Inflict Wounds
Dancing Lights Counterspell Ray of Sickness 5th Level
Green-Flame BladeSCAG Dispel Magic Sleep Cloudkill
Mage Hand Fireball Tasha’s Hideous Contagion
Message Fly Laughter Hallow
Minor Illusion Haste Insect Plague
Prestidigitation Hypnotic Pattern 2nd Level Passwall
Spell Shattering StrikeSV Leomund’s Tiny Hut Blindness/Deafness Raise Dead
Sword BurstSCAG Magic Circle Darkness
True Strike Slow Darkvision 6th Level
Vortex DartSV Tongues Crown of Madness Circle of Death
Gentle Repose Create Undead
1st Level 4th Level Phantasmal Force Disintegrate
Alarm Arcane Eye Ray of Enfeeblement Eyebite
Color Spray Banishment See Invisibility Harm
Comprehend Languages Confusion Shatter Magic Jar
Detect Magic Dimension Door Silence
False Life Evard’s Black Tentacles Spider Climb
Feather Fall Fabricate Web
Find Familiar Hallucinatory Terrain
Grease Leomund’s Secret Chest
Identify Locate Creature The Primordial Seal
Magic Missile Cantrips (0 Level) Stormy StepSV
Shield 5th Level Acid Splash Thunderwave
Sleep Animate Objects Arcing ArrowSV Witchbolt
Tenser’s Floating Disk Bigby’s Hand Booming BladeSCAG
Contact Other Plane Create BonfireEE 2nd Level
2nd Level Creation Control FlamesEE Aganazzar’s ScorcherEE
Blur Hold Monster Green-Flame BladeSCAG Arcane Lock
Cloud of Daggers Passwall GustEE Dust Devil
Crown of Madness Scrying Mold EarthEE Earthbind
Darkness Teleportation Circle Rime StrikeSV Flaming Sphere
Darkvision Shape WaterEE Gust of Wind
Enlarge/Reduce 6th Level Knock
Hold Person Arcane Gate 1st Level Maximilian’s Earthen
Invisibility Contingency Absorb ElementsEE GraspEE
Levitate Disintegrate Alarm Melf’s Acid Arrow
Misty Step Drawmij’s Instant Burning Hands Pyrotechnics
Nystul’s Magic Aura Summons CatapultEE Scorching Ray
Phantasmal Force Magic Jar Chromatic Orb Shatter
Rope Trick True Seeing Detect Magic Snilloc’s Snowball
See Invisibility Earth TremorEE SwarmEE
Feather Fall Warding WindEE
Ice KnifeEE
Ring of FireSV

