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E RWA R RE

N D N
U

MAGIC
FROM
BELOW

AADITYA SINGH

GRIMOIRE
O N T E NT S
C

THE
Underwarren is a
place that bears powerful and
strange dark majicks, hidden away
beneath the Surface world. Experienced
mages from the Surface find themselves
baffled when confronted with magic of the
deep, and how the locals use it to navigate this
dangerous and unforgiving environment. Time hon-
oured magical conduct and taboos from the Surface are
virtually nonexistent underground - the body is as fluid as
a shadow, alive or dead, and necromancy is simply a part of
daily life. New casters beware! Prepare to open your mind when
studying the Underwarren’s arcane secrets - and remember that if
you choose to stare into the depths, something might start staring
back.
Classes p2
Credits p3
2nd Level p4
Earworm p4
Swarmshift p5

3rd Level p6
Detect Life p6
Final Communion p6
Strigoi’s Curse p7
Veil of Unlife p7

4th Level p8
Remove Bones p8

6th Level p9
Zin-Carla p9

8th Level p10


Power Word: Fillet p10
Split! p10
Stages of Death p12

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Ka Man and Aaditya Singh and published under the Community Content Agreement for Dungeon Masters Guild.
C L A S S E S
Artificer Ranger Wizard
3rd Level 2nd Level 2nd Level
Detect Life Swarmshift Swarmshift
Veil of Unlife
3rd Level 3rd Level
Detect Life Final Communion
Bard Strigoi’s Curse Detect Life
2nd Level Veil of Unlife Strigoi’s Curse
Earworm Veil of Unlife
Swarmshift
Sorcerer 4th Level
3rd Level 2nd Level Remove Bones
Veil of Unlife Swarmshift
8th Level
8th Level 3rd Level Power Word: Fillet
Split! Detect Life Split!
Veil of Unlife Stages of Death

Cleric 4th Level


3rd Level Remove Bones
Detect Life
Final Communion 8th Level
Veil of Unlife Power Word: Fillet
Split!
6th Level
Zin-Carla
Warlock
3rd Level
Druid Detect Life
3rd Level Final Communion
Detect Life Strigoi’s Curse
Final Communion
Veil of Unlife 4th Level
Remove Bones
4th Level NOTE
Remove Bones 6th Level “Lepins” are referenced in
Zin-Carla pg 6 - they are the
rabbit-like folk who reside
Paladin 8th Level underground in the
Underwarren. They build
3rd Level Power Word: Fillet vast complex cities and
Detect Life Stages of Death are not averse to using
Final Communion necromancy to aid the
living.
Veil of Unlife

2
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Credits
Spells created by Aaditya Singh, a talented human arcanist from the Surface
world who has dedicated time researching Underwarren majicks.

Sights created and enchanted by Ka Man, another human currently residing


on the Surface world. Handle this Grimoire with care! We aren’t entirely sure
if these illustrations have taken a life of their own.
3
2nd Level
Earworm
2nd-level Enchantment
Casting time: 1 action
Range: 60ft
Components: V, S, M (an earwig)
Duration: 14 days
Classes: Bard

You plant a catchy tune in the head of a nearby target capable of hearing.
The target must succeed on a Wisdom saving throw or be infected by the Ear-
worm. Immediately after infection, the target takes 2(1d4) psychic damage.
The target’s maximum hit points are reduced by an amount equal to the dam-
age taken. The target must repeat its saving throw at the beginning of each
day, suffering the spell’s effects on a failed save. This reduction lasts until a
successful casting of lesser restoration, remove curse or greater restoration.

Target dies when HP maximum is reduced to 0.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, the duration of Earworm lasts one week (7 days) longer for each slot
level above 2nd. A 3rd level casting lasts 3 weeks (21 days), for example.

