5) 5) Explore the cataclysmic consequences
oats COM an ren eae corey Gel uciCredits
Lead Designer: Jake Hilton
Managing Editor: Ryan Rose
Content Development: Shiloh Berscheld, Miles Davila,
Rob Gunningham, lake Hitton, Ryan Rose
Editing: Miles Davita
Graphic Design: Brennan Sisson
‘Art Director: Jake Hitton
Cover Illustration: Sam Burley
Interior Illustration: Adam Paquette, Andrew Mar, Caoi
Moneiro, Chippy, David Auden Nash, Denman Rooke,
Erica Yang, Grzegorz Rutkowski Jesper Ejsing, John
‘Avon, Martina Piicerova, Mathias Kollros, Paul Scott
Canavan, Victor Adame Minguez
Disclaimer: Tis is unofficial Fan Content permitted under
the Open Gaming License. Itis not approved/endorsed by
Wizards of the Coast. Portions of the material used may be
property of Wizards of the Coast. Copyright Wizards of the
Coast LLC
Table of Contents
Impending Doom.
Incorporating Doom...
Class Options.
Path of the Doomcaller.
Fateweaver...
Magic Items.
Anil of the Doomsmith..
Praetor HEU reson
Ring of Ruin’s Bane..
Gift of the Grave...
Wd gMeNt nnn
Protection from Darkness...
Zone of Disaster...
Monsters.
Additional Abilities...
Doomshade.
GreMUA nn
Ruin Dragon.
Environmental Doom -
Blighted Land enna
W-Wishing Well...
‘Art Credits.
Impending Doom
‘Adventuring is an endeavor fraught with danger, fear, and
inevitable death, filed with blood thirsty monsters that
inflict curses and harmfuLeffects upon their victims. Below
you can find a new condition that your players might
encounter or utilize in their travels: doomed. This condition
excels at bringing creatures to an inexorable end, stopping
them from healing, and forcing them to succumb to harm
more often.
Doomed
+ Adoomed creature can't regain hit points, or have
‘temporary bit points.
+ The creature has disadvantage on saving throws
against effects that deal damage.
Incorporating Doom
Conditions in SE come with intrinsic support within most
‘major facets of the game's mechanics: class options, spells,
items, monster abilities, etc, To provide similar support for
the doomed condition, in the following sections youll find a
‘number of suggestions and options you can include in your
‘games that incorporate It
Who Can Be Doomed?
ike many conditions, some creatures are naturally Immune
to being doomed. You can decide for yourself if you think it
‘makes sense for a creature to be immune, but Undead and
Constructs are immune to it as a general rue.
How Do I Cure It?
Typically, effects that inflict doomed come with the ability to
end the condition or inflict the condition fora limited
uration. For those who want to get rid of it quicky, or are
afflicted with a permanent form of it, the greater restoration
spell or similar magic can remove doomed
—
Doom Approaches
Dooms intended to be a particularly
supernatural condition, akin to petrifcation. It
typically accompanies frightful monsters,
apocalyptic events, and magic that threatens
to tear the world asunder.
‘When contemplating the inclusion of doom,
try to imagine the atmosphere surrounding it.
‘Are the players encountering doom for the first
time as a cataclysm looms on the horizon? Is
the world itself a dreary and dark place with
doom around every corner? You could include
it'as part of a particular quest or story arc or
adopt it as just another possible tool in your
GM arsenal.
OOO
Portent PressClass Options
‘The following class options are available to players, the
Primal Path: Path of the Doomcaller, and the Arcane
‘Tradition: Fateweaver.
Path of the Doomcaller
Like oracles, doomcallers are barbarians blessed with the
gift of prophecy; a gift United in scope to themselves and
their enemies. Through a supernatural event, the death of a
loved one, or divine boon, these warriors can utilize visions
of death and destruction to evade their own demise, or
ensure the demise of others. At the height of their powers,
doomealers are angels of death on the battlefield. In
combat, thelr gaze Is avoided at al costs, lest a creature see
its death, and know itis helpless to stop it.
Imminent Destruction
3rd-evel Path of te Doomcallr feature
White a creature you can see is within 30 feet of you, you
know ifit currently intends to do you physical harm in the
ext minute.
Visions of Violence
rbtevel Pat of the Doomcaler feature
‘Your enemies shall know their doom, and the hand that calls
it, When you enter your rage, and as a bonus action on each
‘of your tums while raging, you can lock eyes with a creature
‘yoU can see within 30 feet of you. The creature must succeed
‘on a Charisma saving throw (DC equal to 8 + your
proficiency bonus + your Constitution modifier) or become
doomed until your rage ends, you can no longer see the
creature, or until you use this feature on a different creature.