30
3rd Level 5th Level The Sylvan Circle
Call Lightning Cone of Cold Cantrips (0 Level) 3rd Level
Erupting EarthEE Conjure Elemental Booming BladeSCAG Conjure Animals
Fireball Control WindsEE Druidcraft Daylight
Flame ArrowsEE ImmolationEE Fungal BloomSV Dispel Magic
Gaseous Form Transmute RockEE Give LifeSV Meld into Stone
Lightning Bolt Wall of Stone Light Plant Growth
Meld into Stone Magic StoneEE Protection from Energy
Sleet Storm 6th Level Resistance Revivify
TIdal WaveEE Chain Lightning Rime StrikeSV Speak with Plants
Wall of SandEE Flesh to Stone Spare the Dying Stinking Cloud
Wall of WaterEE Investiture of FlameEE Thornwhip Water Breathing
Water Walk Investiture of IceEE Warden’s RebukeSV Water Walk
Wind Wall Investiture of StoneEE
Investiture of WindEE 1st Level 4th Level
4th Level Move Earth Animal Friendship Blight
Conjure Minor Otiluke’s Freezing Create or Destroy Water Conjure Woodland
Elementals sphere Cure Wounds Beings
Control Water Wall of Ice Detect Poison and Death Ward
Elemental BaneEE Wind Walk Disease Dominate Beast
Fire Shield Ensnaring Strike Giant Insect
Ice Storm Entangle Grasping Vine
Stone Shape Fog Cloud Locate Creature
Storm SphereEE Goodberry Polymorph
Watery SphereEE Hail of Thorns Stone Shape
Wall of Fire Jump
The Shadow Court Longstrider 5th Level
Purify Food and Drink Awaken
Cantrips (0 Level) 3rd Level Speak with Animals Commune with Nature
Corrupted Ki KataSV Blink Spore CloudSV Contagion
Dancing Lights Clairvoyance
Greater Restoration
Death ShroudSV Dispel Magic
2nd Level Insect Plague
Mage Hand Fear
Alter Self Reincarnate
Message Feign Death
Animal Messenger Tree Stride
Minor Illusion Gaseous Form
Barkskin
Nerve Pinching KataSV Major Image
Beast Sense
Ten Thousand MasksSV Nondetection
Darkvision 6th Level
Sending
Enhance Ability Find the Path
1st Level Vampiric Touch
Gust of Wind Heal
Alarm Water Breathing
Lesser Restoration Heroes’ Feast
Disguise Self Locate Animals or Plants Sunbeam
Expeditious Retreat 4th Level Moonbeam Transport via Plants
Feather Fall Confusion Pass without Trace Wall of Thorns
Fog Cloud Dimension Door Protection from Poison
Grease Freedom of Movement SkywriteEE
Illusory Script Greater Invisibility Spike Growth
Jump Hallucinatory Terrain Warding WindEE
Longstrider Leomund’s Secret Chest
Silent Image
Sleep
Locate Creature
Phantasmal Killer
New Spells
Unseen Servant Polymorph Arcing Arrow
Transmutation cantrip
2nd Level 5th Level
Blur Dominate Person Casting Time: 1 action
Darkness Dream Range: 60 feet
Darkvision Hold Monster Components: V, M (a weapon)
Find Traps Mislead Duration: Instantaneous
Hold Person Modify Memory Class: Magus (Arcane Order & Primordial Seal)
Invisibility Passwall
Knock Scrying As part of the action used to cast this spell, you must
Locate Object Seeming make a ranged attack with a weapon against one
Mirror Image creature within the spell’s range, otherwise the spell
Misty Step 6th Level fails. On a hit, the target suffers the attack’s normal
Pass Without Trace Eyebite effects. On a miss, choose a second creature within
Protection from Poison Find the Path range and make a ranged weapon attack with the same
Rope Trick Guards and Wards weapon against that creature. On a hit, the second
See Invisibility Programmed Illusion creature suffers the attack’s normal effects but the
Silence True Seeing attack deals lightning damage.
Wind Walk This spell’s damage increases when you reach higher

