Blackguard

Medium humanoid (any species)
Challenge

STR
4
DEX
0
CON
4
INT
0
WIS
2
CHA
2

153
18d8+72
19
Soak
2
Fort
+5
Ref
+2
Will
+4
Defense note plate

Speed 5 m.
Skills Athletics +6 (17), Brawn +6 (17), Deception +4 (15), Divinity (cha) +4 (15), Intimidation +4 (15)
Languages any one language (usually Common)

Divine Smite. When the blackguard hits with a weapon, it deals an extra 1d4 damage of a type associated with its deity (included in the attack).

The damage associated with its deity can be acid, cold, concussion, fire, force, lightning, necrotic, poison, radiant, or psychic damage. It might be cold for a god of winter, concussion or lightning for a storm god, fire for a nature or fiendish god, force for a god of magic, necrotic or poison for a god of death, radiant for a sun god, or psychic for a god of madness.

Maneuvers. The blackguard uses maneuvers (maneuver save Difficulty 15). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blind, blinding debris, bloodletting blade (Scimitar only), cripple, disorient, distract, feint, grievous wound, slice through, spring attack, whirling blade

2 stamina dice: feigned opening, misdirection

Spellcasting. The blackguard uses Divinity (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 10th-level spellcaster): thaumaturgy

1 mana: absorb spirit, agonizing bargain, ceremony, command, consumptive field, detect evil and good, divine emissary, divine word, false life, fear, find steed, hinder, inflict wounds, life drain, path to the grave, protection from evil and good, sanctuary, shield of faith

2 mana: antilife shell, bane, bestow curse, commune, control undead, death ward, fiendish calling, finger of death, guardian of faith, hallow, horrid wilting, hurl through hell, leathery wings, share pain, speak with dead, spirit guardians, spiritual weapon, terrifying visage, wall of terror

Actions (2)

Glaive. Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 9 (1d10 + 4) slashing damage plus 2 (1d4) extra damage.

Scimitar. Melee Weapon Attack: +6 to hit. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) extra damage.

Shortbow. Ranged Weapon Attack: +2 to hit, range 10/100 m. Hit: 3 (1d6) piercing damage plus 2 (1d4) extra damage.

Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 5 meters of the blackguard must succeed on a Difficulty 13 Will saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 5 meters away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.

Underdark, Urbanvgtm

Maneuvers

As an action, make a weapon attack as you strike a sensitive area.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack and throw dirt, sand, or various debris into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.

If the enemy’s attack misses, you can make one melee weapon attack against the creature.

If the enemy’s attack hits, one ally within 1 meter of the enemy can make one melee weapon attack against the creature.

You must use this maneuver before the enemy’s roll is revealed.

Enhance

If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Spells

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

1 minute/mana

As an action, you afflict a fiend that you have summoned and can see within 5 meters of you with bolts of vicious energy. These foul energies inflict terrible pain upon the fiend, torturing it to make it more pliant to your will. The creature must make a Will saving throw.

On a failure, it has disadvantage on skill checks and saving throws against you and if the creature demand payment for its services, reduce the payment by 20%.

Beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release.

Augment

You can expend 1 additional mana so any payment is reduced a further 20% (maximum 60% reduction, total).

(ritual)

As you spend 1 hour to cast this spell, you perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 2 meters of you throughout the casting.

Atonement. You touch one willing creature whose core belief have been changed against their will, and you make a Difficulty 20 Insight check.

On a success, you restore the target to its original core beliefs.

Bless/Desecrate Water. You touch one vial of water and cause it to become holy water if you know the Holy theme or unholy water if you know the Unholy theme. If you know both themes you can decide which to create.

Coming of Age. You touch one creature who is a young adult. For the next 24 hours, whenever the target makes a skill check, it rolls with advantage. A creature can benefit from this rite only once.

Dedication. You touch one creature who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, rolls with advantage. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a miracle or wish spell.

Marriage. You touch adult creatures willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 5 meters of each other. A creature can benefit from this rite again only if widowed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage of holy water by 4d6 for each additional mana expended.

  • You can expend 1 additional mana to increase the size of the impact of holy water to each creature within 2 meters.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an emissary of your deity. The emissary’s form is based on a creature that your deity is known for: almiraj, awakened shrub, badger, bat, cat, chwinga, crab, crawling claw, fish (quipper), flying monkey, flying snake, frog, hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the emissary has the statistics of the chosen form, though its health is increased by 5. Your emissary can understand your speech and you gain the ability to decipher its noises and motions.

