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Monstrous Heroes

Credits
Designer/Author/Editor/Layout: Esper PROPOSED CONTENTS
Using this Book Introduction/Rules
To use the content in Monstrous Heroes, you only need the 5e Monster Classes
basic rules or core rulebooks. • Arachnir (monstrosity)
• Arborean (plant)
New Creatures, Spells, Items, • Brindlecap (fey)
etc. • Dragon (dragon)
Any content marked with MH is found within Monstrous • Minotaur (monstrosity)
Heroes. • Nefarix (fiend)
• Ogre (giant)
Rules • Oosia (elemental)
• Paracosma (aberration)
Race-Class. A monster class serves as both your race and
class. Therefore you must begin a monster class as a 1st-level
• Protean (ooze)
character. You cannot take levels in another class unless • Revenant (undead)
you have the feature Versatility. The purpose of this is to • Vampire (undead)
represent the monstrous race developing into its various • Vivilith (construct)
features, which would be vastly too powerful if all were
gained at 1st level.
• Yadira (celestial)
Most monster class gain Versatility at a certain point Backgrounds
in their level progression. Once you have this feature, Feats
further levels you gain can be either in your monster class Spells
or in another class. For example, at 9th-level vampire you Items
gain Versatility. When you reach the next level, instead of
taking vampire 10, you decide to take warlock 1. You are
Setting
then considered a multiclass character (vampire 9/warlock NPCs
1). Later, when you reach the following level, you can take
vampire 10 or warlock 2 or the first level in a different class. Page Count Estimate (Baseline): 180
Character Levels. Certain features refer to “character levels”
in order to clarify that their effects are based on your total Stretch Goals
character level, not just your level in that particular monster
class. • Lycanthrope (monstrosity)
Character Backgrounds. You still select a background as • Hag (fey)
normal when playing a monster class. • Enhanced Settings (detailed cities inhabited
by monstrous races)
Product Identity: The following items are hereby identified • Troll (giant)
as Product Identity, as defined in the Open Game License • Sphinx (monstrosity)
version 1.0a, Section 1(e), and are not Open Content: product,
logos, identifying marks, trademarks, trade dress; creatures, • Additional NPCs
characters, deities; stories, plots, dialogue, lore, flavor text,
sidebars; artwork, graphics; spells, special abilities, new class Page Count Estimate (with Stretch Goals): 250
options; magic items, enchantments, equipment, magic shops;
traps, puzzles, riddles; and names (of characters, creatures,
places, etc.). Elements that have previously been designated as
Open Content are not included in this declaration.

© 2023 Esper the Bard LLC


1
Minotaur
A bestial hulk stalks through the corridors of the
commander’s head tumbling from his shoulders. Squealing
labyrinthine ruins. Though such a maze would disorient
and shrilling, the scamps flee into a multitude of shadowed
most explorers, he strides with confidence, hard on the
passageways. Their breath comes ragged as they sprint for
trail of a band of goblins. He comes to a chamber where the
their miserable lives. All the while, the quakes of hoofsteps
little knaves are plundering relics, and his blood boils at the
reverberate at the backs of their skulls.
sight of how gleefully they ransack the shrine of the ancient
labyrinth.
With a roar, the minotaur lowers his head and charges Savagery and Carnage
forward. His horns skewer one goblin, then another, and Minotaurs are fierce things with wild spirits, short tempers,
he tramples a third under his thundering hooves. They and an inclination for brutality. Some are able to control
shriek in terror and send arrows into his hide. The horned their impulses and lead social lives, but many others are
warrior leaps aside, his mighty axe whirling like a cyclone of bloodthirsty berserkers that hunt the wilds or skulk through
steel. He hews through a cluster of goblins and sends their massive dungeon complexes.

A Shrouded Past
Multiple stories exist that each claim to explain the origin of
minotaurs. One myth states that a god cursed a disobedient
royal family, so that the children they bore were flesh-
eating, bull-headed monsters. Another tale purports that
long ago, a cult performed a ritual that transformed them
from humans into minotaurs. Other lorekeepers believe that
a person can turn into a minotaur by successfully reaching
the heart of a certain labyrinth, while others still argue that
minotaurs are simply a natural race, like any other, whose
homeland was ravaged by war long ago.

Esper
Minotaur Racial Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim
Traits conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You cannot discern color in darkness, only shades of gray.
Minotaur provides both your racial traits and class features.
Languages. You can speak, read, and write Abyssal and
Ability Score Increase. Your Strength and Constitution
Common. Abyssal is your mother tongue, while Common is
scores each increase by 2.
secondary to you.
Age. Minotaurs go through several growth spurts,
typically reaching adulthood around age 14. Those who do
not die from violent conflict can live for more than a century, Preferred Ability Scores
with some rare individuals achieving 200 years. Follow these suggestions to create a minotaur. Make
Typical Alignments. Chaotic evil, chaotic neutral. Strength your highest ability score, followed by Constitution.
Minotaurs are volatile and combative, though certain If you intend to cast spells, consider making Wisdom your
individuals find ways to manage their wildness. Minotaurs second- or third-highest ability score.
tend toward evil, in a brutish sense, but there are some who
channel their aggressiveness away from malevolence.
Creature Type. Your creature type is monstrosity.
Size. Minotaurs begin at the upper end of Medium size,
standing between 7 and 8 feet tall and weighing from 250
to 350 pounds. Your size later increases, as described at 5th
level.
Minotaur Class Minotaur Charge (level 1)
As an action, you move up to your speed and make a
Features gore attack. If you move at least 10 feet in a straight line
immediately before making this attack and you hit, you deal
an additional 1d8 piercing damage, and the target must
Hit Dice: 1d10 per minotaur level succeed on a Strength saving throw or be pushed 10 feet
Hit Points at 1st Level: 10 + your Constitution modifier away from you and knocked prone.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Starting at 6th level, the additional damage increases to
modifier per minotaur level after 1st. 2d8.

Proficiencies Unarmored Defense:


Armor: Shields
Weapons: Simple weapons, martial weapons Toughened Skin (level 1)
Tools: None While you are not wearing any armor, your Armor Class
Saving Throws: Strength, Constitution equals 10 + your Dexterity modifier + your Constitution
Skills: Choose two from Animal Handling, Athletics, modifier. You can use a shield and still gain this benefit.
Intimidation, Investigation, Nature, Stealth, and Survival
Battle Vigor (level 2)
Equipment You have tasted battle and how the thrill of victory
You start with the following equipment, in addition to the invigorates you. When you reduce an enemy to 0 hit points
equipment from your background: with a melee attack, you can regain 2d6 hit points. The
amount of hit points you regain increases by 1d6 every two
character levels beyond 1st (3d6 at 3rd level, 4d6 at 5th level,
• A martial weapon
etc.). Once you use this feature, you must finish a short or
• A simple weapon
long rest to regain it.
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• 25 gp worth of equipment (keep any unused portion as
coins) Labyrinthine Recall (level 2)
You can perfectly recall any path you have traveled.
Minotaur Feature DC
Certain minotaur features require that the target make a Reckless Attack (level 2)
saving throw. The DC for your minotaur features is 8 + your You can throw aside all concern for defense to attack with
proficiency bonus + your Strength modifier. This does not fierce desperation. When you make your first attack on your
apply to spells, which are handled separately. turn, you can decide to attack recklessly. Doing so gives
you advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage
Acute Senses (level 1) until your next turn.
You have both proficiency and expertise with the Perception
skill.
Minotaur Myth
(levels 3, 7, 10, 14, and 18)
Gore (level 1) Choose a minotaur myth, which influences the way in which
Your horns are a natural weapon, which you can use to make you stalk through labyrinths and wild lands: Juggernaut,
unarmed strikes. On a hit, your gore attack deals piercing Labyrinth Hunter, or Horned Shaman. Each of these myths
damage equal to 1d8 + your Strength modifier. are detailed at the end of this section.

Ability Score Improvement


(levels 4, 8, 12, 16, and 19)
You can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1.
As normal, you cannot increase an ability score above 20
using this feature (except for when a class feature specifies
otherwise).
Size Increase (level 5)
Your extraordinary growth has brought you to greater
proportions. You are now Large size. You stand between
8 and 9 feet tall and weigh from 450 to 550 pounds. Your
carrying capacity doubles, as does the amount of weight you
can push, draft, or lift. Your Strength score increases by 2,
and your maximum Strength score is now 22.
With this increase to size category, you can now wield
weapons suited to Large-sized creatures. Their damage
dice are double that of their medium equivalents,
as are their weights. For example, a javelin deals 2d6
damage, and a greatsword deals 4d6 damage. The
damage dice of your gore attack increases to 2d8.

Fast Movement (level 6)


Your speed increases by 10 feet while you are not wearing
heavy armor.