4
2nd Level

Swarmshift
2nd-level Transmutation
Casting time: 1 action
Range: Touch
Components: V, S, M (a handful of insect cocoons)
Duration: Concentration, up to 1 hour.
Classes: Bard, Ranger, Sorcerer, Wizard

This spell transforms a willing target into a multitude of creatures. The tar-
get’s new form can be any swarm of beasts with a challenge rating of 1 or
less. The target’s game statistics are replaced by the statistics of the chosen
swarm of beasts. The target retains their personality and alignment.

The target assumes the hit points of their new form. When they revert to
their normal form, the target returns to the number of hit points they had be-
fore transforming. If they revert as a result of dropping to 0 hit points, any ex-
cess damage carries over to their normal form. As long as the excess damage
doesn’t reduce the target’s normal form to 0 hit points, they aren’t knocked
unconscious.

The target is limited in the actions it can perform by the nature of their new
form, and can’t speak, cast spells, or take any other action that requires
hands or speech.

The target’s gear melds into their new swarm form. They can’t activate, use,
wield, or otherwise benefit from any of their equipment.

5
3rd Level
Detect Life
3rd-level Divination
Casting time: 1 action
Range: Self
Components: V, S, M (a cave ray’s electric glands and a cup of distilled potato
alcohol)
Duration: 1 hour
Classes: Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer,Warlock, Wizard

The subtle vital fields of the living become greatly amplified to your senses as
a result of this spell. For the duration of the spell, you can detect the presence
and direction of all living creatures (DM’s discretion, or creatures that are not
of the type Celestial, Fiend, Construct or Undead) within a 30 ft. radius of
yourself.
You know the number of creatures within this radius and their direction rela-
tive to you.

Final Communion
3rd-level Necromancy
Casting time: 1 minute
Range: 10 feet
Components: V, S, M (an item of the deceased’s material possessions, ritual
headgear, and components worth 10gp which the spell consumes)
Duration: 72 hours
Classes: Cleric, Druid, Paladin, Warlock, Wizard

This communal spell brings back the dead to complete a final service to the
living, used in Lepin funeral rituals. Choose one corpse of a Medium or small-
er creature within range to be temporarily brought back in undeath. The tar-
geted corpse rises as a zombie, and counts as an ally to the caster.

As part of casting the spell, the caster issues a task or general command to
the zombie which it must follow for the full duration of the spell, or until the
caster dispels the spell. The caster is otherwise not in control of the reanimat-
ed zombie’s actions.
Upon completion of the task or the passing of the spell’s duration, the crea-
ture returns to the location of its reanimation, reverting to the form of an in-
ert corpse.

6
3rd Level
Strigoi’s Curse Note: The Strigoi’s screech will only attract more
3rd-level Necromancy Strigoi if there are more in the area. If it’s the only
Casting time: 1 minute Strigoi present, then it cannot summon more!
Range: Touch
Components: V, S, M (a ceremonial knife, a corpse no longer than 24 hours
dead and the caster’s fresh blood, consumed by the spell)
Duration: 7 days
Classes: Ranger, Warlock, Wizard

Your cursed blood infects a humanoid, alive or dead, with the Strigoi’s Curse.
As part of the spell’s casting, you sacrifice 1d4 hitpoints to procure the blood
needed for the spell.
A humanoid you touch must make a Constitution saving throw or become
cursed for the duration of the spell.
At the end of the spell’s duration, the cursed creature arises as a Strigoi (Un-
derwarren Bestiary, page 5, or at end of this book). The Strigoi does not follow
it’s creator’s commands and acts upon its basal desires, as per Voracious Ap-
petite.
Veil of Unlife
3rd-level Illusion
Casting time: 1 action
Range: Self, touch
Components: V, S, M (a piece of fabric, a pouch of tombstone shavings and a
pinch of dried blood)
Duration: 8 hours
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

This spell engulfs the caster and up to (four) other willing creatures in a veil
of illusory undeath.
For the duration of the spell, the targeted creatures gain the appearance and
characteristics of zombies to any observers. The creatures retain their statis-
tics, abilities and personality but otherwise take on the outwards resemblance
of undead corpses.