‘Acreature doomed in this way sees visions of ts violent
and bloody death at your hands. At the end of each ofits
tums, the creature must repeat its saving throw against this,
effect. On a failed save, it takes 148 psychic damage, or half
{as much damage on a successful one. This damage increase
to 2d8 beginning at 10th level
Edge of Disaster
&tvlevel Path ofthe Doomealer feature
You can accept your own doom for greater power. When you
start your turn while raging and below half your hit point
‘maximum, you can choose to become doomed until your
rage ends (no action required). White doomed in this way,
‘you have resistance to all damage, and you are immune to
being frightened,
Mouth of Oblivion
10thrlevel Path of the Doomcaller feature
“The whispers of doom speak to you. You know the direction
and distance to any creature within 1 mile of you that is
doomed, or has no more than half ofits ht points left, and
such a creature gains no benefit against you from being
hidden or invisible.
‘Additionally, as an action you can lock eyes with a
creature within 30 feet of you and force it to make a saving
throw against your Visions of Violence DC. On a failed save,
hushed voices speak of the creature's greatest fear, audible
to any creature within 60 feet of it. A creature that can't be
doomed or frightened is unaffected, and a creature that
succeeds on its saving throw is immune to this effect for 24
hours.
Doom's Call
ath-level Path of the Doomecaller feature
‘Once on each of your turns when you hit a doomed creature
that has no more than half of its hit points left with a melee
weapon attack, you can have the attack become a critical hit.Tied into the fabric of the cosmos, magic permeates and
Joins the fates of all creatures it touches. It's through this link
‘that fateweavers channel their powers, plucking confidently
at the strings of destiny to rethread them to better serve
thelr own ends. Mastery of the tapestry of destiny grants a
practitioner many abilities, most notable of which is
prophecy, as well as magic able to ensure a creature's
destruction.
2nd-level Fateweaver feature
‘When you cast a spell that targets one or more creatures,
YyoU can grasp threads of fate from your choice of any of
those creatures. Any threads fade from your grasp after you
finish a short or long rest, the creature dies, or you become
While you grasp a creature's thread and its on the same
plane of existence as you, you know if tis below half of its
hit point maximum, any conditions itis under the effects of,
and you know if it dies.
Additionally, when a creature whose thread you grasp in
this way dies, you can choose to tie the thread of its fate into
‘your own, learning one of the following things of your
choice:
+ You learn the creature's true name, and a basic
understanding of its personality.
+ You learn what the creature had intended to achieve in
the next 24 hours ifithad lived.
+ You lean what happened to the
creature in the last hour of its
life,
2nd-levei Fateweaver feature
Your mind is open to the futures of others. You learn the
guidance cantrip.
Also, you can see a faint aura around any creature within
30 feet of you. While you can see this aura, you know how
close the creature is to dying of old age, natural causes, or
any disease Its suffering from. You gain no special
knowledge of the cause.
6thr-level Fateweaver feature
Creatures can't gain advantage on saving throws they make
against your spelis or magical effects.
‘Also, when a creature you can see falls its saving throw
against a spell you cast of Ist Level or higher, you can cause
the creature to become doomed for I minute. The creature
‘can make a Wisdom saving throw against your spell save
Cat the end of each of its turns, ending the effect on a
success, ifthe creature dies while doomed in this way, you
know what happens to its soul in the immediate future.
‘Once yau attempt to doom creature in this way, you
‘can't do so again until you finish a short or tong rest:
10thrlevel Fateweaver feature
You add the divination spellto your spellbaok, and it counts
as a wizard spell for you. If itis there already, you can
instead add one divination spell of Sth evel or lower from
the wizard spell ist to your spellbook. When you cast a
divination spelt that allows you to receive an omen, or ask a
‘question of a higher power, you can touch another creature,
allowing them to ask any required questions, or receive any
‘omens. Doing so removes any chance for a random reading
‘A chosen creature can't gain this benefit again for 24 hours.
Mth-level Fateweaver feature
When a creature automatically falls Its saving throw against,
‘one of your spells, or makes its saving throw against one of
your spells with disadvantage, you can treat the spell as if
you had rolled the maximum possible damage for that
creature.
‘Additionally, when a creature whose thread you grasp
dies, you can sever its thread permanently (no action
required). if you do so, the creature can't be brought backMagic Items
‘The following magic items utilize the themes of doom, ruin,
and inevitability, and can be used as rewards for players, or
plot hooks in your games.
Anvil of the Doomsmith
Weapon (mau), legendary (requires attunement by a
doomed creature)
Carved and polished from a block of adamantine, and
adorned with coins of bad ick and misfortune from
Tumerous cultures, ths mau doubles aan anvil thanks to
Isdesign and eft
‘While attuned tothe maul you ae immune to the effects
of being doomed: ightened, and poisoned, and you have a
43 bonus to attack and damage rolls made withit as well as
to ability checks made to make or repair an object using the
maul. An abject repaited or created ths way is done so
twice as fst n alton, the maul hs te following
properties:
‘Smith's Bounty. As an action, you can conjure a set of
smith tools, as well as 100 gp of materials for their se. The
tools and materials vanishif they ae ever more than 10 feet
away from the mau, or after 24 hours, Materials Used to
create or repair an object dont vanish in this way. Once you
Use this property ofthe maul it can'tbe used again until the
next dawn
Doomstike, When you hit a creature with the maul, you
can deal an addtional 4d6 necrotic damage tot and force It
tomake aC 19 Constitution saving tow. Ona fled save,
the creature gains any of the following conditions you have
for the next inute:blnded, deafened, doomed, fghtened,
oF poisoned. This property of the maul can be used twice,
andit regains any expended uses dally at dav.