Versatility (level 6)
Further levels you gain can either be in
minotaur or another class.

Magical Attacks (level 9)


Your natural weapons are magical and therefore overcome
resistance and immunity to nonmagical attacks. Multiattack (level 11)
You have learned how to better coordinate your attacks. As
Battle Roar (level 9) an action, you can make a gore attack and an attack with a
Your roaring battle cries become powerful enough to stop weapon you are holding.
enemies in their tracks. As a bonus action, you can roar, and
enemies within 60 feet of you that can hear you must make a
Wisdom saving throw. On a failed save, a creature becomes
—Minotaur Myths—
frightened for 1 minute. A creature can repeat the saving Minotaurs channel their raw power in different ways,
throw at the end of each of its turns, ending the effect on depending on their clan and their role within it. Some revel
Joan Maldonado

itself on a success. If a creature’s saving throw is successful in wild frenzy, others seek out gruesome trophies from the
or the effect ends for it, the creature becomes immune to quarries they stalk, and others still combine mysticism with
your Battle Roar for 24 hours. their savagery.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
finish a long rest.
Juggernaut your proficiency bonus. You regain expended uses when you
finish a long rest.
Juggernaut minotaurs are a formidable subset of minotaurs,
known to plow through entire hordes of foes. Some claim to
have demon blood in their veins, and whether or not this is Labyrinth Hunter
true, the fearsome power they channel is undeniable.
Those minotaurs known as labyrinth hunters are some
of the most cunning of the minotaur race. They set traps,
Juggernaut Charge (level 3) wield deadly greataxes, and track down prestigious targets.
As an action, you move up to your speed without provoking They stalk their prey deep into mazes and wild lands, and
opportunity attacks. During this movement, you can make a their ultimate goal is to claim the heads of their targets as
gore attack against any number of creatures (roll a separate trophies, thereby proving their prowess.
attack for each creature). If you move at least 10 feet in a
straight line immediately before making a gore attack and
you hit, you deal an additional 1d8 piercing damage, and
Hunter’s Cunning (level 3)
the target must succeed on a Strength saving throw or be You are specialized in the ways of mystifying mazes and
pushed 10 feet away from you and knocked prone. wilderness tangles.
You can use this feature a number of times equal to • You gain proficiency with the Survival skill and Thieves’
Tools. If you are already proficient with Survival or
your proficiency bonus. You regain expended uses when you
Thieves’ Tools, you gain expertise with it.
finish a long rest.
• You have advantage on saving throws against traps and
Starting at 6th level, the additional damage increases to environmental hazards, and they have disadvantage on
2d8. attack rolls against you.

Blood Rage (level 7) Minotaur Trapsmith (level 3)


When blows turn to blood, the beast within you roars to be You learn two kinds of traps, detailed below. You can have
unleashed. You can enter a blood rage as a bonus action, and a maximum of two 3rd-level traps active at a time. All your
for 1 minute, you gain the following benefits: labyrinth hunter traps follow these guidelines:
• As an action, you can set a 5-foot-radius magical trap
• You have advantage on Strength checks and Strength on a solid surface you can see within 30 feet of you. The
saving throws. surface must not have any creatures or traps in it. The
• Whenever you hit with a melee weapon attack that trap lasts until it is triggered.
uses Strength, you deal an additional 1d6 damage of • As an action, you can deactivate a trap of yours if it is
the weapon’s damage type. This additional damage within your reach. You can also perform a 1-hour ritual
increases to 2d6 if the weapon has the heavy property. that deactivates any of your traps that you choose, as
• If you are reduced to 0 hit points, you can use your long as they are on the same plane as you.
reaction to make a melee weapon attack before falling • Each of your traps is a camouflaged device or a faint
unconscious. glyph. The DC for another creature to locate or disable
the trap is equal to your minotaur feature DC. A
While blood raging you cannot cast spells or concentrate, creature that sees you set the trap knows where it is.
nor can you take purely defensive actions, such as Dodge, • When a creature touches the trap, moves into the trap’s
Hide, or drinking a potion of healing. You cannot use Blood space, or starts its turn there, the creature must make
Rage and the barbarian’s Rage at the same time. After you a Dexterity saving throw. See the trap’s description for
details about its effects.
use this feature, you must finish a long rest to regain it.
• You can designate certain creatures or kinds of
creatures that do not trigger the trap, and you can also
Whirling Doom (level 10) choose to have the trap sound a loud alarm when it is
triggered, audible up to 2,000 feet.
As an action, make a weapon attack against all creatures
within your reach (roll a separate attack for each creature).
Binding Trap: On a failed save, the triggering creature
Each target that is hit must succeed on a Constitution
takes 2d6 bludgeoning damage and is restrained by binding
on saving throw or suffer an abyssal wound. An affected
strands. The strands crumble away after 1 hour.
creature loses 2d6 hit points at the start of each of its turns
As an action, a restrained creature can make a Strength
and cannot regain hit points. As an action, the affected
check, escaping the binding on a success. The restraining
creature or a creature within reach can cure this wound by
effect also ends if the binding is destroyed (AC 10, 15 hit
making a successful Wisdom (Medicine) check against your
points; immunity to bludgeoning, poison, and psychic
minotaur feature DC. Any effect that cures disease can also
damage.
cure the wound.
You can use this feature a number of times equal to
Blasting Trap: On a failed save, the triggering creature takes
2d8 force damage and is knocked prone. On a successful
Horned Shaman
save, the creature takes half damage and is not knocked
Horned shamans are a mystical part of the minotaur race,
prone.
known for their ability to harness primal furies and perform
ancient chants. They are deeply connected to the spiritual
Carnifex (level 7) realm and use their abilities to aid their tribe in its struggles.
You are a monstrous executioner who stalks for heads to
claim. Shaman Spells (level 3)
• When you attack with a greataxe, you score a critical hit You learn a number of spells through ancient shamanic
on a roll of a natural 19–20.
rites. All spells you learn from this and other horned shaman
• When you reduce a Large or smaller creature to 0
hit points with a greataxe, you can chop its head off features follow these guidelines:
(assuming it has a head). • You can cast your horned shaman spells each once per
• With 1 minute of work, you can add the head to your long rest without the need for spell slots. You cast your
collection of heads—a necklace, belt, or other such cantrips at will, as normal.
article that holds the heads or skulls of those you have • If you later gain spell slots through multiclassing, you
decapitated with your greataxe. While wearing your can use them to cast your horned shaman spells if you
collection of heads, you have 5 temporary hit points have spell slots of the appropriate level.
per head, up to a maximum amount of temporary hit • Wisdom is your spellcasting ability. Your spell save DC
points equal to twice your character level. Once these is 8 + your proficiency bonus + your Wisdom modifier.
temporary hit points are lost, you regain them after you Your spell attack modifier is your proficiency bonus +
finish a long rest wearing the collection of heads. your Wisdom modifier.
• Whenever you are given a choice of spell to learn, it
must be from the druid and warlock spell lists.
Improved Traps • You can use a rod, staff, or totem as a spellcasting focus,
(levels 7, 10, 14, and 18) or you can supply material components as normal.
Your traps become deadlier, dealing a larger amount of
damage dice: 3 dice at 7th level, 4 dice at 10th level, 5 dice at You learn the following spells:
14th level, and 6 dice at 18th level. • Two cantrips of your choice
• Two 1st-level spells of your choice
Expert Trapsmith (level 10) • CarnageMH
You learn two more kinds of traps. You can have a maximum
of two 10th-level traps active at a time (in addition to your Chants of Fury (level 7)
3rd-level traps). You now draw upon furies—both internal and primal—
power your magical abilities. You learn the following spells:
Scorching Trap: The triggering creature and each other • One 2nd-level spell of your choice
creature within 15 feet of it must make the Dexterity saving • Savage frenzyMH
throw. A creature takes 4d8 fire damage on a failed save, or • Fury tranceMH
half damage on a successful one.

