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5) 5) Explore the cataclysmic consequences oats COM an ren eae corey Gel uci Credits 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 Press Class 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 back Magic 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 final Gift 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

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