Curse, This mauts cursed, and attempting to atune to
the maul extends the curse to you. As long as you remain
cursed, you are unwiling to part with the maul, you are
doomed, and are compelled to smith with the maul tothe
bestof your ability.
After you finish a Long rest, you must succeed on a DCS
Wisdom saving throw or spend the next hour crafting a
weapon, set of armor, or other object with the maul as best
you can. if you succeed on the saving throw, the DC
Increases by 5. After you fail the saving throw, the DC resets,
105.
‘A greater restoration spell cast at 9h level or similar
‘magic can break the curse. If you use the maul to create a
‘magic item of legendary rarity, you can also choose to break
the curse,
Praetor Helm
Wondhous item, very rare (requres attunement by a
barbarian, fighter, or paladin)
This tarnished copper helm denies any attempt to be
cleaned or polished, and was once worn by a fierce warrior
within the Lower Panes. While wearing the helm. you
{ways know ifa creature you can see fs fend, and fends
have aisadvantage on saving throws to avoid being
frightened while they can see you. It also has the following
property:
Demon Slayer. When you attack a fiend that has less
than haf its maximum hitpoints remaining, you score a
critical hit against ton a roll of 18-20. Crtcal hits you score
inthis way cause the creature tobe doomed untl the end of
your next turn.
Ring of Ruin's Bane
Wondrous item (ring), uncommon
While wearing this ring, you always feeLa sense of unease
asf something horrible looms in your not-to- distant
future. You can't be surprised while you are conscious. this
Ting ever protects you from being surprised, you gain
resistance to all damage forthe frst round of tat combat.
‘As an action you can point the rng ata creature and cast
the dire omen” spell targeting it (save DC 15). i
‘Once the ring has been used to cast the spell in this way,
it eantbe used to do 0 again unt the next dan.‘The following spells use the doomed condition as a central.
theme for their mechanics. Consider including some of these
spells when running monsters with spellcasting as part of
their abilities. A mage of dark intent might very well inflict
such spells on your players, introducing them dramatically
to the concept of doom.
Sthrlevel Necromancy
Casting Time: 1 action
Range: 300 feet
‘Components: VS, M (a pair of clock hands carved from,
the bones of a lich worth 2,500 gp)
Duration: Special
Glasses: Wizard
You conjure the spectral face of a clock centered on a point
‘on a solid surface you can see within range. The clock's face
projects a 50-foot radius, 100-foot-high cylinder of inevitable
‘energy, and appears showing as 12 o'clock. At the end of
each of your turns, roll a d4, The clock ticks backwards a
rhumber of hours equal to the result, and each creature
‘within the area takes Id2 thunder damage for each hour
ticked.
A creature within the spell's area is doomed. Ifthe time on.
the clock shows as 8 o'clock or earlier, creatures within the
spell's area have their speed halved. Ifthe time on the clock
shows as 4 o'clock or earlier, creatures within the spell's
area can't take reactions, can use either an action or bonus
action, not both, and if they attempt to take an action, must
rolla d20. On an'llor higher, the action doesn't take effect
Until the creature's next turn.
Ifthe clock would tick to 12 o'clock again, each corpse and
doomed creature within the spell's area is permanently
frozen in time. A target frozen in time this way is immwne to
all damage, can't be moved, and can't be returned to normal
by any means short of a wish spell.
2nd-Level Divination
Casting Time: 1 action
Range: 60 feet
Components: V, S, M(a cracked mirror)
Duration: Concentration, up to I minute
lasses: Cleric, Sorcerer, Warlock, Wizard
You attempt to alter the fate ofa creature you can see
within range, quiding them to destruction. The target must
succeed on a Charisma saving throw or be doomed for the
duration. At the end of each of ts turns, the target can make
another Charisma saving throw. On a success, the spell ends
onthe target.
At Higher Levels, When you cast this spell
using a spell slot of 3rd level or higher, you can
target one additional creature for each slot
level above 2nd. The creatures must be
within 30 feet of each other when you
target them.
7trlevel Necromancy
Casting Times 1 minute
Range: 30 feet
Components:
breath before it died)
Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
You breathe out a 30-foot-radius sphere of thick smog that
roils withthe horror stricken faces of the damned centered
‘on a point you choose within range. The smog spreads
around corners. It asts for the duration, and is unaffected by
wind. Its area is heavily obscured.