Staggering Trap: On a failed save, the triggering creature Chants of the Crimson
takes 4d8 thunder damage and must succeed on a
Constitution saving throw or be stunned until the end of
Totem (level 10)
your next turn. On a successful save, the creature takes half You have learned the esoteric chants of the Crimson Totem,
damage and suffers no other effect. a blood-soaked relic imbued with the essence of predator
ferocity. You learn the following spells:
• One cantrip of your choice
• One 2nd-level spell of your choice
• One 3rd-level spell of your choice
• Maw of the gorgerMH
Arachnir
A monstrous woman with eight spider legs slips between
not what it appears to be. It looks like just another boulder
huge stalactites on the cave roof, far above the rock shelf
packed in with the rest, but her blindsight does not perceive
where her allies wait in silence. The strands of her wild
it as a solid object at all. She sneaks forward and stretches
hair hang straight down, and the weight of gravity pulls
out her hand. It passes right through the boulder. An illusion.
at her, but her bristly limbs keep her effortlessly secure on
What might be hiding within here?
the ceiling. Darkened splotches on the stony roof catch her
The arachnir returns to her party, who have snuck
attention. She wipes her fingers across the stain and brings
across the cave to the base of the outcropping. She relays
them to her nose. Soot. This fire was recent. The dark elves are still
to them her findings, then summons a swarm of spiders.
here. They’re clever enough to keep their fire off the ground, but not
The tiny infiltrators enter through the illusory rock at her
clever enough to fool me.
command. She looks through their multitudinous eyes,
She signals to her companions below, gesturing for
scanning the crawl space as they go. A moment later, they
them to move. Onward she crawls until she reaches the
come upon a chamber, a hollow within the great rock
cavern wall. From there, she scampers down a ways, then
formation. There, in that secluded nook, is the band of dark
leaps down, landing as gracefully as a cat upon a rocky
elves that have harried her party for days now. She and her
outcropping. Where can you be now? You haven’t gone far.
comrades make ready to ambush the foes where they rest.
As she moves over the myriad bulges and clumps, she
Your vexing game has come to an end.
reaches out with her arachnid senses, feeling and hearing
the all that is around her in the lightless gloom. Well, what
is that there? A small section of the massive outcropping is
Vicious and Cunning Bloody Webs of the Spider
Arachnir dwell in forests, swamps, caverns, and ruins,
though they adapt well to almost any environments. Most
Queen
civilized folk would find arachnir horrific to behold. Their According to arachnir mythos, their race was created by
lower bodies are those of giant spiders, while their upper their goddess, the Spider Queen. She is a shadowy deity,
bodies are humanoid-like, with large eyes and venomous the Broodmother who has spawned numerous demigods
spider fangs. and monsters, who is as likely to curse as she is to bless. The
The many abilities that arachnir possess are as dreadful earliest arachnir were born in a primeval epoch, and bloody
as they are effective. They can trap foes in sticky webs, inflict barbarism defined their existence. Over the centuries, they
poisonous bites, call upon monstrous spider thralls, cast have managed to rise out of this primitive pit and cultivate
noxious spells, and move easily along any surface, even a society with a certain degree of robustness. Despite the
upside down. advancements they have made, they are forever tied to their
Though arachnir are nearly as intelligent as humans, terrifying mother goddess and their vile past, as though they
they are also carnivorous predators who eat a large are caught in an endless web.
amount of prey, including humanoids. They have their own
settlements, language, and craft skills, but show very little
pity for those whom they seize upon for the purpose of
devouring.
Arachnir Racial
Equipment
Traits You start with the following equipment, in addition to the
Arachnir provides both your racial traits and class features. equipment from your background:
Ability Score Increase. Your Strength and Dexterity
scores each increase by 2. • A martial weapon
Age. Around the age of 15, an arachnir reaches physical • A simple weapon
maturity. It is rare for an arachnir to live more than 100 • (a) a dungeoneer’s pack or (b) an explorer’s pack
years. • 25 gp worth of equipment (keep any unused portion as
Typical Alignments. Neutral evil, neutral. Arachnir vary coins)
quite a bit on the law/chaos axis of alignment, with some
that are impulsive wanderers, some that are dedicated
community builders, and many that fall somewhere in Bite (level 1)
between. On the good/evil axis, arachnir tend toward evil, as Your bite is a natural weapon with the finesse property,
they are often merciless, brutal, and inclined to the darker which you can use to make unarmed strikes. On a hit,
side of magic and religion. your bite attack deals piercing damage equal to 1d6 + your
Creature Type. Your creature type is monstrosity. Strength or Dexterity modifier plus 1d6 poison damage.
Size. You are Large size, standing between 7 and 8 feet Starting at 6th level, the poison damage increases to 2d6.
tall and weighing from 240 to 340 pounds. Though your
upper body is that of a Medium-sized humanoid, your Spidery Movement (level 1)
spider lower body is much bigger. You wield the same size of
You can climb any surface that is not completely smooth,
weapons as a Medium creature.
even upside down, without needing to make ability checks.
Speed. Your base walking speed is 30 feet. You also have
Your spider legs perform the climbing action, which leaves
a climbing speed equal to your walking speed.
your hands free. You also ignore any movement restrictions
Darkvision. You have superior vision in dark and dim
caused by webbing.
conditions. You can see in dim light within 120 feet of you as
if it were bright light, and in darkness as if it were dim light.
You cannot discern color in darkness, only shades of gray. Unarmored Defense:
Languages. You can speak, read, and write Arachnir and Toughened Skin (level 1)
Common. The Arachnir tongue alternates between extreme
low and high pitches and is interspersed with clicks and While you are not wearing any armor, your Armor Class
chitters. equals 10 + your Dexterity modifier + your Constitution
modifier. If you later gain proficiency with shields, you can
use a shield and still gain this benefit.
Preferred Ability Scores
To quickly make an arachnir, have Dexterity be your highest
ability score, followed by Constitution. If you intend to cast Shoot Web (level 2)
spells, either Wisdom or Charisma will be important for you. You can shoot sticky webs from your abdominal spinneret.
This is a natural weapon that you are proficient with. As an
action, make a ranged attack with a 30 ft./60 ft. range. On a
Arachnir Class hit, a Huge or smaller target is restrained by the webbing. As
an action, a restrained creature can make a Strength check,
Features escaping the webbing on a success. The restraining effect
also ends if the webbing is destroyed (AC 10, 5 hit points;
Hit Dice: 1d8 per arachnir level vulnerability to fire damage; immunity to bludgeoning,
Hit Points at 1st Level: 8 + your Constitution modifier poison, and psychic damage).
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution The DC to escape your webbing is 8 + your proficiency bonus
modifier per arachnir level after 1st. + your Dexterity modifier.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
Proficiencies finish a long rest.
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception,
Intimidation, Perception, Stealth, and Survival
Arachnir Brood
(levels 3, 7, 10, 14, and 18)
Choose an arachnir brood, which expresses your role
and specialization among your kind: Dreadfang,
Murkweaver, or Arachnomancer. Each of these broods
are detailed at the end of this section.

Ability Score Improvement


(levels 4, 8, 12, 16, and 19)
You can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. As
normal, you cannot increase an ability score above 20 using
this feature.

Agile Landing (level 4)


You have become practiced enough with
landing from jumps and falls that you
can mitigate the force of impact. You
ignore the first 30 feet of falling damage,
as long as you are not incapacitated.

Multiattack (level 5)
You have learned how to better
coordinate your attacks. As an action,
you can make two attacks. Only one
of these attacks can be a bite, and only
one of these attacks can be Shoot Web.

Blindsight (level 6)
You gain blindsight out to 20 feet. Within
this range, you can perceive effectively regardless
of any visual obscurement, such as blindness, darkness, Arachnir Flurry (level 11)
or invisibility. Cover still functions normally.
You learn how to string together a combination of mobile
attacks. As an action, you can move up to your speed without
Versatility (level 6) provoking opportunity attacks. You can make four attacks
Further levels you gain can either be in arachnir or another at any points throughout this movement. Up to two of these
class. attacks can be a bite, and up to two these attacks can be
Shoot Web.
Once you use this feature, you must finish a short or long
Magical Attacks (level 9) rest to regain it.
Your natural weapons are magical and therefore overcome
resistance and immunity to nonmagical attacks. This benefit
extends to any spiders you magically summon.
—Arachnir Broods—
Supernatural Venom (level 9) The arachnir are a terrifying and versatile race of monstrous
Poison damage you deal bypasses resistance and immunity. folk, loathed by many for their venomous bites, entrapping
Joan Maldonado

Along with this, you bypass creatures’ immunity to the webs, and mastery of the dark arts. Among their ranks,
poisoned condition. This benefit extends to any spiders you there are different roles, which are known as broods. An
magically summon. arachnir’s brood is both a matter of inborn characteristics
and specialized training.
Dreadfang Murkweaver
The dreadfangs are the most ferocious of the arachnir. They In arachnir society, murkweavers possess a variety of
are suited for close combat and wield the most venomous wondrous talents. They are master web-spinners, elite
bites of their kind. They are feared not only for their fangs, scouts who transform into tiny spiders, and summoners
but for the bristles they can launch from their bodies. who call upon hunting spider companions.