31
levels. At 5th level, the ranged attack deals an extra 1d8 to 8 hours. When you cast this spell using a spell slot of
lightning damage whether it hits the original target or 5th level or higher, the duration increases to 24 hours.
the second creature. This damage increases by 1d8
again at 11th level and 17th level. Corrupted Ki Kata
Transmutation cantrip
Aspir
1st-level evocation Casting Time: 1 action
Range: 5 feet
Casting Time: 1 action Components: S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a blue ribbon) Class: Magus (Shadow Court)
Duration: Instantaneous
Class: Magus (Knights Stygian), Warlock You make the hand sign of corruption and strike at a
creature within range. As part of the action used to cast
You drain the mystical energy of a spellcasting creature. this spell, you must make an unarmed strike attack
Choose one creature within range that you can see. That against one creature within the spell’s range, otherwise
creature must succeed at an Intelligence saving throw the spell fails. On a hit, the target suffers the attack’s
or lose a 1st-level spell slot if it has any. If the creature normal effects. If the creature is surprised, blinded, or
loses a 1st-level spell slot, you regain an expended 1st- incapacitated the creature is poisoned until the end of
level spell slot. your next turn.
At Higher Levels. When you cast this spell using a This spell’s damage increases when you reach higher
spell slot of 2nd level or higher, the creature loses its levels. At 5th level, the unarmed strike attack deals an
highest level spell slot it has up to the level of spell slot extra 1d12 poison damage. This damage increases by
you used to cast this spell and you regain an expended 1d12 again at 11th level and 17th level.
spell slot of the level that creature lost.
Death Shroud
Bloodletting Bite Necromancy cantrip
Necromancy cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 90 feet Components: V, S
Components: V, S, M (a weapon) Duration: Concentration, up to 1 minute
Duration: Instantaneous Class: Magus (Shadow Court)
Class: Magus (Knights Stygian)
You make the hand sign of endings and focus your will
As part of the action used to cast this spell, you must on a creature within range. That creature gains a death
make a weapon attack against one creature within the shroud. When you deal damage to that creature with an
spell’s range, otherwise the spell fails. On a hit, the attack you can discard all death shrouds you placed on
target suffers the attack’s normal effects, and if the the creature to deal an additional 2d4 damage per death
target has less than half of its maximum hit points shroud.
remaining it takes an additional 1d12 necrotic damage. At 5th level, the creature gains two death shrouds, at
This spell’s damage increases when you reach higher 11th level, the creature gains three death shrouds, and
levels. At 5th level, the additional damage dealt by this at 17th level, the creature gains four death shrouds.
attack becomes 2d12. This damage increases by 1d12
again at 11th level (3d12) and 17th level (4d12). Drain
1st-level necromancy
Corpse Mask
1st-level transmutation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (a red ribbon)
Range: Self Duration: Instantaneous
Components: V, S Class: Magus (Knights Stygian)
Duration: 1 hour
Class: Magus (Knights Stygian), Warlock, Wizard Stretching out your hand and pointing your finger at a
creature within range, a flash of negative energy briefly
Touching the corpse of a humanoid you transform your connects the two of you. The targeted creature must
physical appearance - including your clothing, armor, succeed on a Constitution saving throw or take 3d4
weapons, and other belongings on your person - to look necrotic damage. If the creature fails its saving throw,
like the corpse did in life minutes before its death. You you gain a number of temporary hit points equivalent to
retain all of your own ability scores, features, traits, and the damage the creature takes. You lose any temporary
other abilities. hit points granted by this spell after one minute.
While disguised as the dead you also instinctively At Higher Levels. When you cast this spell using a
mimic its mannerisms. Creatures familiar with the spell slot of 2nd level or higher, each level beyond the
deceased humanoid can attempt to ascertain if you are first adds 2d4 to the damage dealt by this spell.
in fact the deceased by usings its action to make an
Intelligence (Investigation) check against your spell save
DC.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the duration increases

32
Fungal Bloom Rime Strike
Conjuration cantrip Evocation cantrip

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 90 feet
Components: V, M (ranged weapon) Components: V, M (a weapon)
Duration: Instantaneous Duration: Instantaneous
Class: Magus (Sylvan Circle) Class: Magus (Primordial Seal & Sylvan Circle)

You send arrow towards an enemy in range and upon As part of the action used to cast this spell, you must
hitting its mark explodes into a shower of fungal make a ranged attack with a weapon against one
spores. As part of the action used to cast this spell, you creature within the spell’s range, otherwise the spell
must make a ranged attack with a weapon against one fails. On a hit, the target suffers the attack’s normal
creature within the spell’s range, otherwise the spell effects, and the creature’s movement speed is halved
fails. On a hit, the target suffers the attack’s normal until the end of its turn as the air around it turns frigid.
effects, and a fungal bloom appears in three unoccupied At 5th level the ranged attack deals an extra 1d8 cold
spaces of your choice adjacent to the creature. These damage. This damage increases by 1d8 again at 11th
fungal blooms remain until the end of your next turn. level and 17th level.
When a creature moves through a fungal bloom the
fungal bloom is destroyed and the creature takes 1d6 Ring of Fire
poison damage. 1st-level conjuration
This spell’s damage increases when you reach higher
levels. At 5th level, the ranged attack deals an extra 1d6 Casting Time: 1 action
poison damage to the target, and the fungal bloom deals Range: Self
an additional 1d6 poison damage when destroyed by Components: V, S, M (flint and tinder)
a creature who moves through it. Both damage rolls Duration: Concentration, up to 1 minute
increase by 1d6 at 11th level and 17th level. Class: Magus (Primordial Seal)