When a creature enters the spell's area for the first time
ona tum or starts its turn there, that creature must make a
Wisdom saving throw. On a falled save, the creature is
doomed. A creature doomed in this way Is also frightened,
‘and while it remains in the smog It takes 10 (346) necrotic,
damage at the start of each of its turns. When a doomed
creature ends its turn outside of the smog, It can repeat its
saving throw, ending the effect on a success.
Ifa humanoid dies while doomed and within the smog,
there is a 33 percent chance that a specter rises fromits
corpse at the start of your next turn. The specter pursues
whatever creature is closest to it. Statistics for the specter
are in the Monster Manual.
The smog moves 10 feet away from you at the start of
‘each of your turns, rolling along the surface of the ground,
after which its radius expands by 5 feet (to a maximum of |
150 feet). The vapors, being heavier than air, sink to the
lowest level of the land, even pouring down openings.
/,S, M (a vial containing a creature's finalGift of the Grave
Srbtevel Necromancy
Casting Time: 1 action
Range: Touch
Components: v, $
Duration: Concentration, up to 10 minutes
‘Classes: Warlock, Wizard
You touch a creature and attempt to inflict wth a death
curse, Te target must succeed on a Wisdom saving throw
or become cursed forthe duration. While cursed, the target
is doomed, and it must make a Wisdom saving throw atthe
start of each of its turns. On a failed save, it takes 3410
necrotic damage. On a successful save, it takes half as much
damage and the spell ends.
‘creature cursed inthis way can use its action to touch
cone of it allies and force it to make a Wisdom saving throw.
Ona failed save the curse ends forthe creature and passes
on instead to its ally.
if damage from ths spell kil a target, it can't be raised
{rom the dead by any means short ofa true resurrection
spel or similar magic.
Judgment
‘Sth level Evocation
Casting Time: action
Range: 90 feet
Components: VS, M (a set of silver scales and a feather
worth 300 gp)
Duration: Concentration, upto Tminute
Classes: Cri, Paladin
‘You call upon the heavens to decree a creature unworthy of
existence. A creature of your choice you can see within
range must succeed on a Wisdom saving throw or be
doomed for the duration. An Undead loses any immunity to
‘the doomed condition until the spell ends. While doomed in
this way, a beam of divine light stretches endlessly above
the creature, illuminating its space and the area above it
with bright light.
Until the spell ends, a creature under the effects ofthis
spell takes 5d6 radiant damage at the end of each of its
turns. The damage increases by 1dé for each subsequent
turn past the first, to a maximum of 1046.
Protection from Darkness
2ndtlevelAbjration
Casting Time: action
Range: Touch
Components: V, S, M (a strip of magnesium)
Duration: Concentration, up to 10 minutes
Classes: Clerc, Warlock, Wizard
Until the spell ends, one willing creature you touch is.
protected against darkness of al kinds. The target gains
darkvision out to a range of 60 feet, and magical darkness
doesn't impede its darkvision. Ifthe creature already had
darkvision, its darkvision instead increases by 60 feet.
‘Additionally, the target i immune to being doomed or
frightened, and its hit point maximum can't be reduced.
Zone of Disaster
Strleve Enchantment
Casting Time: action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You generate overwhelmingly bad tuck in 2 30-foot cube
within range. Creatures within the area are doomed, have
disadvantage on attack rolls and ability checks, and cantt
gain advantage on attack rolls, ability checks, or saving
throws. Ifa creature would take damage as a result of
a saving throw in the area, it takes an additional die of
damage.
‘creature within the areas aware ofthe spel, althoughit
doesnt have any special knowledge ofits dimensions.Monsters
‘The following section contains a number of creatures that
Use doom to the dismay and demise of their enemies, as
wellas several modular abilities that can be applied to pre-
existing creatures to add variety and flavor.
Additional Abilities
The following abiltes, presented alphabetically, can be
applied to a creature in addition to its normal tralts and
actions. Keep in mind that some of these abilities can
significantly alter the power of a creature, allowing it to
perform higher than its CR would normally indicate.
Beast of Ruin
Requires a creature with the beast type
The creature gains the following trait:
Beast of Ruin. The creature is immune to the doomed
condition, as well as the effects of blighted land.
Calamitous
The creature gains the following tat:
Calamitous. The creature is immune to the doomed
condition and the effects of blighted land, its size increases
by one category, and its maximum hit points increase by
half.
Carnage
‘he creature gains the following trait:
(Recharges after a Short or Long Rest). When
_ the creature would deal damage, it can take the maximum
= esut instead of roling.
Damning Devourer
Requires a creature withthe ablity to swallow a target
The creature gains the following tal:
Darming Devourer. A target swallowed by the creature
is doomed unt it escapes, andifitdles while doomed in
this way its souls destroyed
Herald of the End
‘The creature gains the following trait:
Herald of the Fd, The creature has immunity to curses,
as well as any other spell or effect that would influence its
decisions. Additionally, when the creature reduces a target
{0 10 hitpoints or fewer, the target dies.
