You are on page 1of 5

Something wicked this way comes

Death, Doom, and Gloom. Beware all ye who open this tome. No tales of joy will be found
here. Within these words lies tales of adventurers who have embarked upon a journey far
darker than most could fathom. The lore of these classes contains those who would
entrude on others most private sanctums, those who revel in the decay left from past
lives, those cursed by the moon and turned into beasts, and those who have been cursed by
undeath since birth. Abandon all hope, ye who read onward.

An InXanity Supplemental Material


Dream Thief Rougish Archetype Dream Intrusion
No lock is harder to pick than the mind of the unwilling. You Rogue Level Time needed Max. # of creatures per night
have a special knack however, you understand the mind in 3rd 4 Hours 1 Creature
ways that others could only dream of, quite literally in fact. 9th 3 Hours 2 Creatures
You understand the psyche of intelligent creatures and find
their dreamscapes ripe for the picking. Their secrets, fears, 13th 2 Hours 3 Creatures
history, nothing escapes your prying eyes or nimble fingers. 17th 1 Hour 4 Creatures
Summary table
Rogue Level Feature
Blade of Nightmares
3rd Dreamscape Intrusion From 9th level on, you may now cast the scry spell as a ritual
9th Blade of Nightmares once before you enter your nightly trance. This ability
13th A Dream or a Memory? functions as the spell, except you see the dreamscape of the
creature in question, with no need to interact with the target
17th Death in a Dream creature inside their dream.
Now, you also glean much more useful knowledge of your
Dreamscape Intrusion targets after visiting their dream. After scrying on the
You begin to understand the dreamscape of others and now sleeping creature or interacting with a creature through
find yourself able to traverse it freely. You no longer need to Dream Intrusion, you learn their deepest fears, their dark
sleep and can enter a nightly 4 hour trance to rest and secrets coating your blade. Anytime after entering the
recover your abilities. dreamscape of a creature your sneak attack damage is now
Starting at 3rd level, you may use this time in trance to treated as psychic damage for that target. In addition, the
enter the dreamscape of a creature that you have seen and unsettling feeling of deja vu your opponent gets from you
spoken with before. While entering the dream of your target gives you advantage on your attack rolls against them.
they see you as yourself, or you may make a deception check
to have them see you as some other being from their memory A dream or a Memory?
with which you are also familiar. While in the dreamscape At 13th level your ability to enter the dreams of other
you may interact with the dreaming creature to implant an creatures now extends to tampering with the very memories
idea or suggestion into the creature’s mind. that make up their personality. While interacting with a
Once per dream, you may implant a single suggestion in creature in Dream Intrusion you may implant or modify
the target. You cause them to believe this idea comes from memories (as per the spell Modify Memory) once per long
their own subconscious by making a deception or persuasion rest. This ability functions as the spell, except that the events
check vs the creatures insight. A success means that when in question must take place within the last year, and must
the target awakens, they act on the idea as if it was their own, have a duration of 24 hours or less. Other restrictions of
possibly swaying judgment or altering a planned course of Dream Intrusion still apply.
action. If the target sees you as hostile then you make this
check at disadvantage.
You may use double the standard amount of time in a
creatures dream to gain advantage on your persuasion or
deception check. As a result, if the target sees you as hostile
then this check is made as normal, instead of at disadvantage.
A creature must be within 1 mile of you and asleep for this
ability to work. You can only intrude on a creature's
dreamscape once per 24 hours. In addition, the creature in
question must have an Intellience score of 4 or higher for this
ability to take effect.
Initially, a single use of this ability takes 4 hours and you
may only effect 1 creature per long rest. Your skill with this
ability increases as your level increases, seen in the table
below. You must speak with a creature before you can use
this ability on them.
Death in a Dream Scales of Balance
Beginning at 17th level, as your enter the dreamscape of For every action there is an opposite reaction. You
another creature you may attempt to end your target before understand that any use of Healing or Necrotic energy
they wake. While in the dream of the target creature you may creates its opposite somewhere else. At 6th level your powers
inflict your normal sneak attack damage to them. When they now allow you to bring forth that opposite reaction and bring
wake they take 1 level of exhaustion and their maximum it to you. Any time you use a spell that heals or inflicts
health is reduced by the amount of your sneak attack while necrotic damage you may use your reaction to inflict ½ that
they have any levels of exhuastion. If your target dies as a value of the opposite condition on a creature within 30ft that
result of this damage in their sleep then they never wake and you can see.
die within the next 24 hours with no visible wounds. For example, if you use Inflict Wounds to deal 11 damage
you may use your reaction to heal an ally for 5 points,
Circle of Decay Druid provided you can see the ally and that they are within 30ft.
Death is an integral part of living, but overturn any stump or Sense of Vitality
corpse and you will see a thriving universe of life. Small Beginning at 10th level you are now able to see how close
creatures scurry to and fro, mushrooms thrive, flowers those around you are to the twilight of death. You can spend a
blossom in the fresh fertilizer. Each death lends to to creating bonus action to open your senses, studying allies and
new life, and no creature understands this more thoroughly enemies, after which you can tell if they are above or below ½
than those Druids who follow the Circle of Decay. their total health. This sense last for the one minute. In
CIrcle of Decay
addition, while using this sense you can reroll 1s on a healing
spell, provided the target is above half health or a Necrotic
Level Feature damage spell, provided the enemy is below half health. You
2rd Ambrosial Fruit can use this ability a number of times equal to your Wisdom
6th Scales of Balance
modifier per long rest.
10th Sense Vitality Final use of the Fallen
14th Final Use of the Fallen No life is lost in vain, no suffering without blessing. You may
now use the fallen to aid you in your path. If a humanoid has
Ambrosial Fruit
died within the last turn you may use your bonus action to
At 2nd level you learn how to harness death to bring vitality create a burst of energy from the fallen body. You decide
to those in need. If you have access to the body of a humanoid whether the burst is a healing or Necrotic burst. Regardless
or beast, deceased in the last 12 hours, you may grow a small of your choice, the burst has a 15ft radius and heals or
plant from it that bears healing fruits. Each of these damages for a number of d8s equal to your Wisdom modifier.
Ambrosial Fruits function as berries from the Goodberry If the burst deals Necrotic damage, those affected may make
spell, however each heals 1d6 health. You produce ½ your a Charisma saving throw against your spellcasting modifier
Wisdom modifier of fruits from a small corpse, a number for half damage. You may use this ability a number of times
equal to your Wisdom modifier from a medium corpse, or 1.5 equal to half your Wisdom modifier per long rest.
times your Wisdom modifier (rounded down on each
occasion) from a large corpse. You may use this ability once
per short or long rest. These fruits rot and begin to grow
plants native to the area you are currently in after 8 hours.
The fruits' healing benefit increases to 1d8 at 6th level,
1d10 at 10th level, and 1d12 at 14th level.
.