Empowered Venom (level 3) Web Mastery (level 3)


When you hit a creature with a bite attack, you can deliver There are none so masterful in the art of web-spinning as the
a more powerful dose of venom. In addition to the bite’s murkweavers.
normal effects, the target must succeed on a Constitution • The range of your Shoot Web increases to 60 ft./120 ft.,
saving throw or be poisoned for 1 minute. The creature and the webbing’s hit points increase to 10.
repeats the saving throw at the end of each of its turns, • As a bonus action, you can engage in a Strength
ending the effect on itself on a success. (Athletics) contest with a creature restrained by your
The DC for your Empowered Venom is 8 + your webbing within 60 feet of you. If you win the contest,
proficiency bonus + your Constitution modifier. you pull the creature up to 20 feet closer to you.
You can use this feature a number of times equal to • As a bonus action, you can attach a strand of webbing
onto a surface or object you can see, shooting it if need
your proficiency bonus. You regain expended uses when you be. An object must be unattended or in the possession
finish a long rest. of a willing creature. The strand can extend up to a
length of 120 feet and functions like a silk rope. The
strand can hold up to 700 pounds without bursting,
Quick Spring (level 3) though the reliability of climbing it also depends on the
You have learned a sly springing maneuver that enhances sturdiness of the structure to which it is attached. After
your skirmishing combat styles. As a bonus action, you can 24 hours, the strand becomes a dry cobweb that rots to
move up to 10 feet without provoking opportunity attacks. uselessness.
This movement can be walking, climbing, or jumping. • You can use this bonus action a number of times equal
to your proficiency bonus. You regain expended uses
when you finish a long rest.
Stinging Bristles (level 7)
Your abdomen is covered in miniscule, toxic bristles that you
can project, either by kicking them off or shooting them.
Spider Shifter (level 7)
As an action, you project the bristles in a 30-foot cone. Each As an action, you can magically transform into a spider that
creature in this area must make a Constitution saving throw. is approximately 4 inches in diameter. Your statistics remain
On a failed save, a creature takes 1d6 piercing damage per the same, with the following exceptions:
two character levels you have and is poisoned for 1 minute. • Your size is Tiny. You can squeeze through openings as
narrow as 1/2 inch wide.
If a creature fails this saving throw by 5 or more, it is blinded
• The only attack you can make is your bite. You only deal
as long as it is poisoned. An affected creature can repeat the
1 piercing damage with it, though the poison damage is
saving throw at the end of each of its turns, ending the effect unchanged.
on itself on a success. A creature that succeeds on its initial • You cannot cast spells.
saving throw takes half damage and is not poisoned.
• You cannot speak or perform any action that a Tiny
The DC for your Stinging Bristles is 8 + your proficiency spider is incapable of.
bonus + your Dexterity modifier. • Attack rolls made against you by Medium and larger
You can use this feature a number of times equal to creatures have disadvantage.
your proficiency bonus. You regain expended uses when you
finish a long rest. When you transform, your equipment melds into your new
form, and you cannot use or otherwise benefit from any of
Ravaging Toxin (level 10) it.
This transformation lasts a number of hours equal to
When a creature fails its saving throw against your
half your arachnir level, though you can end it early as a
Empowered Venom, it takes 2d6 poison damage at the start
bonus action. You also revert to your normal form if you
of each of its turns for as long as it is poisoned.
drop to 0 hit points or die.
Once you transform into a Tiny spider, you must finish
a short or long rest to regain the use of this feature.
Broodcaller (level 10) Arachnomancer
As an action, you can magically summon a hunting spider in
an unoccupied space within 60 feet of you (use the stat block The arachnomancers are the primary spellcasters of the
below). It is your ally, and it takes its turn immediately after arachnir race, wielding powerful spider magic and casting
yours in initiative. It obeys your spoken commands, and if spells that can assault foes, bolsters allies, and summon
you give it no command, it defends itself, though otherwise swarms of spiders.
does nothing. The hunting spider disappears after 1 hour, if
reduced to 0 hit points, or if you dismiss it as a bonus action.
After you use this feature, you must finish a long rest to Arachnomancer Spells
regain it. (level 3)
You learn a number of spells, through magical traditions and
innate power. All spells you learn from this and any other
arachnir features follow these guidelines:
Hunting Spider • You can cast your spells each once per long rest without
Medium beast, unaligned the need for spell slots. You cast your cantrips at will, as
normal.
Armor Class 16 (natural armor) • If you later gain spell slots through multiclassing, you
Hit Points 75 (10d8 + 30) can use them to cast your arachnomancer spells if you
Speed 40 ft., burrow 10 ft., climb 40 ft. (spider climb) have spell slots of the appropriate level.
STR DEX CON INT WIS CHA • Charisma is your spellcasting ability. Your spell save DC
15 (+2) 18 (+4) 16 (+3) 5 (−3) 14 (+2) 7 (−2) is 8 + your proficiency bonus + your spellcasting ability
modifier. Your spell attack modifier is your proficiency
Saving Throws Str +4, Dex +6, Con +5 bonus + your spellcasting ability modifier.
Skills Perception +4, Stealth +8
• Whenever you are given a choice of spell to learn, it
Senses blindsight 20 ft., darkvision 120 ft., must be from the sorcerer and warlock spell lists.
passive Perception 14
Languages understands Arachnir but cannot speak
• You can use an arcane focus as a spellcasting focus, or
you can supply material components as normal.
Challenge 4 (1,100 XP) Proficiency Bonus +2

Agile Jumper. The spider’s long jump is up to 40 feet and You learn the following spells:
its high jump is up to 20 feet, with or without a running • Two cantrips of your choice
start. It ignores the first 30 feet of falling damage, as long • Two 1st-level spells of your choice
as it is not incapacitated. • Web

Web Sense. While in contact with a web, the spider knows


the exact location of any other creature in contact with the Whispers of the Crawling
same web.
Ones (level 7)
Web Walker. The spider ignores movement restrictions Time and again, you have listened to the whispers of spider-
caused by webbing. spawn, and they have taught you a number of arcane secrets.
You learn the following spells:
-ACTIONS- • One 2nd-level spell of your choice
• One 3rd-level spell of your choice
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3d6 + 4 piercing damage plus 2d8 poison • Crawling infiltratorsMH
damage.
Whispers of the Spider Queen
(level 10)
Whether in a dream, a vision, or some other mystical
experience, the Spider Queen has whispered to you,
revealing even greater arcana. You learn the following spells:
• One cantrip of your choice
• One 2nd-level spell of your choice
• One 3rd-level spell of your choice
• Infestation onslaughtMH
Vampire After draining the noble lady, the vampire slips off into
the night. His coachman awaits him in the gloom behind a
stable. Secluded within the carriage is his coffin, where he
Having scaled up the manor wall, the nocturnal stalker will rest by day, while traveling to meet with the treasure
vaults onto the veranda. He taps on the ornate window hunters who have contracted him for their delve into the
screen until the young noble lady awakens. “What are you dreaded Tomb of Weeping Caryatids.
doing here?” she gasps, draping a robe over her nightgown.
“I told you I would come visit you, and we would
dance in the moonlight.” He smiles through the frills of the
Hunger and Desire
lacquered screen. Of all the many traits associated with vampires, what
“I thought you had said that in jest.” The maiden means defines them the most are their ravenous urges. Behind
to protest the visitor, but then she meets his gaze—two everything they do is a hunger they cannot escape. Even
alluring eyes staring through the tiny window openings. Her one who pursues interests such as collecting fine art and
resolve melts away like candle wax beside a bonfire. amassing a library of books is ultimately beholden to the
“Come to me, lovely thing,” says the visitor on the bloodlust that underpins his every endeavor. Some vampires
balcony. At that, the lady unlatches the window screen and seek friendship or romance, but such relationships will
crawls out into his embrace. He hoists her onto the veranda, never be as they are for mortals; rather, they are shadows,
where they commence to dance and to speak of many a dark tendrils that end up serving the goal of feeding upon
fanciful thing. She giggles and coos into his ear as they sway the living. Other vampires reject any affectations of a normal
under the soft glow of the moon. life, and embrace the foulest depths of their nature.
I swear, most of them want to be taken. In their hearts, they
crave such a sweet release. The rake brings his lips to the girl’s The Night that Never Ends
delicate neck and sinks his fangs into her. What a delight you New vampires are created by a sire, sometimes called
are, lovely thing … a last delight before I go onto the filthy work that a vampire lord, which is a vampire that has reached a
must be done. particularly high level of power. If a sire slays a humanoid
with its blood-draining bite, and the victim is buried in the
ground, the person rises as a vampire spawn the following
nightfall. The spawn represents a lowly form of vampire,
dangerous in its own way, but nothing compared to the sire
and unlikely to ever strengthen in any substantial way.
A different type of a vampire (the one presented here
in Monstrous Heroes) is created through a dark ritual. This
process involves a sire draining a person’s blood to the
very brink of death, then opening one of its own veins and
feeding the subject. The ritual subject is placed in a tomb
or coffin, then rises again at sunset the next evening. This
new vampire begins weaker than a spawn, but its potential
is vast. Whether or not the subject willingly took part in the
ritual, they are forevermore a creature of the night, for not
only does the sun bring incapacitating fatigue, but its rays
are pure destruction.
Vampire Racial determination (along with concerted efforts to find solutions
to the need for feeding upon the living).
Creature Type. Your creature type is undead. You were
Traits
Vampire provides both your racial traits and class features.
previously a member of a humanoid race, but after going
through a dark ritual, you have been transformed into a
Ability Score Increase. Your ability scores each increase vampire. You retain none of your original race’s racial traits.
by 1. You do not need to eat food or drink water to survive. Also
Age. Vampires do not age and are immortal unless note that most forms of healing magic do not function on
killed. A vampire that has gone an extended period of time undead.
without feeding will appear haggard or cadaverous, but once Size. Your size is Medium, and your height and weight
it has sated itself on blood, its usual countenance returns. are that of your original humanoid form.
Typical Alignments. Neutral evil, lawful evil, chaotic evil. Speed. Your base walking speed is 30 feet.
While vampires are a diverse group in some ways, at their Darkvision. You have superior vision in dark and dim
core, they are undead killers who drain the life from people conditions. You can see in dim light within 120 feet of you as
in order to sustain their unnatural existence. Rarely does if it were bright light, and in darkness as if it were dim light.
a vampire retain even a shred of compassion or goodwill You cannot discern color in darkness, only shades of gray.
from its prior life. A good-aligned vampire is considered Languages. You speak the language(s) of your original
an impossibility, and those who manage neutrality instead humanoid race.
of evil do so through cold reasoning and philosophical
Preferred Ability Scores until the target finishes a long rest. The target dies if this
Vampires are highly versatile, as they came from all walks effect reduces its hit point maximum to 0.
of life before being converted into undead, and various You do not deal necrotic damage if the target is a
bloodlines wield different kinds of powers. It is a good idea construct or undead, if the target does not have blood, or if
to first look over the bloodlines to get an idea of what kind of the target’s heart has stopped beating.
vampire you want to play. When you hit a creature grappled by you with your bite
A dark beguiler will want high Charisma, a nocturne attack, you can choose to latch on. As long as the creature
needs high Intelligence, and a strigoi or a vampiric warrior remains grappled by you, you can automatically deal your
favors Strength or Dexterity. bite’s necrotic damage to it as an action. If you want to make
another bite attack, you must end the latch-on (no action
required).