Predatory creatures no longer regard you as favourable prey given your ap-
pearance and smell, and creatures can no longer detect you using Detect Life
for the duration of the spell.

A creature can use its action to inspect a target and make an Intelligence (In-
vestigation) check against your spell save DC. If it succeeds, it becomes aware
that the target is disguised as a zombie.

At higher levels: For every level above 3rd you cast this spell at you can dis-
guise one more creature.
7
4th Level
Remove Bones
4th-level Necromancy
Casting time: 1 action
Range: 60ft
Components: V, S, M (a small vial’s worth of deceased ooze slime, consumed
by the spell)
Duration: Concentration, up to 1 minute.
Classes: Druid, Sorcerer, Warlock, Wizard

You target a creature, letting the wibbly-wobbly nature of the ooze exert itself
upon their skeletal structures. The targeted creature must succeed on a Con-
stitution saving throw against your spell save DC, or take 11 (3d6) necrotic
damage and suffer one of the following effects of your choosing:

Gloopy Ankles: The creature’s locomotive bones dissolve into an oozing


gloop, reducing the creature’s speed to a crawling pace of 15ft. per round.
If the target has wings or other methods of movement, you choose which one
the spell affects.

Jelly Fingers: The creature’s manipulation-supporting bones turn to a de-


licious clear jelly, causing the creature to drop whatever tools or weapons or
objects it may be holding. It must then spend an action to painstakingly pick
up the tool/weapon/object. For the duration of the spell, the creature has dis-
advantage on attack rolls made using weapons. If a spell attack requires the
creature to make use of somatic components, it must also make the attack roll
with disadvantage.

Sour Mouth: The creature’s jawbones, if it has any, jellify into a sour lime
slime. The creature becomes incapable of effectively using its mouth-parts to
produce speech. For the duration of the spell, the creature must make suc-
cessful Charisma (Performance) checks (DC to convey its thoughts and feel-
ings, including when it casts a spell with Verbal components.

Soft-Headed: The creature’s headbones become a sweet, bouncy jam. For the
duration of the spell, every time the creature takes damage when it is below
half its maximum hit points, it must succeed on a Constitution saving throw
against your spell save DC or be stunned until the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or
higher, you can target one additional creature for each slot level above 4th.
The creatures must be within 30 feet of each other when you target them.
6th Level
Zin-Carla
6th-level Necromancy
Casting time: 8 hours
Range: Touch
Components: V, S, M (a holy symbol worth 750 gp, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Warlock

Zin-Carla is a priestly ritual performed only by the strongest-willed priests.


You touch the corpse of a Medium-sized or smaller creature that has been
dead for no more than 1 year, temporarily resurrecting it and returning it to
life, provided that its soul is at liberty to rejoin its body. The creature is resur-
rected with all its memories, personality, skills, abilities and experience for a
limited stay in the world of the living.

This spell closes all mortal wounds and restores any missing body parts. This
spell neutralizes any poisons and cures normal diseases afflicting the creature
when it died. It doesn’t, however, remove magical diseases, curses, and the
like; if such effects aren’t removed prior to casting the spell, they afflict the
target on its return to life.

The resurrected creature gains the following traits for the duration of the
spell:
Undeath: The creature’s type changes from humanoid to undead for the du-
ration of the spell.
Undead Fortitude: If damage reduces the creature to 0 hit points, it must
make a Constitution saving throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a success, the creature drops
to 1 hit point instead.
Turn Resistance: The creature has advantage on saving throws against be-
ing turned.

The caster maintains a telepathic link to the resurrected creature as long as


both remain on the same plane that allows them to communicate with and
control it. The resurrected creature is under the caster’s full control for the
first 24 hours after the spell is cast. At the end of this duration, the creature
makes a Charisma saving throw against the caster’s spell save DC, breaking
its telepathic link with the caster on a success. On a failure, the caster main-
tains control over the creature for a further 24 hours.
The creature can repeat the saving throw every 24 hours, as well each time
it enters combat. When its telepathic link with the caster is broken, the
creature regresses without the influence of the caster and becomes a
free-willed undead, retaining its personality and memories but oth-
erwise replacing its statistics with that of a zombie.