Give Life A wall of flames erupts out of the ground in a ring


Transmutation cantrip around you with a radius of 15 feet and a height of 10
feet. Creatures who start their turn in the ring of fire
Casting Time: 1 action or pass through it on their turn take 1d6 fire damage.
Range: Touch Creatures within the ring of fire who willingly try to
Components: V, S move through the fire to escape must succeed on a
Duration: Instantaneous Wisdom saving throw to do so. Creatures who are
Class: Cleric, Magus (Sylvan Circle), Shaman immune to fear or fire automatically succeed on this
saving throw.
Placing your hand on another creature you can transfer At Higher Levels. When you cast this spell using a
your own life force to them. You spend and roll one of spell slot of 2nd level or higher, the damage of the ring
your hit dice and the creature regains that many hit of fire increases by 1d6 for each slot level above 1st.
points.
Spell Shattering Strike
Nerve Pinching Kata Evocation cantrip
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 5 feet
Range: 5 feet Components: V, M (a weapon)
Components: S Duration: Instantaneous
Duration: Instantaneous Class: Magus (Arcane Order)
Class: Magus (Shadow Court)
As part of the action used to cast this spell, you must
You make the hand sign of paralysis and strike at a make a melee attack with a weapon against one
creature within range. As part of the action used to cast creature within the spell’s range, otherwise the spell
this spell, you must make an unarmed strike attack fails. On a hit, the target suffers the attack’s normal
against one creature within the spell’s range, otherwise effects, and if the target is concentrating on a spell this
the spell fails. On a hit, the target suffers the attack’s attack deals an additional 1d8 force damage.
normal effects. If the creature is surprised, blinded, or This spell’s damage increases when you reach higher
incapacitated the creature’s movement speed becomes levels. At 5th level, the melee attack deals an extra 1d8
0 and it cannot take reactions until the end of your next force damage to the target and the additional damage if
turn. the target is concentrating on a spell increases to 2d8.
This spell’s damage increases when you reach higher Both damage rolls increase by 1d8 at 11th and 17th
levels. At 5th level, the unarmed strike attack deals an level.
extra 1d8 psychic damage. This damage increases by
1d8 again at 11th level and 17th level.

33
Spore Cloud Vortex Dart
1st-level transmutation Evocation cantrip

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 60 feet
Components: S, M (a poison mushroom) Components: V, M (a weapon)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Class: Magus (Sylvan Circle) Class: Magus (Arcane Order)

You exhale a faint cloud of spores towards a creature As part of the action used to cast this spell, you must
within range. As the spores land on the target make a ranged attack with a weapon against one
they bloom and blossom forming a fungal or floral creature within the spell’s range, otherwise the spell
parasite that weakens the creature to poison and fails. On a hit, the target suffers the attack’s normal
disease. Creatures targeted by this spell must make a effects, and each Large or smaller creature within 10
Constitution saving throw. If the creature fails and does feet of the target must succeed on a Strength saving
not have resistance or immunity to poison damage, throw or be pulled to the nearest unoccupied space
the creature gains vulnerability to poison damage and adjacent to the target.
disadvantage on saving throws against poison and At 5th level, the ranged attack deals an extra 1d6 force
disease until this spell ends. If the creature fails and damage to the target. This force damage increases by
has resistance or immunity to poison damage or the 1d6 again at 11th level and 17th level.
poisoned condition, the creature loses its resistance
or immunity to poison damage and immunity to the Warden’s Rebuke
poisoned condition until this spell ends. Evocation cantrip
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one Casting Time: 1 action
additional creature for each slot level above 1st. Range: 5 feet
Components: V, M (a weapon)
Stormy Step Duration: Instantaneous
1st-level evocation Class: Magus (Sylvan Circle)

Casting Time: 1 action As part of the action used to cast this spell, you must
Range: Self make a melee attack with a weapon against one
Components: V, S, M (a small metal rod) creature within the spell’s range, otherwise the spell
Duration: Instantaneous fails. On a hit, the target suffers the attack’s normal
Class: Magus (Primordial Seal) effects, and the earth moves threateningly beneath
its feet until the start of your next turn. If the target
You fly up to 30 feet as lightning flashes around you willingly attacks a creature other than you before then,
striking out at creatures as you pass them. Each it immediately takes 1d6 bludgeoning damage as the
creature you move adjacent to as part of this action earth rises up to rebuke it, and the spell ends.
must succeed on a Dexterity saving throw or take 1d8 This spell’s damage increases when you reach higher
lightning damage. On a success, creatures take half levels. At 5th level, the melee attack deals an extra 1d6
damage instead. If you do not land on a surface at the damage to the target, and the bludgeoning damage the
end of this spell you immediately fall. target takes for attacking another creature increases
At Higher Levels. When you cast this spell using a to 2d6. Both damage rolls increase by 1d6 at 11th level
spell slot of 2nd level or higher, the damage of this spell and 17th level.
increases by 1d8 for each slot level above 1st.