Vampire Class At 6th-level vampire, your bite’s necrotic damage


increases to 2d6, and at 11th-level vampire, it increases to
3d6.
Features Claws
Hit Dice: 1d8 per vampire level Your sharp nails are a natural weapon with the finesse
Hit Points at 1st Level: 8 + your Constitution modifier property, which you can use to make unarmed strikes. On
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution a hit, your claw attack deals slashing damage equal to 1d8 +
modifier per vampire level after 1st. your Strength or Dexterity modifier, or instead of dealing
damage, you can grapple the target.

Proficiencies Slam
Armor: Light armor Strikes from your limbs are a natural weapon with the
Weapons: Simple weapons finesse property, which you can use to make unarmed
Tools: None strikes. On a hit, your slam attack deals bludgeoning
Saving Throws: Dexterity, Charisma damage equal to 1d8 + your Strength or Dexterity modifier,
Skills: Choose two from Acrobatics, Athletics, Deception, or instead of dealing damage, you can grapple the target.
Insight, Intimidation, Perception, Persuasion, Religion,
Stealth, and Survival
Grappling
Certain vampire features allow you to grapple a creature
Equipment when you hit with an attack. As usual, in order to grapple a
You start with the following equipment, in addition to the creature, it must be no more than one size category larger
equipment from your background: than you.

• A simple weapon
• A resting place (see the gravebound portion your
Vampirism (level 1)
Vampirism feature) Being a vampire involves a number of characteristics, as
• 100 gp worth of equipment (keep any unused portion as detailed below.
coins) Feeding. As a vampire, you have a necessity to feed upon
living people. For the purpose of this feature, a person is a
humanoid, dragon, fey, giant, or monstrosity that is sapient
Natural Weapons (level 1) and speaks a language. A feeding involves you drinking a
Starting at 1st level, you have two natural weapons. One is person’s blood until you have killed them with your necrotic
a bite, and the other can be either claws or a slam (choose damage. Feeding is a supernatural process, as a person’s
one). blood remains in your system for only a moment before your
body converts it into the life essence that sustains you.
Bite If ten nights pass in which you have not fed, you must
Your sharp canine fangs are a natural weapon with the make a Charisma saving throw the following sunset. The
finesse property, which you can use to make unarmed DC is 10 and increases by 1 each sunset thereafter. On a
strikes. You can only use your bite to attack a target that failed save, you become no more than mindless hunger that
is willing or that is grappled by you, incapacitated, or carelessly attacks any living creature in sight. You regain
restrained. On a hit, your bite attack deals piercing damage control of yourself after you have fed.
equal to 1d6 + your Strength or Dexterity modifier plus 1d6 Breathless. You can draw breath in order to speak
necrotic damage. The target’s hit point maximum is reduced or to appear as a living person, but you do not require air
by an amount equal to the necrotic damage taken, and you to survive. You also have no heartbeat, and when lying
regain hit points equal to that amount. The reduction lasts motionless, you appear as a corpse.
Gravebound. The ritual that transformed you into a Multiattack (level 5)
vampire bound you to a coffin or crypt. This is known as your You have learned how to better coordinate your attacks.
resting place, though it does not need to remain stationary As an action, you can make two attacks. Only one of these
(you can keep your coffin in a carriage, for example). You can attacks can be a bite.
only take long rests within your resting place, though you
can take short rests normally.
At dawn, a powerful fatigue comes over you, and you Spider Climb (level 6)
fall unconscious until sunset (not even damage awakens You can climb any surface that is not completely smooth,
you). You can attempt to remain awake by making a DC 10 even upside down, without needing to make ability checks.
Constitution saving throw. On a successful save, you stay You still must use your hands and feet to climb.
awake for 1 hour, but during this time you have disadvantage
on ability checks, saving throws, and attack rolls. Magical Attacks (level 7)
If your resting place is destroyed, you can bind yourself
Your natural weapons become magical and therefore
to a new one by performing a 1-hour ritual. You must be
overcome resistance and immunity to nonmagical attacks.
in the new resting place during the entirety of the ritual,
and the ritual fails if the coffin or crypt already belongs to
someone else. Versatility (level 9)
Weaknesses. You have the following flaws. Once you reach 9th level, further levels you gain can either be
Forbiddance. You cannot enter a residence without an in vampire or another class.
invitation from one of the occupants.
Harmed by Running Water. You take 20 acid damage if
you end your turn in running water. Essence Drain (level 10)
Stake to the Heart. If a piercing weapon made of wood is You develop an incredible supernatural power. Necrotic
driven into your heart while you are incapacitated in your damage you deal bypasses resistance and treats immunity as
resting place, you are paralyzed until the stake is removed. resistance.
Sunlight Hypersensitivity. You take 20 radiant damage Furthermore, your bite now deals necrotic damage to
when you start your turn in sunlight. While in sunlight, you constructs, undead, and creatures without blood. As long as
have disadvantage on attack rolls and ability checks. the creature is not completely dead, the effects of your bite
function. This does not change your need to feed upon living
people.
Bloodline
(levels 1, 3, 7, 9, and 14)
Choose a bloodline, which determines a number of powers
Regeneration (levels 10 and 18)
that you possess: Dark Beguiler, Nocturne, Strigoi, or The undead force within you develops into an innate
Vampiric Warrior. Each of these bloodlines are detailed at regeneration. You regain 2 hit points at the start of your
the end of this section. turn if you have at least 1 hit point and are not in sunlight or
Your choice provides you features when you choose it at running water. If you take radiant damage or damage from
1st level and again at 3rd, 7th, 9th, and 14th level. holy water, this regeneration does function at the start of
your next turn.
At 18th level, the amount of hit points you regain from
Expert Skills (levels 2 and 8) your regeneration increases to 5.
Choose two skills. If you are not proficient with a chosen
skill, you gain proficiency with it. If you are proficient with a Mist Form (level 11)
chosen skill, you gain expertise with it.
If you are not in sunlight or running water, you can use your
action to polymorph into a Medium cloud of mist or back
Necrotic Resistance (level 2) into your true form. While in mist form, you cannot take any
You gain resistance to necrotic damage. actions, speak, or manipulate objects. You are weightless,
have a flying speed of 20 feet, can hover, and can enter a
hostile creature’s space and stop there. In addition, if air
Ability Score Improvement can pass through a space, you can do so without squeezing,
(levels 4, 6, 8, 12, 16, and 19) and you cannot pass through water. You have advantage
You can increase one ability score of your choice by 2, or on Strength, Dexterity, and Constitution saving throws,
you can increase two ability scores of your choice by 1. As and you are immune to all nonmagical damage, except the
normal, you cannot increase an ability score above 20 using damage you take from sunlight. When you transform, your
this feature. equipment melds into your new form, and you cannot use
or otherwise benefit from any of it. You revert to your true
form if you die.
—Vampire Unarmored Defense:
Bloodlines— Preternatural Deflection
(level 1)
Vampire bloodlines are different branches of the vampire
kindred, each of which possesses unique abilities and While you are not wearing any armor, your Armor Class
characteristics. These bloodlines are passed down by sires, equals 10 + your Dexterity modifier + your Charisma
through so-called generations. modifier. If you later gain proficiency with shields, you can
use a shield and still gain this benefit.