9
8th Level
Power Word: Fillet
8th-level Necromancy
Casting time: 1 action
Range: 60ft
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard

You speak a choice word of bone-melting power to remove the bones of a crea-
ture with a skeleton, reducing them to a simple meat-bag. If the target has 75
hit points or fewer, it is paralysed permanently and must succeed on a Consti-
tution saving throw or immediately fall unconscious.
The removed bones appear as a clean pile of bones at a point within 5 feet of
the target.
A creature paralysed as a result of this spell remains so until the end of their
natural lifespan, albeit boneless, and can only be restored to a healthy, boney
life by a successful casting of Regenerate or Power Word Heal.

Split!
8th-level Transmutation
Casting time: 1 action
Range: Self
Components: V, S, M (an earthworm, a vial of gelatinous ooze)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard

The caster splits! Using a near-mastery of transmutation, the caster splits


themselves into two identical but smaller bodies! The caster’s split bodies’ siz-
es are halved in all dimensions, and their weight is reduced to one-eighth of
normal. This reduction decreases their size by one category—from Medium to
Small, for example. While the reduction lasts, the caster also has disadvan-
tage on Strength checks and Strength saving throws. The caster’s weapons
also shrink to match their new size. While these weapons are reduced, attacks
with them deal 1d4 less damage (this can’t reduce the damage below 1).

For the duration of the spell, the caster dissolves their body, reforming it
into two new, smaller selves, retaining full control over both. The two new,
smaller bodies appear within 5 feet of the caster’s original location and act
individually and on separate turns, rolling new initiative scores in combat.
Both bodies retain the caster’s original statistics, equipment, alignment and
personality but share the caster’s original spell slot pool and have reduced hit
points, equal to half of the caster’s hitpoint total and maximum hitpoint total,
calculated at the time of the spell’s casting. If both split bodies CONT>

10
8th Level
Split!
8th-level Transmutation
Casting time: 1 action
Range: Self
Components: V, S, M (an earthworm, a vial of gelatinous ooze)
Duration: 1 minute

CONT> die during the duration of the spell, the caster dies. At the end of
the spell’s duration, the split bodies, whatever state they may be in, dissolve
and revert to one full-sized body, appearing at the location of one of the split
bodies, chosen by the caster. The hitpoint total and maximum hitpoint total
of the caster’s body now equal the totals of the two smaller bodies added up,
calculated at the end of the spell. Conditions (such as exhaustion, poison or
invisibility) acquired by either of the split bodies carry over to the full-sized
caster.

11
8th Level
Stages of Death
8th-level necromancy
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a vial of phlegm, a mummified hand, a piece of soured
black-pudding-pudding, a stinkhorn mushroom, a strand of Medusa’s hair)
Duration: Concentration, up to 1 minute

The sinister magical essence of death suffuses a target within range that you
can see. The target makes a Constitution saving throw. On a failure, the tar-
get is afflicted with Algor Mortis and is under the effects of Stages of Death
for the spell’s duration.
While under the spell’s effect, at the start of the target’s turns, it must make
a Constitution saving throw, progressing to the next Stage of Death on a fail-
ure. On a success, the spell persists but does not progress to the next Stage of
Death.

The Stages of Death

1) Algor Mortis: The rapid onset of early death reduces the target’s Consti-
tution score by 4, accordingly reducing the target’s maximum hitpoint total.

2) Rigor Mortis: The premature decay of flesh leads to the locking of limbs
and stiffening of sinew. The target’s Dexterity score is reduced by 4, its move-
ment speed reduced by half, it can’t use reactions, and it can no longer freely
interact with objects or features of the environment, instead using an action
to do so.