Ten Thousand Masks


Conjuration cantrip

Casting Time: 1 action


Range: Self
Components: V, S
Duration: Instantaneous
Class: Magus (Shadow Court)

You make the hand sign of deception and focus your will
on your own being. You can make a disguise kit ability
check without having access to a disguise kit. If you do
not add your proficiency modifier to this ability check,
you add half your proficiency modifier.

34
Chapter 5: Equipment &
Penitent Pummelers
Magic Items Weapon (brass knuckles, cat’s claws, or katar), rare
(requires attunement)
Presented in this chapter are new types of
equipment and new magic items that DM’s might
consider including in their campaigns. These weapons are made of gold and etched with a
holy symbol over each knuckle. You gain a +1 to attack
and damage rolls with this magic weapon. When you
New Weapons deal damage to a fiend or undead creature you deal an
additional 1d6 radiant damage.
Consider the following weapons additions to the
weapons list presented on page 149 of the Player’s
Handbook.
Poundwise Porter
Potion, very rare
This potion is thick and so dark brown it is nearly black.
For one minute after consuming this potion you gain +3
Weapons to damage with unarmed attacks.

Name Cost Damage Properties Prehensile Whip


Weapon (whip), rare (requires attunement)
Simple Melee Weapons
Brass Knuckles 5 sp 1d4 bludgeoning light When not in use this whip looks like any other but when
Cat’s Claws 5 sp 1d4 slashing light wielded by an attuned creature the weapon moves with
Katar 5 sp 1d4 piercing light purpose and articulation that betrays its magical nature.
You gain a +1 to attack and damage rolls with this magic
weapon. When you hit a creature or object with this
weapon you may use your reaction to make a grapple
New Magic Items attack against it using the whip instead of a free hand.
DM’s may wish to use the following new magic items in While grappled in this way, your reach is considered 10
their campaigns. feet.

Everfull Stein Thunder Knuckles


Wondrous item, uncommon Weapon (brass knuckles, cat’s claws, or katar), very rare
(requires attunement)
This large ceramic stein is decorated with dwarven
glyphs and topped with a brass metal lid that can be These weapons are made of blue cobalt rings with a
opened by thumb lever. While the lid is closed and the silver knuckle guard in the shape of a cloudbank. When
stein is empty, the owner need only name a non-magical attuned to, the cloudbank darkens and shifts constantly
ale, beer, or mead he has had before and the stein fills across the knuckles of its wearer occasionally
with that brew. illuminating briefly as miniature lightning bolts
harmlessly crackle within the clouds.
Leather Jerkin, +1, +2, or +3 You gain a +2 bonus to attack and damage rolls made
Wondrous item, rare (+1), very rare (+2), or legendary with this magic weapon. When you attack a creature
(+3) with this magic weapon and roll a 20 they take an
additional 8 thunder damage and must succeed on a
You have a bonus to AC while you are unarmored and Strength saving throw (DC 16) or fall prone.
wearing this garment. The bonus is determined by its
rarity.

Loaded Dice
Wondrous item, very rare (requires attunement)

This set of six sided dice are indistinguishable from


mundane dice but blessed with good fortune. After
you make an ability check, attack roll, or saving throw
but before the DM declares whether it was a success
or failure you can expend 1 charge to reroll the d20.
Loaded dice can have up to 6 charges and regain 1d6
charges each week.
Additionally, if used to play a dice game the owner
of the dice has advantage on any ability check to
determine the winner of the game.

Medallion of Mettle
Wondrous item, rare (requires attunement)

This ostentatious medallion draws the eye of even


casual onlookers. Whenever you gain temporary hit
points you gain an additional 1d6 temporary hit points.

35
Chapter 6: Monsters,
Beasts, and Nonplayer
Characters
Presented in this chapter are new of monsters,
beasts, and nonplayer characters to be used as
antagonist and allies in your D&D campaign.

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