Dark Beguiler Bind Thrall (level 3)


You have mastered the secret of binding creatures to your
Dark Beguilers are vampires who have a penchant for service. To attempt to bind a thrall, you must spend 1 minute
influencing minds. They are also most likely to put on airs interacting with a creature within 10 feet of you that is
of romanticism, though this is nothing more than a tactic to charmed by your Charming Gaze. The target then makes a
get close to prey. Wisdom saving throw, and on a failed save, it becomes your
thrall. On a successful save, the charmed condition ends,
Dark Beguiler Save DC and the target becomes immune to Bind Thrall for 24 hours.
Certain dark beguiler features require the target to make Your thrall regards you as its master that it must heed
a saving throw. Your save DC for these features is 8 + your and protect. It does its best to obey your commands, though
proficiency bonus + your Charisma modifier. it does not obey suicidal commands. If the target completes
an order and does not receive further direction from you, it
acts according to its nature, though influenced by its loyalty
Charming Gaze (level 1) to you.
You have the ability to manipulate minds and emotions with During initiative, your thrall has the same initiative as
your gaze. As an action, target a beast or humanoid you can you, and it takes its turn immediately before or after yours.
see within 30 feet of you. If the target can see you, it must Whenever you are targeted by an attack, spell, or other
succeed on a Wisdom saving throw or be magically charmed effect, and your thrall is within 5 feet of you, you can use
by you for 1 hour. The target makes this saving throw with your reaction to make the thrall the target instead of you.
advantage if you or your allies are fighting it. In order for a creature to be your thrall, its CR or level
The charmed target regards you with trust and must be no more than 1/3 your vampire level (rounded
fascination, and it is a willing target for your bite attack. down). The thrall is released from service if you bind a new
Each time you or your allies do anything harmful to the thrall or if you die. You can also release a thrall as an action
target, it can repeat the saving throw, ending the effect on by declaring to it that you have freed it.
itself on a success. The effect also ends if you die or take a
bonus action to end it. In any case, when the charm ends,
the target is aware that you influenced its mind.
Heightened Defenses:
You can use this feature a number of times equal to Willpower (level 3)
your proficiency bonus. You regain expended uses when you You gain proficiency with Wisdom saving throws.
finish a short or long rest.

Insidious Beckoning (level 1) Pervasive Influence (level 7)


You can now target any type of creature with Charming
You can use your innate magic to control creatures. As an Gaze, not only beasts and humanoids.
action, target a creature you can see within 60 feet of you, Furthermore, you bypass creatures’ immunities to the
which must make a Wisdom saving throw. On a failed save, charmed and frightened conditions, as long as the CR or
choose two of the following effects to apply to the target: level of such a creature is not higher than your vampire level.
• The target takes 1d6 psychic damage. This damage
increases by 1d6 when you reach certain vampire levels:
5th level (2d6), 11th level (3d6), and 17th level (4d6). Terrify (level 7)
• Move the target 10 feet closer to you. Until the end You can induce extreme fear in others. As an action, target
of your next turn, each 1 foot of distance the target any number of creatures you can see within 30 feet of you.
moves away from you costs it an additional 1 foot of
If a target can see you, it must succeed on a Wisdom saving
movement.
throw or be magically frightened for 1 minute.
• The next saving throw the target makes before the end
of your next turn suffers a −1d4 penalty. If a creature fails its saving throw by 5 or more, the only
actions it can take are Dash, Dodge, and Hide as long as it is list. Your spellbook is the repository of the spells you know,
frightened. except your cantrips, which are fixed in your mind.
At the end of each of its turns, the frightened creature Preparing and Casting Spells. The Nocturne
repeats the saving throw, ending the effect on itself on a Spellcasting Table shows how many spell slots you have to
success. cast your spells of 1st level and higher. To cast one of these
Once you use this feature, you must finish a short or spells, you must expend a slot of the spell’s level or higher.
long rest to regain it. You regain all expended spell slots when you finish a long
rest.
You prepare spells from those that are in your spellbook.
Dominating Gaze (level 9) To do so, choose a number of spells from your spellbook
Your ability to influence minds increases drastically. As an equal to your Intelligence modifier + half your vampire level
action, target a beast or humanoid you can see within 30 (rounded down). The spells must be of a level for which you
feet of you. If the target can see you, it must succeed on a have spell slots.
Wisdom saving throw or be magically charmed by you for 1 Casting the spell does not remove it from your list
hour. of prepared spells. You can change your list of prepared
The charmed target regards you as its master that spells when you finish a long rest. Preparing a new list of
it must heed and protect. It does its best to obey your spells requires time spent studying your spellbook and
commands, though it does not obey suicidal commands. If memorizing the incantations and gestures you must make
the target completes an order and does not receive further to cast the spell: at least 1 minute per spell level for each spell
direction from you, it defends and preserves itself to the best on your list.
of its ability. Spellcasting Ability. Intelligence is your spellcasting
Each time you or your allies do anything harmful to the ability for your vampire spells, since you learn your spells
target, it can repeat the saving throw, ending the effect on through dedicated study and memorization. You use your
itself on a success. The effect also ends if you die or take a Intelligence whenever a spell refers to your spellcasting
bonus action to end it. ability. In addition, you use your Intelligence modifier when
Once you use this feature, you must finish a long rest to setting the saving throw DC for a vampire spell you cast and
regain it. when making an attack roll with one.
Your spell save DC is 8 + your proficiency bonus + your
Heartdrinker (level 9) Intelligence modifier. Your spell attack modifier is your
You have developed the power to draw emotional energy proficiency bonus + your Intelligence modifier.
from your prey. You gain immunity to the charmed and Ritual Casting. You can cast a spell as a ritual if that
frightened conditions. spell has the ritual tag and you have the spell in your
In addition, when you feed upon a person and they die, spellbook. You do not need to have the spell prepared.
you gain strengthened emotions for 24 hours. During this Spellcasting Focus. You can use an arcane focus as a
time, whenever you make an ability check or saving throw spellcasting focus for your vampire spells.
based on Wisdom or Charisma, roll 1d6 and add it to the Learning Spells of 1st Level and Higher. Each time you
result. gain a vampire level, you can add one spell to your spellbook
for free. You must choose this spell from the wizard spell
list, and it must be of a level for which you have spell slots.
Nocturne On your adventures, you might find other spells that you can
add to your spellbook.
Those known as Nocturnes are dark scholars and arcanists
who spend long nights pursuing esoteric knowledge. They Your Spellbook
are essentially vampiric wizards, though they have the The spells that you add to your spellbook as you gain levels
ability to blend shadow magic with wizardry. reflect the arcane research you conduct on your own, as well
as intellectual breakthroughs you have had about the nature
Spellcasting (level 1) of the multiverse. You might find other spells during your
adventures. You could discover a spell recorded on a scroll or
You command an amount of arcane magic, which you obtain
an ancient spell tome.
through extensive studies and practice.
Copying a Spell into the Book. When you find a wizard
Cantrips. At 1st level, you know four cantrips. Two of
spell of 1st level or higher, you can add it to your spellbook if
the cantrips are blade of deathMH and shadowgazeMH (these
it is of a spell level you can prepare and if you can spare the
count as wizard spells for you). Choose the other two
time to decipher and copy it. Copying that spell into your
cantrips from the wizard spell list. At 11th level, choose
spellbook involves reproducing the basic form of the spell,
another cantrip from the wizard spell list.
then deciphering the unique system of notation used by the
Spellbook. At 1st level, you have a spellbook containing
mage who wrote it. You must practice the spell until you
four 1st-level spells, which you chose from the wizard spell
understand the sounds or gestures required, then transcribe Multiclass Spellcaster
it into your spellbook using your own notation. If you multiclass with another class that has the Spellcasting
For each level of the spell, the process takes 2 hours and feature, you add half your vampire level (rounded down) in
costs 50 gp. The cost represents material components you order to determine your available spell slots.
expend as you experiment with the spell to master it, as well
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your Unarmored Defense: Abjuring
other spells. Ward (level 1)
Replacing the Book. You can copy a spell from your
While you are not wearing any armor, your Armor Class
own spellbook into another book—for example, if you want
equals 10 + your Dexterity modifier + your Intelligence
to make a backup copy of your spellbook. This is just like
modifier. If you later gain proficiency with shields, you can
copying a new spell into your spellbook, but faster and
use a shield and still gain this benefit.
easier, since you understand your own notation and already
know how to cast the spell. You need to spend only 1 hour
and 10 gp for each level of the copied spell. Heightened Defenses:
If you lose your spellbook, you can use the same
procedure to transcribe the spells that you have prepared Willpower (level 3)
into a new spellbook. Filling out the remainder of your You gain proficiency with Wisdom saving throws.
spellbook requires you to find new spells to do so, as normal.
For this reason, many vampires keep backup spellbooks in a Shadowcaster (level 3)
safe place.
You develop the ability to tap into the power of the Plane of
The Book’s Appearance. Your spellbook is unique to
Shadow. You gain the following umbras. Once you use an
you. It might be a beautiful tome you received as a gift from
umbra, you must finish a long rest to regain it.
your sire, a discreet volume that resembles a journal, or even
a sinister thing bound in human skin.
Shadow-Woven Spell (umbra): When you use an action to
cast a spell, you also cast blade of deathMH or shadowgazeMH
immediately before or after the spell.