Circle of Decay Bonus Spells


Druid
Level Spell Name
3rd Protection from Good and Evil, Inflict
Wounds
5th Aura of Vitality, Vampiric Touch
7th Aura of Life, Sickening Radiance
9th Hallow, Negative Energy Flood
Crypt Tainted Sorcerous Origin Undead Magnetism
Starting at 6th level you are now able to pull necromancy
Some are born to be damned. Maybe you were a still born, or spells to you, and this magnetism has boosted your defenses
perhaps your family resided too close to a tomb rife with against the necrotic arts. You may now use your reaction to
restless spirits. Whatever your origin, the foul taint of make yourself, and only yourself, the target of a spell that
necromancy found its way to you and twisted your body, deals Necrotic damage if the initial target of the spell is
deciding your future for you. A Crypt Tainted Sorcerer is easy within 30ft of you. You also gain resistance to Necrotic
to spot up close; unnatural eyes and pale withered skin give damage as you deal with necrotic forces constantly being
them an unhealthy if not outright unsettling appearance. For pulled in your direction.
you, life is but a passing moment. In addition you may now add Animate Dead to your list of
Crypt Tainted Sorcerous Origin Features
spells known.
Level Feature Dominate the Damned
1st Blurring the Line of the Living At 14th level your ability to sway the dead begins to manifest.
6th Undead Magnetism
A number of times per day equal to your proficiency modifier
you may attempt to dominate an undead as an action. You
10th Dominate the Damned make a spell attack against the spell DC of the caster who
14th Vitality beyond Death created it and if you succeed, the undead now views you as an
ally and will follow simple commands given to it. You may
Blurring the line of the Living
never dominate a number of undead greater than your
You live in the hazy line between the living and the dead. Charisma modifier at any given time. An undead must be
Never at home among the living but left stranded amongst within 30ft, in eyesight, and have a CR equal to ½ your
those who have passed along. You see the distinction but do proficiency modifier or less for this ability to work.
not truly understand its purpose. Beginning at 1st level, you Vitality beyond death
are able to alter the effects of healing or Necrotic spells you Your corrupted soul has now given you the ability to restore
cast a number of times equal to ½ your Charisma modifier. If vitality to those who have already been revived as undead.
a spell is meant to inflict Necrotic damage, you may instead Beginning at 18th level you may use a healing spell on an
make it heal the targeted creature or vice versa. undead even if it states that the ability does not affect undead
In addition you gain Darkvision out to 120ft as your eyes creatures.
develop an eerie colored glow. In addition, your Blurring the Lines of the Living ability
may now be used on spells cast by other creatures, provided
that they are in your line of sight and are within 100ft.
Path of Blood Moon
.
Path of the Blood Moon Features
Level Feature
3rd Natural Ferocity
6th Cleaving Follow-through
10th Savage Display
14th Multiattack