Raze
‘The creature gains the following action:
Reaze, The creature chooses a nonmagical structure or
‘object that isn’t being wor or carried that it can see within
60 feet of it and that fits within a 5-foot cube. The target
takes an amount of force damage equal to 5 the creature's
RR.
Rutnous Weapons
“The creature gains the following rat
FRuinous Weapons. When the creature his wth a melee
weapon attack, the target loses any resistance ithas tothe
atack’s damage types unt the end ofthe creature's next
uum.
Stege Magic
Requires a creature withthe ability to cast a spell
The creature gains the following trait:
‘Siege Magic. The creature deals double damage to
objects and structures with spells it casts.
Tremor Steps
The creature gains the following trait:
Tremor Steps, The creature's movement is unaffected by
difficult terrain, and when the creature walks, the ground in
the area it moves through becomes difcut terrain.The fell light of a doomshade casts woe 4
Unto all those who encounter them. A spi
jealous of life, that mourns its remains for long
enough often transforms into a doomshade, driven to
malice by the tragedy of its existence. They seek only death,
and if they find a victim they pursue it without rest or mercy.
Lantern, The tel-tale sign of a doomshade is its
lantern: alive with the flames of undeath, and housing its
skull The lantern can seem to act independently of the
‘doomshade, casting a baleful light on those unfortunate
‘enough to encounter it. The doomshade itself uses this
abllty to distract its enemies and evade detection as it
slowly wears its victims down,
‘Merciful End. The only hope for a doomshade is its skull
Ifa creature casts the gentle repose spell on the
doomshade's skull (requiring a successful DC 14 ability check
Using the caster’ spellcasting ability), the doomshade
‘vanishes, its spirit sent off to the aftertfe.
Undead Nature. A doomshade doesn't require ai, food,
drink, or sleep.
Doomshade
‘Medium Undead, Typically Neutral Evil
Armor Class 14 (natural armor)
Hit Points 78 (12d8 + 24)
‘Speed 0 ft, fly 50 ft. (hover)
STR DEX CON
1-5) 16 (+3) 14 (42)
INT WIS” CHA
10(+0) 10(+0) 16 (+3)
Skils Stealth +6
Resistances acid, cold, fire, lightning,
thunder, radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Darrage Immunities necrotic, poison
Condition inmunities charmed, doomed,
‘exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses blindsight 60 f, passive Perception 10
Languages understands all languages it knew in
life
Challenge 5 (1,800 xP) Proficiency Bonus +3
Incorpareal Movernent. The doomshade can move
through other creatures and objects as if they
were difficult terrain. It takes 5 (Id10) force
damage if it ends its turn inside an object.
Ufebane Lantern, The doomshade's lantern
immune to all damage, and sheds dim light within
1S feet of it. A creature ‘within this light is doomed.
‘Multiattack, The doomshade makes two Chains
attacks.
Crans, Melee Weapon Attack: +6 to hit, reach 15
ff, one target, Hit:10 (2d6 + 3) bludgeoning
damage plus 4 (Id8) necrotic damage. The target
is grappled (escape DC 14) if the doomshade isn't
already grappling a creature.
‘Move Lantern. The doomshade moves its lantern
to an unoccupied space it can see within 30 feet
of it. The lantern remains there, hovering, until the
doomshade moves more than 30 feet away from
it, or untilit chooses to retum it to its space (no
action required).
5-6), The doomshade forces each
‘creature within the dim light of its lantern to make
a DC 14 Constitution saving throw. On a failed
save, a creature takes 28 (8dé) necrotic damage,
fr half as much damage on a successful one.
this damage reduces a creature to 0 hit points, the
doomshade regains 10 (346) hit points.Gremlin
‘Small and violently mischievous, gremlins revel in chaos.
Alone, a single gremlin can cause untold mayhem through
Its unique ability to hijack magic and generate bad luck, but
in groups they can ruin settlements ifnot immediately deatt
with. While physically they pose a small threat, gremlins use
stealth, cunning, and magical sabotage to achieve their
‘goals, wilting under more direct confrontation with their
victims. Fueled by negative emotions, gremlins are too weak
to inspire fear, and so instead sate their appetites on
dismay, anger, and frustration. Once sufficiently full a
‘gremlin hibemates, either hiding within its current feeding
‘ground or moving on to seek new victims.
‘Magical Possession. Other than their bad luck, one of
the most infamous qualities of gremlins is their ability to
inhabit magic items. By merging with a magical object, they
can remain in wait ofa victim for almost forever, and many
‘gremlins carry a magic item around as a means of hiding, or
to actas the bait for a trap. Once a victim acquires an iter
possessed in this way, the gremlin uses its luck magic to
slowly cause strife and run for it.
te might negate the magical properties ofthe item at an
inopportune moment, cause a creature holding the item to
experience its Jinx ability for atime, or activate an iter ofits
‘own accord to cause discord and extreme bewilderment. A
‘gremlin's magic inthis state is limited, however, and it can
‘only enact chaos in bursts. The identify spell can detect a
‘gremlin’s presence, and the dispel magic or remove curse
spells cast upon the item can remove it. grernlin removed
inthis way can possess the same item again for 24 hours.