3) Livor Mortis: The target’s heart has stopped. Every time it takes an At-
tack or Dash action, it must succeed on a Constitution saving throw or gain a
level of exhaustion.

4) Putrefaction: The flesh finally succumbs under the strain of the spell.
Any damage taken by the target also reduces its maximum hitpoint total by
an equal amount.

5) Fossilization: The target is petrified.

A successful casting of Greater Restoration breaks this spell’s effect prema-


turely.

12
Strigoi
The dead do not always rest
peacefully. The torment of a rest-
less soul is sometimes corrupted
into a relentless hunger for blood by a dark curse.
These creatures can be created by a necromancer
looking to wreck havoc, a magical mishap, or even
by the flesh of an unfortunate living creature getting
corrupted by a Strigoi bite.
Medium undead, chaotic evil
AC: 13 (natural armour) HP: 28 (4d8+8) SPEED: 40ft
STR DEX CON INT WIS CHA
13 16 14 3 6 12
+1 +3 +2 -4 -2 +1
Saving Throws: DEX +5, CON > its turn in sunlight. While in sunlight,
it has disadvantage on attack rolls and
+4
ability checks.
Skills: Perception +2
Damage Resistances: Necrotic Stake to the Heart. The Strigoi is de-
Damage Vulnerabilities: Radiant stroyed if a piercing weapon made of
wood is driven into its heart while it is
Damage Immunities: Poison incapacitated in its resting place.
Condition Immunities: Poisoned
Senses: Tremorsense 60ft., pas- Shapechanger. If the Strigoi isn’t in
sunlight or running water, it can use its
sive Perception 13
action to polymorph into a Tiny bat or
Challenge: 2 back into its true form. While in bat
TRAITS form its walking speed is 5 feet, and it
Voracious Appetite. The Strigoi will has a flying speed of 30 feet. Its statis-
target the first living creature it senses. tics, other than its size and speed, are
Strigoi desire only to feed. unchanged. Anything it is wearing trans-
forms with it, but nothing it is carrying
Blindness. Strigoi are completely blind, does. It reverts to its true form if it dies.
their decaying eyes no longer capable of
sight. Instead, they navigate and locate ACTIONS
prey with sound. Multiattack. The Strigoi makes two
attacks, only one of which can be a bite
Spider Climb. The strigoi can climb attack.
difficult surfaces, including upside down
on ceilings, without needing to make an Bite. Melee Weapon Attack: +3 to hit,
ability check. reach 5ft, one target. Hit: 1d6+1 (5)
piercing dmg
Infectious Curse. When hit by the Bite
attack, target must make a CON saving Claw. Melee Weapon Attack:+3 to hit,
throw DC 11. On failure, the target is reach 5ft, one target. Hit: 1d4+1 (3)
infected by the Strigoi’s Curse: slashing dmg
After a week, target will die and trans-
form into a Strigoi. If target is reduced Blood Drinker 2/day. The Strigoi enters
to 0HP within that week, target will also a feeding frenzy. As a bonus action, the
transform into a Strigoi. Curse can be strigoi can make an additional Bite at-
removed with a Remove Curse spell, or a tack. On hit, Strigoi deals 1d6+1 piercing
Lesser Restoration spell. dmg and regains 1d4+2 HP.

Pack Tactics. The Strigoi has advantage Screech. As a bonus action, the Strigoi
on an attack roll against a creature if at lets out a piercing screech to echolocate,
least one of the Strigoi’s allies is within 5 granting it ADVANTAGE on the next
ft. of the creature and the ally isn’t inca- Wisdom Perception check it makes.
pacitated. This screech also attracts 1d4 more Stri-
goi into the area on a Charisma Persua-
Strigoi Weaknesses sion roll of 12.
Sunlight Hypersensitivity. The Strigoi
takes 20 radiant damage when it starts >
Want more monsters
from the underground?
Take a look at the Underwarren Bestiary, your field
guide to the strange beasts that lurk in the dark...
Spells Sights

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