Natural Ferocity
Your rage has begun to shape your body in strange and
unusual ways. Pick a Primary Natural Weapon from the table
below. Your attacks with this weapon deal 1d6 + your
Strength modifier damage of the corresponding type with a
reach of 5ft. While raging you may use your bonus action to
make an attack with your natural weapon, and you have
advantage on attacks of opportunity made with your natural
weapon.
However, this change does come at a cost. You are now
vulnerable to silver and must make a disguise vs an insight
check to pass as a typical member of your race.
Primary Natural Weapon
Damage Type Attack
Slashing Bladed Ridge, Talon
Bludgeoning Tail, Ram
Piercing Bite, Gore

Cleaving Follow-through
In the bloodlust of battle you lose yourself in animalistic glee,
and one body quickly leads to another. At 6th level, while
raging, if you reduce an enemy to 0 health you are able to use
your reaction to follow-through with an additional attack on a
nearby enemy. If an enemy is not within 5ft of the original
target you may use any remaining movement to get to a new
foe.
Savage Display
Your ferocity on the battlefield knows no bounds and is an
unsettling sight for your foes to see. While raging, after
reducing an enemy to 0 health with your natural weapons any
enemies within 10 feet must make a Wisdom saving throw,
DC= 8 + your proficiency modifier + your strength modifier,
or be frightened of you until the end of your next turn. While
frightened in this way, an enemy must use their movement to
flee from you in a direction of their choice and takes
disadvantage on any attack roll as long as you are in sight.
In addition, you now gain a trait from from the Savage Feats from Beyond
Phsyciality Table. After gaining your Savage Physicality Undead Wild Shape
feature you take disadvantage on disguise checks to pass as a Presequites: Ability to Wild Shape, Druid Level 8 or Higher
normal creature. When you enter your wildshape you may choose to become
Savage Physicality an undead version of your chosen beast. While in an undead
Physical Wild Shape you gain resistance to Necrotic damage and any
Change Effect of your natural attacks deal an additional ld4 Necrotic
Specalized Gain a Burrow or Swim speed equal to
damage.
Appendages your normal movement Spectral Familiar
Gills You may now breathe underwater Presequites: The ability to summon a familiar
Keen Senses You gain the keen senses ability for one When you cast Find Familiar you may have it appear as a
of your senses spectral form of its usual self. It retains all its original stats
except that it may, as an action become invisible, and its
Feathers Your movement speed increases by 10ft natural weapons deal Necrotic damage. In addition this
Armored Plates Your unarmored AC increases by +1 spectral familiar has resistance to non magical slashing,
bludgeoning, and piercing damage.
Multiattack Medium
At 14th level your body twists and warps even further due to Increase your Wisdom Score by 1.
your primevil rage. Your Primary Natural Weapon damage Your senses are attuned to picking up the faint traces of
die increases to 1d8, then you may pick a natural weapon undead in an area. Your Passive Perception increases by 5
from the Seconodary Natural Weapon table. This Secondary when spectral or undead creatures are present in your area.
Natural Weapon deals 1d6 + your Strength modifier of the In addition, if detected, you see any invisible undead as a faint
appropriate type. As an action you may also perform a blueish shadow.
multiattack. Your multiattack consists of 1 attack with your
primary natural weapon and 2 attacks with your secondary Bane of the Undead
natural weapons. Prerequsite: 12 Character Levels
Additionally while raging your natural attacks are treated You have superb training when it comes to combating the
as magic for the purpose of overcoming damage reduction. undead. You now have advantage on saving throws from
Secondary Natural Weapon spells and abilities of undead creatures.
Weapon Damage Type
Claws Slashing
Hooves Bludgeoning
Spines Piercing

You might also like