Your emissary acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your emissary, it defends itself from hostile creatures but otherwise takes no actions. An emissary can’t attack, but it can take other actions as normal.

While your emissary is within 20 meters of you:

  • Your emissary has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your emissary can deliver the spell as if it had cast the spell. Your emissary must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your emissary if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the emissary drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your emissary’s health by 15 for each additional mana expended.

concentration, 1 minute/mana

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failure, a creature is affected.

  • Banished or destroyed: each creature challenge ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.
  • Stunned: each creature challenge ¼ or lower is stunned for the duration.
  • Blinded and deafened: each creature challenge ½ or lower is blinded and deafened for the duration.
  • Turned: each creature challenge 2 or lower is turned and deafened for the duration. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 5 meters of you. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so a creature is banished or destroyed if its challenge is 1 or lower, stunned if its challenge is 2 or lower, blinded and deafened if its challenge is 3 or lower, and turned if its challenge is 5 or lower.

  • You can expend 2 additional mana so a creature is banished or destroyed if its challenge is 2 or lower, stunned if its challenge is 4 or lower, blinded and deafened if its challenge is 6 or lower, and turned if its challenge is 8 or lower.

  • You can expend 3 additional mana so a creature is banished or destroyed if its challenge is 3 or lower, stunned if its challenge is 6 or lower, blinded and deafened if its challenge is 9 or lower, and turned if its challenge is 12 or lower.

  • You can expend 4 additional mana so a creature is banished or destroyed if its challenge is 4 or lower, stunned if its challenge is 8 or lower, blinded and deafened if its challenge is 12 or lower, and turned if its challenge is 16 or lower.

1 hour/mana

As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.

Augment

You gain 2d6 additional temporary health for each additional mana expended.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know and of a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can hinder their effort. The creature makes the roll with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can hinder one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you lacerate a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it loses 4d6 health and is bleeding 3.

On a critical failure, it loses twice as much health and is bleeding 6.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the health lost by 4d6 and the bleeding level by 3 for each additional mana expended.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 3d6 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 5 minutes/mana

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attacks made against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 5 minutes/mana

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, a shimmering barrier extends out from you in a sphere and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. Any creature within the barrier when you cast the spell is pushed outside the barrier.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature passes through the barrier, the spell ends.

Augment

You can expend 1 additional mana to cast the spell centered on a point within 20 meters.

concentration, 1 minute/mana

As two actions, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each creature must make a Will saving throw.

On a failure, whenever a creature makes a skill check or a saving throw before the spell ends, it rolls with disadvantage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you curse a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes cursed for the duration.

When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
  • While cursed, the creature has disadvantage on attacks.
  • While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
  • While cursed, the creature is blinded or deafened (your choice).
  • While cursed, the creature can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

(ritual); M (incense and a sacrificial offering appropriate to your religion worth 25 sp, consumed)

As you spend 1 minute to cast this spell, you contact your deity or a divine proxy with an offering and ask a single question concerning a specific goal, event, or activity that has occurred or has yet to occur. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Augment

You can ask one additional question for each additional mana expended.

concentration, 1 hour/mana

As two actions, you take control of an undead creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if the creature’s Intelligence is −2 or higher. If the creature is undead, the spell has no effect on it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new saving throw against the spell. If the saving throw succeeds, the spell ends.

Intelligent undead are harder to control in this way. If it fails the saving throw and has an Intelligence of 1 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

3 hours/mana

As two actions, you touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 health as a result of taking damage, the target instead drops to 1 health, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the target gains 3d10 temporary health when it drops to 1 health.

  • You can expend 1 additional mana so you can cast this spell as a reaction, which you use when a creature within 2 meters of you takes damage.

M (a vial of blood from a celestial or humanoid killed within the past 24 hours); concentration, 5 minutes/mana

As two actions, you utter foul words and consume a vial of blood from a celestial or humanoid killed within the past 24 hours to summon a fiend in an unoccupied space that you can see within 10 meters. The fiend is neutral to you and your companions, and it disappears when it drops to 0 health or when the spell ends. The fiend can’t use any legendary actions or lair actions. Any spell cast by the fiend reduces your mana by the amount the fiend expends.