Nocturnal Veil (umbra): As an action, you cast the spell


darkness without the need for expending a spell slot. You
are able to see through the magical darkness created by this
instance of the spell.

Deepening Shadows (level 7)


Your abilities with shadow magic increase, providing you the
following umbras.

Wings of Night (umbra): As an action, you cast the spell cloak


of shadowsMH without the need for expending a spell slot.

Umbral Hunger (umbra): When you deal damage with a


spell, you convert the damage type to necrotic and regain hit
points equal to the amount of necrotic damage you deal. If
this damage kills a person, it counts as a feeding.

Spiritdrinker (level 9)
You have developed the power to draw mystical energy from
your prey. When you feed upon a person and they die, you
gain three levels worth of bonus spell slots. In other words,
this functions as either one 3rd-level slot, one 2nd-level slot
plus one 1st-level slot, or three 1st-level slots. If unused,
these bonus spell slots disappear after 24 hours.
If the person you fed upon had the ability to cast spells,
you instead gain four levels of bonus spell slots.
Once you use this feature, you must finish a long rest to
regain it.
Strigoi
The most monstrous of the vampire bloodlines, Strigoii
often dwell in sewers, crypts, or ruins. They are frightfully
effective at attacking with their natural weapons, and
they have a supernatural connection to nocturnal beasts.

Strigoi Save DC
Certain strigoi features require the target to make a
saving throw. Your save DC for these features is 8 + your
proficiency bonus + your Strength or Dexterity modifier.

Feral Striker (level 1)


You are a bloodthirsty monster, gaining the following
benefits:
You can make bite attacks against creatures without the
conditions that are normally required.
Whenever you hit with a natural weapon, you can
grapple the target in addition to dealing damage. You can
choose to latch on if it was a bite attack.
If you spend an action to deal your necrotic damage to a
creature you are latched onto, double the damage dice.

Damage Transfer (level 1)


If you take damage while grappling a creature, you can
spend your reaction to take half the damage, and the
creature you are grappling takes the other half.
Once you use this feature, you must finish a short or long
rest to regain it. Heightened Defenses:
Durability (level 3)
Unarmored Defense: You gain proficiency with Constitution saving throws.
Toughened Skin (level 1)
While you are not wearing any armor, your Armor Class Bat Form (level 7)
equals 10 + your Dexterity modifier + your Constitution If you are not in sunlight or running water, you can use your
modifier. If you later gain proficiency with shields, you can action to magically transform into a bat or back to your true
use a shield and still gain this benefit. form. Your statistics remain the same, with the following
exceptions:
Dread Lurker (level 3) • Your size is Tiny, with a wingspan of 1 foot. You can
Your prowess for stalking prey grows considerably. squeeze through openings as narrow as 2 inches wide.
• You can take the Hide action as a bonus action. • You have a flying speed of 30 feet.
• You can attempt to hide even when you are only lightly • You have blindsight out to 60 feet, as long as you are not
obscured. deafened.
• Whenever you are hidden from a creature and hit it • The only attack you can make is your bite. You only deal
with a melee attack or grapple it, you can attempt to 1 piercing damage with it, though the necrotic damage
frighten it. The creature must succeed on a Wisdom is unchanged.
saving throw or be frightened for 1 minute. At the • You cannot cast spells.
end of each of its turns, the creature can repeat the
Joan Maldonado

saving throw, ending the frightened condition on itself • You cannot speak or perform any action that a bat is
on a success. A creature that succeeds on its saving physically incapable of.
throw against this feature becomes immune to being
frightened by it for 24 hours. When you transform, your equipment melds into your new
form, and you cannot use or otherwise benefit from any
of it. You also revert to your true form if you drop to 0 hit
points or die.
Children of the Night (level 9) Sanguine Blade (level 3)
You can now call upon nocturnal beasts. As an action, you You learn how to absorb your foes’ blood through attacks
magically call 2d4 swarms of bats or rats, provided that with swords, axes, or other handheld weapons.
the sun is not up. While outdoors, you can call 3d6 wolves When you hit a creature with a melee weapon attack,
instead. The called creatures arrive 30 feet away from you can deal the necrotic damage of your bite (including all
you in 1d4 rounds. They are your allies, obey your spoken the associated effects). The weapon must be one that you are
commands (no action required by you), and act directly after wielding in hand, not an unarmed strike.
you in initiative. The beasts remain for 1 hour, until you die, You can use this feature a number of times equal to your
or until you dismiss them as a bonus action. proficiency bonus (though not more than once per attack).
Once you use this feature, you must finish a long rest to You regain expended uses when you finish a short or long
regain it. rest.

Lifedrinker (level 9) Heightened Defenses:


You have developed the power to draw primal energy from
your prey. You gain immunity to poison, disease, and the
Durability (level 3)
frightened condition. You gain proficiency with Constitution saving throws.
In addition, when you feed upon a person and they die,
the base damage of your natural weapons increases to 1d10 Bloodflow (level 7)
piercing (bite) and 1d10 slashing (claws) or 1d10 bludgeoning Whenever you use Sanguine Blade on a creature, it must
(slam) for 24 hours. succeed on a Constitution saving throw or suffer bloodflow.
An affected creature takes the necrotic damage of your
bite attack (including all the associated effects) at the start
Vampiric Warrior of each of its turns for 1 minute. This effect ends if you die or
are more than 120 feet away from the creature.
Vampiric Warrior is a term for a variety of elite vampire As an action, the affected creature or a creature within
swordsmen and knights. Not only are they experts in the reach can end the bloodflow by making a successful Wisdom
usage of weapons and armor, they also infuse their martial (Medicine) check against your vampiric warrior save DC. A
skill with their supernatural effects. creature cannot suffer from multiple instances of bloodflow
at the same time.
Vampiric Warrior Save DC
Certain vampiric warrior features require the target to make Crippling Blow (level 9)
a saving throw. Your save DC for these features is 8 + your You perfect a technique that renders the target overwhelmed
proficiency bonus + your Strength or Dexterity modifier. with system shock. When you hit a creature with a melee
weapon attack, you can declare a crippling blow. The
Warrior Talents (level 1) creature must succeed on a Constitution saving throw or be
magically paralyzed until the end of your next turn.
You possess a remarkable adeptness in combat.
You cannot use Crippling Blow in conjunction with any
• You gain proficiency with medium armor, heavy armor,
shields, and martial weapons. other class feature that is activated on a hit.
• Your hit point maximum increases by 1 and increases by After using Crippling Blow, you must complete a short
1 again whenever you gain a level of vampire. or long rest to regain it.
• You gain a fighting style, chosen from the fighter class.
Irondrinker (level 9)
Unarmored Defense: You have developed the power to draw iron from your prey’s
blood. Your AC increases by 1.
Toughened Skin (level 1) In addition, when you feed upon a person and they
While you are not wearing any armor, your Armor Class die, you gain temporary hit points equal to twice your
equals 10 + your Dexterity modifier + your Constitution proficiency bonus.
modifier. You can use a shield and still gain this benefit.
SPELLS You summon crawling infiltrators in a space you can
see within range. This swarm is your ally, and it takes its
turn immediately after yours in initiative. It obeys your
Blade of Death commands, and if you give it no command, it defends
Necromancy cantrip (cleric) itself, though otherwise does nothing. It understands the
Casting Time: 1 action languages you know but cannot speak.
Range: 60 feet You can communicate with the swarm telepathically,
Components: V, S up to a range of 1 mile. Furthermore, as an action, you can
Duration: Instantaneous perceive through the swarm’s senses until the start of your
next turn. During this time, you are deaf and blind with
A spectral blade flies through the air, as though cast from regard to your own senses.
an angel of death. Make a ranged spell attack. On a hit, the
target takes 1d8 necrotic damage, and if you did not score a
critical hit, the next time you hit the target with blade of death Crawling Infiltrators
before the end of your next turn, it is a critical hit. Medium swarm of Tiny beasts, unaligned
This spell’s damage increases by 1d8 when you reach 5th
Armor Class 15 (natural armor)
level (2d8), 11th level (3d8), and 17th level (4d8).
Hit Points 38 (7d8 + 7)
Speed 30 ft., climb 30 ft. (spider climb)
Carnage STR DEX CON INT WIS CHA
2nd-level transmutation (druid, sorcerer) 3 (−4) 18 (+4) 12 (+1) 3 (−4) 14 (+2) 3 (−4)
Casting Time: 1 bonus action
Range: 30 feet Skills Perception +4, Stealth +8
Components: V, S, M (a drop of blood) Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Duration: Concentration, up to 1 minute
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 20 ft., darkvision 60 ft.,
Choose up to three creatures within range, who become passive Perception 14
filled with ferocity and deadly accuracy. Each target can Languages —
score a critical hit on a roll of a natural 18–20. Challenge 3 (700 XP) Proficiency Bonus +2
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional Pervasive Infiltrators. Creatures within 5 feet of the
creature for each slot level above 2nd. swarm have disadvantage on saving throws against poison.
Creatures in this area that have resistance to poison
damage lose that resistance, whereas creatures that have
Cloak of Shadows poison immunity can suffer the poisoned condition and are
3rd-level conjuration (sorcerer, warlock, wizard) treated as having only resistance to poison damage.
Casting Time: 1 action
Range: Self Swarm. The swarm can occupy another creature’s space
Components: V, S and vice versa, and the swarm can move through any
Duration: Concentration, up to 1 hour opening large enough for a Tiny insect. The swarm cannot
regain hit points or gain temporary hit points.
You cloak yourself in conjured shadow essence, which
provides the following benefits: Web Sense. While in contact with a web, the swarm knows
the exact location of any other creature in contact with the
• While you are in dim light or darkness, you gain
same web.
advantage on Dexterity (Stealth) checks.
• As a bonus action on each of your turns, you can lash Web Walker. The swarm ignores movement restrictions
out with shadows at a creature within 15 feet of you. The caused by webbing.
creature must succeed on a Dexterity saving throw or
take 2d8 necrotic damage.
-ACTIONS-
• You gain a flying speed equal to your walking speed.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
Crawling Infiltrators target in the swarm’s space. Hit: 6d4 poison damage, or
3rd-level conjuration (druid, ranger, sorcerer, warlock, wizard) 3d4 poison damage if the swarm has half of its hit points
Casting Time: 1 action or fewer
Range: 60 feet
Components: V, S, M (a spider or a few spider legs)
Duration: Concentration, up to 1 hour
Fury Trance Maw of the Gorger
4th-level transmutation (druid, sorcerer) 5th-level transmutation (druid, sorcerer)
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (a tooth, claw, or piece of horn from an Components: V
aggressive animal) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You channel into yourself the spirit of a mighty carnivorous
You invoke a fury spirit into yourself, which puts you into a behemoth. For the duration of the spell, you gain a bite
fearsome trance and causes you to take on primal aspects— attack that you can use to make unarmed strikes. This
claws, fangs, horns, fiery spit, and the like. For the duration natural weapon is magical, and you are proficient with it.
of the spell, you have advantage on saving throws, and you On a hit, your bite attack deals piercing damage equal to 4d8
gain two fury attacks: an elemental blast and a natural + your Strength modifier. Instead of using your Strength
weapon. modifier for the attack and damage rolls of the bite, you can
You can use a fury attack as a normal attack, and you use your spellcasting ability modifier.
can also use it as a bonus action. Fury attacks are magical, When you hit with this bite attack, you can choose to
and you are proficient with them. The attack roll for your make it a mauling bite. You deal an additional 4d8 piercing
elemental blast uses your spellcasting ability modifier. The damage to the target, and you regain hit points equal to half
attack and damage rolls for your natural weapon use either the total piercing damage you deal. If this attack reduces
your Strength modifier or your spellcasting ability modifier. the target to 50 hit points or fewer, it must succeed on a
Elemental Blast. Range 60 feet; 2d8 cold, fire, lightning, Constitution saving throw or suffer 4 levels of exhaustion
or thunder damage due to a debilitating injury. Once you have done a mauling
Natural Weapon. Melee; Bludgeoning, piercing, or bite, the spell ends.
slashing damage equal to 2d6 + your ability modifier
Mystic Shield
Infestation Onslaught 1st-level abjuration (cleric, sorcerer, wizard)
5th-level conjuration (druid, ranger, warlock) Casting Time: 1 reaction, which you take when you
Casting Time: 1 action take damage
Range: 120 feet Range: self
Components: V, S, M (a spider or other venomous vermin) Components: V, S
Duration: Varies Duration: Instantaneous

Spirits of deadly vermin swarm onto creatures in a 20-foot You gain resistance to this instance of the triggering
radius, centered on a point you can see within range. The damage.
spirits bite and sting viciously, and each creature in the
spell’s area must make a Constitution saving throw. On a Noxious Mist
failed save, a creature takes 6d6 poison damage and suffers 2nd-level conjuration (warlock)
effects based on its CR or level. On a successful save, a Casting Time: 1 action
creature takes half damage and suffers no other effect. Range: 10 feet
CR 1 or less: The creature is paralyzed for 1 minute and Components: V, S
poisoned for 1 hour. Duration: Instantaneous
CR 2–4: The creature is paralyzed until the end of your
next turn and poisoned for 1 minute. Poisonous green mists exude from you. Each creature within
CR 5 or higher: The creature is poisoned until the end of 10 feet of you must make a Constitution saving throw. On
your next turn. a failed save, a creature takes 4d6 poison damage and is
At Higher Levels. When you cast this spell using a spell poisoned for 1 minute. A poisoned creature repeats the
slot of 6th level or higher, its effects strengthen. For each slot saving throw at the end of each of its turns, ending the effect
level above 5th, the poison damage increases by 1d6, and the on itself on a success. On a successful save, a creature takes
CR thresholds each increase by 1. half damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.
Permeating Spores Veiling Strike
2nd-level conjuration (druid, warlock) 3rd-level illusion (bard, sorcerer, wizard)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: self
Components: V, S, M (spores from a toxic fungus) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You create a 20-foot-radius area of magical spores centered The first time you hit a creature with a weapon attack before
on a point you can see within range. The sphere spreads this spell ends, the weapon draws an illusory veil over
around corners, though does not obscure sight. While the target’s senses. The attack deals an extra 3d6 psychic
within this area, a creature with damage resistance loses damage, and you become invisible to the target until you
that resistance, whereas a creature with damage immunity make an attack, cast a spell, or stop concentrating on the
is treated as only having damage resistance. Furthermore, spell.
creatures lose immunity to the poisoned condition while At Higher Levels. When you cast this spell using a spell
within the area. slot of 4th level or higher, the damage increases by 1d6 for
On each of your subsequent turns after you cast this each slot level above 3rd.
spell, you can use a bonus action to move the area of spores
up to 30 feet in any direction.

Savage Frenzy
3rd-level enchantment (druid, sorcerer, warlock)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a tooth, claw, or piece of horn from an
aggressive animal)
Duration: 1 round

With a roar, you release a wave of savage impulses in a 30-


foot cone. Each creature in this area must make a Wisdom
saving throw. On a failed save, a creature must make a melee
attack against a random creature on its next turn (excluding
itself). It moves up to its speed if necessary, but otherwise
does nothing else. If it is unable to attack a creature, it takes
3d8 psychic damage at the end of its turn.
A creature immune to the charmed condition is
unaffected by savage frenzy.

Shadowgaze
Divination cantrip (warlock)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You pry into the psyche of a creature that you can see within
range. The target must make a Wisdom saving throw. On
a failure, the target takes 1d6 psychic damage, you have
advantage on attack rolls made against the target until
the end of your next turn, and you have advantage on
Intelligence checks to recall information about the target for
1 hour.
This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Special: You can apply to shadowgaze any option or
enhancement that applies to eldritch blast. For this purpose,
when a target fails its saving throw against shadowgaze, this
counts as you hitting it.
OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the
The following text is the property of Wizards of the Coast, Inc. and COPYRIGHT NOTICE portion of this License to include the exact
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights text of the COPYRIGHT NOTICE of any Open Game Content You
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