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Pale Rider
Pale Rider
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single melee attack toward that enemy. If the attack cacophanous cawing and screeching causing all
Agonizing Fury deals damage, the creature is overwhelmed by your creatures within 100 feet of you to become frightened Artist Credits
Beginning at 4th level, you are able to let the pain of
skill and presence. Until the end of your next turn, that unless they succeed a Wisdom saving throw with a
your curse to flow through you again, sending you
into a white-hot frenzy. As a bonus action, you may
becomes frightened, and its movement speed is halved. DC equal to 10 plus your Charisma modifier. After ArtStation
using this feature, the following will quickly disperse, Lynton Levengood
inflict psychic damage on yourself equal to your pale
returning in number after a short or long rest. James Starr King
rider level. The next attack you make this turn has Frigid Soul Additionally, while your following is present, they Anton Sander
advantage, and the first time you reduce a target to Starting at 10th level, you are no longer bothered by
may begin to caw and shift when an evil presence Wojtek Depczyns
0 hit points this turn, you may immediately make a freezing temperatures, and gain resistance to cold
draws near, or an unseen danger threatens you. This Matt Forsyth
single melee attack at another adjacent target. You damage. As a bonus action, you may cause the ground
occurs at the DM’s discretion.
regain the use of this feature whenever you take a beneath your feet to flash freeze, creating a 10 foot
short or long rest, or reduce a target to 0 hit points. radius of difficult terrain. If a creature other than you
attempts to move within this terrain, they must make Doomblade
a DC 14 dexterity skill check, falling prone if they fail. Starting at 4th level, as a bonus action, you may
Blood Seeker This check must only be made once per turn by the cause your weapon to become ethereal and seemingly
Starting at 10th level, you gain the ability to track
creature. weightless allowing you to swing through your foes
your foes using their blood. If you locate any amount
Additionally, you may use this feature to rapidly with no resistance. The next weapon attack you make
of a creature’s blood, you instantly know the direction,
freeze water as you step over it. You may walk at half before the end of your turn becomes magical for the
distance, and health of the source.
your speed across calm fresh water such as a pond, purposes of overcoming resistance, and is a successful
lake or calm river. hit on an attack result of 10 or higher, regardless of the
Curse of Burning Veins target’s AC.
At 15th level, you learn to turn your curse against If the target is frightened, your attack also deals
others, afflicting them with the Curse of Burning Veins,
Curse of Lonely Winters bonus damage according to your Merciless Critical
Starting at 15th level, you learn to turn your curse
causing them to unravel in a fit of absolute torture. As feature (do not double the damage dice as a normal
against others, afflicting them with the Curse of Lonely
an action you may touch a creature to cause them to critical).
Winters. As an action, you may curse up to three
suffer 1d10 psychic damage immediately, and at the You regain the use of this feature after a short or
creatures you can see within 100 feet, causing them
end of each of their turns. long rest, or whenever you score a critical hit.
to immediately suffer 3 points of exhaustion (they
Additionally, whenever the sufferer misses a
have disadvantage on attack rolls, saving throws and
melee attack, they must immediately repeat the
attack against an adjacent ally as they writhe and flail
ability checks, and their movement speed is halved). Pale Moonrise
If the target is already suffering from exhaustion, this Beginning at 10th level, you gain the ability to summon
without hope for relief. If the sufferer has no adjacent
curse cannot force them to have more than 3 points of an eerie, unnatural vision of a second pale and sinister
allies, the make no such attack.
exhaustion. moon on the horizon as an action. For the next minute,
The curse is ended when you or the target is
Additionally, the victim hallucinates an endless, you and up to five nearby allies gain a fly speed equal
reduced to 0 Hit Points, or if the target moves more
blinding blizzard that causes it to interact with all foes to your movement speed (this applies while mounted).
than 100 feet from you.
as if they had half cover (they gain +2 AC and +2 to When you successfully attack a creature during
You regain the use of this feature after a short or
Dexterity saving throws), and their vision is reduced to this effect, they must succeed a Wisdom saving throw
long rest, and whenever you reduce a target to 0 Hit
30 feet. equal to 10 plus your Charisma modifier or become
Points.
This curse is ended if an ally of the victim within frightened.
touching distance spends a turn consoling them, or if As a bonus action during this effect, you may
Curse of Lonely Winters you or the victim drop to 0 Hit Points.
You may curse up to three creatures when you use
let out a mad cackle or howl, causing all frightened
creatures within 100 feet suffer 2d6 psychic damage.
this feature, and you may not use this feature again You regain the use of this feature after a long rest, as
You have survived a curse that once extinguished all
until you have had a long rest in solitude. long as the moon is visible.
sense of happiness within you. The curse was meant
to drive you to isolation and solitary doom, but you’ve
instead harnessed the icy focus and clarity of purpose
Curse of the Dead Moon Curse of the Dead Moon
this has brought to you. Starting at 15th level, you learn to turn your curse
You have survived a curse that plagued your every against others, afflicting them with the Curse of the
waking moment with unease, and abruptly into heart- Dead Moon. You may spend an action to awaken the
Solemnity full terror of the Dead Moon within a single target
Although you value your allies, you have found that you stopping terror. Horrible omens distracted you at every
turn, but instead of begging for the end of it, you found within 100 feet.
stand strongest when you know you will not be saved.
a home within the horror. At the start of the victim’s next turn, they begin
While you have no adjacent allies in combat, you gain a
to experience unprovoked terror, becoming paralyzed
+1 bonus to AC, and have advantage to save against any
until their next turn, or until they’ve lost half their hit
effect that would cause you to be stunned, moved, or Ominous Following points, whichever comes first. Upon releasing from
knocked prone. Wherever you go, a flock of crows, ravens, or vultures paralysis, the victim witnesses the Dead Moon, and
follow you, perching silently on tree branches and suffers 15d10 temporary psychic damage (which wears
Abolish Hope rooftops to witness your actions. Even indoors, a single off after a long rest).
Whenever a melee attack from an enemy misses you, bird or other ominous creature will always be present, You regain the use of this feature after you allow
you may immediately spend your reaction to make a calm and silent. yourself to be afflicted by it again.
Whenever you choose, this flock will erupt into
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