Gremlin
Small Monstrosity, Typically Chaotic Neutral
‘Armor Class 13.
Hit Points 7 (2d6)
Speed 30 ft, climb 30 ft.
STR DEX CON INT WIS CHA
BED 17 (43) 1040) 76-2) 1603) 3G
Skdls Perception +7, Sleight of Hand +7, Stealth
+7
Senses blindsight 30 ft, passive Perception 17
Inquages —
Challenge 1/4 (50 xP) Proficiency Bonus +2
Jinx. Any creature other than a gremlin within 15
‘eet of the gremlin makes attack rolls and
ability checks with disadvantage. Additionally,
When a creature other than a gremlin within
this area rolls a1 on an attack’roll, ability check,
or saving throw, roll 1d4:
LAlLof the below.
2. The creature is doomed for the next minute.
3. The creature falls prone.
4,The creature drops one item it is holding,
Vandial. The gremlin deals double damage to
objects, and has advantage on ability checks it
makes to destroy, dismantle, or otherwise
sabotage them.
Actions
laws, Melee Weapon Attack: +5 to hit, reach 5
ft, one target. Hit'5 (Id4 + 3) slashing damage.
Pervade. The gremlin touches a magical object
that isn’t being worn or carried, merging itself
and the ecuipment it is wearing or carr in
the item. The gremlin can hear and see
normally while melded in this way, has total
cover against attacks and other effects outside
the object, and doesn't need to eat, drink,
breathe, or sleep. The gremlin can use an action
to exit the object and separ tte an unoccupied
space it can see within 15 feet of it.
Reactions
jc. When a creature within 30 feet of
the gremlin casts a spell of 3rd level or lower,
the gremlin attempts to steal it. The gremlin
must make a Wisdom check, with a DC equal to
10 + the spels level (minimim DC of fh, Ona
success, the gremlin becomes the caster of the
spell, using the creature's spelicasting ability.
Gn a failure, the caster becomes immune to the
Hijack Magic ability of all gremlins for 1 minute.Ruin Dragon
‘As rare as they are devastating, rin dragons are always
considered a terrible omen. A ruin dragon represents chaos,
change, but most of all, destruction. They are heralds of
apocalypse, the clarion call of an oncoming calamity. When
‘magical upheaval is imminent, or reality is near to breaking,
dragons close to Its epicenter may very wel find themselves
corrupted into servants of its chaos.
Bad News. Arun dragon is misfortune incamate, rushing
ahead like the first wind of an oncorning storm. Their
disposition and tempers depend heavily on the form of
armageddon that they answer to. A natural magical disaster
might cause a ruin dragon to rampage uncontrollably. An
apocalypse directed by an intelligence could alternatively
rein in the dragon for a more specific purpose. Regardless of
the motives oftheir progenitor, ruin dragons seek only
camage and misery.
Corrupted by Chaos. When exposed to pure chaos—
rathering than belng annihilated-the power of a dragon
allows it to adapt and overcome the overwhelming
energies. Ancient dragons are typically immune to this
effect, the height of their power sufficient to resist. Lesser
dragons are instead transformed, twisting into a chaotic
mirror of their previous selves.
lc i cnt
‘SPELLCASTING VARIANT
‘Some ruin dragons are capable spellcasters,
Sorcerers whose power comes from the chaos
that rages within them, A ruin cragon with
access to sorcery has the following additional
action:
ng. The dragon casts one of the
following spels, requiring no components and
using Charisma as its spellcasting modifier
(spell save DC 22):
‘At will: bane, bestow curse, blight, cal lightning,
cloudkill, confusion, dire omen, fear
day each: disintegrate, earthquake, fire storm,
tsunami, whirlwind, zone of disaster”
Sy
A Ruin Dragon's Lair -
Ruin dragons make their las almost exclusively in the ruins
ofa town, city, or fortress Typically these ruins are the result
ofits own influence, the run dragon directly or indirectly
destroying or uprooting entire populations to sate its need
to bask n the inevitabity of destruction.
Lair Actions
On initiative count 20 (Losing initiative tes), the dragon
fakes alr action to cause one ofthe following effects:
+ Asurge of spell breaking magic washes over a creature
the dragon can see within 60 feet of it. The creature
must make a DC 15 Constitution saving throw. On a
failed save, each spell affecting the creature of the
‘dragon's choice ends. The creature takes 5 force
damage for each spell ended this way.
+ The dragon causes a pillar, section of wall, or a similar
portion of a structure that fits within a 10-foot cube to,
collapse. Each creature within 10 feet of the target.
must make a DC15 Dexterity saving throw or take 10
{(8d6) bludgeoning damage and be knocked prone.