You can call two Abyssal Wretchs, Dretch, Imp, Maw Demon, Nupperibo, or Quasit

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Fiends prefer commands that would draw you toward evil. Otherwise, you must make a Deception, Intimidation, or Persuasion check contested by its Insight check. You make the check with advantage if you say the fiend’s true name. If your check fails, the fiend is immune to your verbal commands for the duration of the spell and may become hostile, though it can still carry out your commands if it chooses. If your check succeeds, the fiend carries out your command.

If your concentration ends before the spell reaches its full duration, the fiend doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual fiend’s talisman, you can summon that fiend, and it obeys all your commands, with no Charisma checks required.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fiend can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can call two additional Abyssal Wretchs or one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Barghest, Hell Hound, Incubus, Merrenoloth, Rutterkin, Succubus, Spinagon, or Vargouille. You can call one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Babau, Hamatula, Barbazu, Bulezau, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Merregon, Mezzoloth, Night Hag, Shadow Demon, or Tanarukk. You can call one additional creature for every two additional mana expended.

  • You can expend 2 additional mana to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every two additional mana expended.

  • You can expend 3 additional mana to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.

As two actions, you send negative energy coursing through a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 6d10 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell rises as a zombie at the start of your next turn as it would via the animate dead spell.

If you target an undead creature with this spell, it doesn’t make a saving throw. Instead, roll 6d10. The creature regains health equal to the total.

Augment

You can increase the damage or the healing by 3d10 for each additional mana expended.

3 hours/mana

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 bludgeoning, piercing, or slashing (based on the weapon associated with your deity) damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

M (herbs, oils, and incense worth 50 sp, consumed); 1 hour/mana

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy for the duration. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 10 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attacks made against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and any creature charmed, frightened, or possessed by the creature is no longer charmed, frightened, or possessed upon entering the area.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to affect all celestials, elementals, fey, fiends, and undead.

  • You can expend 1 additional mana, increase the casting time to 24 hours, and expend materials equal to 500 sp to infuse the area with holy (or unholy) power until the spell is dispelled and increase the cylinder’s radius up to 10 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana to bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Will saving throw.

    On a success, the creature ignores the extra effect until it leaves the area.

    Courage. Affected creatures can’t be frightened while in the area.

    Darkness. Darkness fills the area. Normal light, as well as magical light created by spells using less mana than you used to cast this spell, can’t illuminate the area.

    Daylight. Bright light fills the area. Magical darkness created by spells using less mana than you used to cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

    Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

    Fear. Affected creatures are frightened while in the area.

    Silence. No sound can emanate from within the area, and no sound can reach into it.

    Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.

Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As two actions, you hurl a creature that you can touch or see within 10 meters through the nightmarish landscape of the lower planes. The creature must make a Will saving throw. If the creature is a fiend, the spell has no effect on it.

On a failure, it takes 7d8 psychic damage and the creature disappears. At the end of its next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 5d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As two actions, you grant the semblance of life and intelligence to a corpse of your choice within 5 meters, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

concentration, 5 minutes/mana

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere. The guardian spirits provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana expended to cast this spell and the attacker takes psychic damage equal to double the mana expended to cast this spell. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

On a failure, it takes 1d8 psychic damage, moves at half speed, and has disadvantage on skill checks while in the area.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 1 minute/mana

As two actions, you create a floating, spectral weapon within 5 meters that lasts for the duration or until you cast this spell again. The weapon takes the form of a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer). When you cast the spell—and once on on each of your turns thereafter as an action—you can move the weapon up to 5 meters and make a melee spell attack against a creature within 1 meter of the weapon.

On a hit, the target takes 6d6 bludgeoning, piercing, or slashing damage (based on the weapon associated with your deity).

On a miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you tap into the nightmares of a creature that you can touch or see within 20 meters, causing it to see manifestations of its deepest fears in a direction you choose for the duration, visible only to that creature. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, it takes 4d12 psychic damage and is frightened of the manifestations until the start of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d12 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Visions of Horror. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature makes an attack against you.

    The damage is reduced to 2d12 and additional augments to the damage increase the damage by 1d12 for each additional mana expended, instead of the normal increase.

concentration, 5 minute/mana

As two actions, you create an invisible, insubstantial, wall of energy twice as big as normal at a point you can see within 20 meters. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. A creature attempting to move through the wall, willingly or unwillingly, must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, the creature can’t overcome its terror and can’t move through the wall.

On a success, the creature can pass through the wall.