+ The dragon unleashes psychic waves of a possible
apocalyptic future in 10-foot-radius sphere centered on
point within 120 feet of it. Each creature within that
‘area must succeed on a DC 15 Wisdom saving throw or
be frightened for | minute. A creature can repeat its
‘saving throw at the end of its turns, ending the effect,
‘ona success.
Regional Effects
“The region containing a ruin dragon's lar is warped by the
dragon's magic, which creates one or more ofthe following,
effects:
+ The area within 5 miles of the dragon's lair is blighted
land (found on page 12).
+ Nonmagical weapons and ammunition within 5 miles
‘of the lair rust and crumble rapidly. For every hour in
the area, such an object takes a permanent and
‘cumulative -1 penalty to damage rolls. ifits penalty
‘drops to 5, the object is destroyed.
+ Creatures within 5 miles of the dragon's lair gain?
additional Level of exhaustion each time they would
gain any levels of exhaustion.Ruin Dragon
‘Huge Dragon, Typically Chaotic Evil
‘Armor Class 19 (natural armor)
Hit Points 319 (22a12 + 176)
Speed 30 ft. fly 120 ft.
STR DEX CON INT WIS CHA
25 (+7) 13(4) 27 (+8) 13 (+) 13(H) 25047)
Saving Throws Dex +8, Con +15, Wis +8, Cha +14
Skils Perception +15.
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks
Damage Immunities force, necrotic
Condition immunities charmed, doomed, frightened
Senses truesight 120 ft., passive Perception 25
All, telepathy 120 ft
Grafenge 3 (50,000 XP) Profi Borus +7
‘Aura of Ruin, Objects and structures within 120 feet
of the dragon take twice as much damage, and
lose any damage thresholds. If a creature in this
area other than the dragon would make an attack
roll, ability check, or saving throw with
disadvantage, it must roll an additional d20 and
take the lowest result.
(Chaos Weapons. The dragon's attacks are magical.
Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Actions
‘Muttiattack. The dragon makes three attacks: one
with its Bite, one with its Claws, and one with its
Tail.
Bite, Melee Weapon Attack: +14 to hit, reach 10 ft,
one target. Hit: 23 (3d10 + 7) piercing damage plus
5 (Id10) force damage.
Claws. Melee Weapon Attack: +14 to hit, reach 5
fi, one target. Hi: 17 (346 + 7) slashing damage
pls 5 (Id10) force damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft.
one target. Hit: 20 (308 + 7) bludgeoning damage
plus 5 (fd16) force damage.
Ruin Breath 5-6). The dragon exhales
ruinous energy in a 60-foot cone. Each creature in
that area must make a DC 23 Constitution savin
throw. On a failed save, a creature takes 36 (8d8)
necrotic damage and 36 (8d8) force damage and
is doomed. On a successful save, it takes Ralf as
‘much damage and isn't doomed. A creature can
repeat the saving throw at the end of each of its
tums, ending the effect on itself on a success.
A structure or nonmagical object that isn't
being worn or carried also takes this damage.
Reaction
Ruin’s Reprisal. When a creature the dragon can
see within 15 feet of it succeeds on an attack roll,
ability check, or saving throw it made with advan-
tage, the dragon makes one attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choo-
sing from the options below. Only one legend
action can be used at a time and only at the en
of another creature's tur. The dragon regains
spent legendary actions at the start of its turn
(Claws, The dragon makes a claws attack
Erupting Chaos (Costs 2 Actions). The dragon
‘cfeatés a rift of raw chaos in the form of a
15-foot-radiys sphere centered on a point it can
see within 30 feet of it. Each creature in the area
must succeed on a DC 22 Constitution saving
throw or take 28 (8d6) force damage. A doomed
creature takes an additional 14 (4d6) force
damage.
Herald of Ruin (Costs 3 Actions), The dragon gains
30 temporary hit points, plus an additional 10,
temporary hit points for each doomed creature
within 60 feet of it (to. a maximum of 60
temporary hit points). While it has any of these
temporary hit points, attacks made against the
dragon have disadvantage, and it has advantage
‘on attack rolls it makes. The temporary hit points
fade at the end of the dragon's next turn.Environmental Doom
‘The following options present GMs with means by which
players can interact with the doomed condition as a natural
extension of adventuring,
Blighted Land
‘While most effects of doom are reserved for creatures,
doom can also act as a symptom with a much larger scope.
(One such instance ofthis is blighted land, a corrupted area
of the world riven from the balance of order and chaos by
dark magic, or a horrific event.
‘lighted land is a dark mirror of the environment that
preceded it. A forest dead and rotting, A lake tured to,
swamp and poison. A city devoid of life and crumbling.
Blighted land decays allt touches, siowly destroying It as a
force of untempered chaos.
Causes
‘When adding blighted land to your world, it's a good idea to
consider just why exists, What created this terrible
‘ination of the natural order of things? Below you can find a
table of possible causes, which you can ral for randomly,
choose for yourselt, or ignore entirely and construct your
‘owm origin fr your take on blighted land,
48 Cause
‘The death of a powerful sprit or demigod.
‘A dark ritual with foul consequences.
‘A filed spell that corrupted the area,
‘A portal to one of the Lower Planes.
‘The presence of a powerful Undead.
‘A.curse placed upon a location.
The aftermath ofa violent battle.
‘The influence of a magical object.
Effects
Blighted Land can have a variety of different effects upon the
environment itis found in, but they universally have the
following trait:
Encroaching Doom, A creature that spends at east 4
hours in an area of blighted land must succeed on a DC15
Constitution saving throw or be doomed untitit spends 24
hours outside of blighted land. A creature that isn't doomed
and remains in the area must repeat this saving throw once
a day for each day it spends there. Ifa doomed creature
remains in the area for longer than 7 days, the effect can't
be removed except by the greater restoration spell or
similar magic.
PROLONGED Doom.
Blighted land can be overwhelming when,
exposed to for extended lengths of time. For a
game where blighted land is intended to be
Present for a lent
period of the campaign,
consider the following changes:
‘On a successful save against Encroaching
Doom, a creature is immune to it for 7 days.
Enerosching Doom no longer becomes.
permanent after being under its effects for
7 days.
A creature under the effects of Eneroaching
Doom can repeat its saving throw at the end.
of along rest, ending the effect on a
success.
_—
In addition to Encroaching Doom, you can include other
effects
Roll on the table below 1d4 times (reroling
duplicates), or select any number of options of your
choosing.
10
1
10
Effect
Mist reduces visibility outdoors. A creature can
See.no further than 30 feet away from itself
while in the mist.
The areas difficult terrain for walking and
climbing.
Plants and water found in the area are
poisonous and provide no nourishment.
‘A creature that casts a spell in the area must roll
ad20. Ona 1, the spell fails.
‘Animals in the area are automatically hostile.
A creature that attempts fo sleep inthe area
‘must make aDC 15 Wisdom saving throw. On a
falure it cant sleep for 1 hour a terrible
visions plague its mind,
Unearthly screams and roars echo randomly.
Blood rains from the sky periodically.
‘When a humanoid dies in the area there is a 50
ercent chance that the creature rises after 1
jour as a zombie.
The ar itself is corrosive. Objects in the area
wear and decay ten times faster than normal,
and creatures take 1d4 acid damage at the end
ofeach hour they spend in the area.‘Appearing in the form of ajaggedly sculpted fountain of
black stone and bloody mortar, or even a nondescript hole
inthe ground that radiates an aura of foreboding and evil
intent, anil-wishing well isthe vile sibling ofa true wishing
well
‘An illwishing wells used for a simple but malevolent
practice, specifically to call upon a dark power for the goat
Of causing harm or death to a creature you harbor hatred or
disdain for. Such an endeavor requires three things: strong
intent, a worthy sacrifice, and a target. Once accomplished,
‘whatever hateful entity inhabits or watches the well accepts
the sacrifice and delivers a particular curse to Its victim,
Ifyou'd lke some ideas for a possible source of the magic
of an ill-wishing well, look no further! Below you'l find a
table of possible creatures or origins behind its power.
48 Wells Origin
1A devilis sealed within the wel
2 Thewell acts asa place of power fora local hag.
3. Agenie's lamp lies stuck at the well's bottom.
44 The well draws from an underground lake
inhabited by an aboleth,
5 Anevil unicorn regularly drinks atthe well.
6 The wellis an entrance to a powerful mage’s lar.
‘The well was once a true wishing well, but was
Se cecranec Se atk so
3 Anunnoticed portal in the well leads to an
Uncharted layer of the Abyss.
A curse does not usually come cheap, and an ittwishing well
always takes its toll. To earn a wish, the wisher must
sactifice something dear to them, Such a sacrifice can be
flesh and blood, a possession of great power or value, or
even a loved one. If acceptable, the wish Is granted.
‘Acreature cursed by an il-wishing well is doomed, but the
‘curse may not stop there. Depending on the weight of the
sacrifice, the intent of the wish maker, and the vindictiveness
of the entity that delivers it, the curse may be even more
fiendish than expected. Such possibiltes include but are not
limited to disease, a twisted visage, or the slow erosion of
their life, drip by drip. They might be cursed with bad luck
for the rest of time, or with a curse that passes on to thelr
family upon thelr death.
While typically a greater restoration or remove curse spell
would remove most curses, a curse from an illwishing well
‘may even defy such magic. A particularly strong curse right
require such a spell to be cast ata higher level, or only be
able to be removed via the wishspell.
Cover: Sam Burley
Page 2: Calo Monteiro
age 3: Chippy
age 4: Erica Yang, Martina
Pilcerova, Victor Adame
Minguez
age 5: Denman Rooke
Page 6: David Auden Nash
Page 7: Grzegorz Rutkowski
Page 8: Andrew Mar
Page 9: Mathias Kollros
Page 10: Adam Paquette
age I: Jesper Ejsing
age 12: Paul Scott Canavan
age 13: John Avon