Kryx RPGThemesMonsters

Death

Death is the final fate of all mortal life, though some would believe it is merely a transition to that which is next. The Death theme focuses on necrotic damage, diseases, debuffs, and utility.

Spells from the Death theme allow you to directly harm creatures, weaken and paralyze your foes, share wounds, write harmful glyphs, and instantly kill the weak.

Power sources

Divine

Table of contents

Death feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to poison damage and advantage on saving throws against being poisoned.

Prerequisites: The ability to cast a spell that deals necrotic damage

When you roll a 1 on a damage die for a spell you cast that deals necrotic damage, you can reroll the die.

Prerequisites: Death Adept feat

Spells you cast ignore resistance to necrotic damage.

Death maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage in an attempt to administer a dozen precise cuts, causing the creature to bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A 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 increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, you can make a weapon attack in an attempt to leave a twisted wound that can’t be healed so easily. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

Enhance

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

As an action, you can make a weapon attack with an unarmed strike in an attempt to cause lethal vibrations in the creature’s body. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it takes necrotic damage equal to the stamina die.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a light or finesse weapon in an attempt to slice the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

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

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

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

Death spells

5 minutes

As an action, a black beam of necrotic energy forms as a blade in your free hand, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade dissipates.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, you cause a cloud of mites, fleas, and other parasites to infest a creature that you can touch or see within 10 meters which must make a Fortitude saving throw.

On a failed save, it takes 1d8 poison damage, has disadvantage on the next weapon attack roll it makes before the end of its next turn, and moves 1 meter in a random direction if it can move and its speed is at least 1 meter. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

5 minutes

As an action, a spectral blade forms on the end of a quarterstaff you are holding and lasts for the duration. The weapon’s damage type changes to slashing and it becomes magical, if it isn’t already.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the scythe in your hand.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, a creature that you can touch or see within 5 meters must make a Will saving throw.

On a failed save, the sound of a dolorous bell fills the air around it for a moment, calling it to its final resting place as it takes 1d8 psychic damage. If the target is missing any of its health, it takes 1 extra damage.

At higher levels

This spell’s damage increases by 1d8 + 1 when you reach 9th level (2d8 + 2) and 17th level (3d8 + 3).

As an action, a creature or plant that isn’t undead or a construct that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you drain moisture and vitality from it as it takes 3d12 necrotic damage.

On a successful save, it takes half as much damage.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.

Augment

You can increase the damage by 4d12 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you inflict crippling agony upon up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

A creature 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 or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi to changes to increase the slowed level by 1.

As a reaction, which you use when you take damage, you can dampen the pain. Roll 3d6 and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can reduce the damage by an additional 4d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is damaged.

(ritual); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of corpses and undead within 20 meters of you. 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); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of diseases and diseased creatures within 5 meters of you. You also identify the kind of disease in each case. 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.

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

On a failed save, it takes 3d6 necrotic damage and starts hemorrhaging.

On a successful save, it takes half as much damage and doesn’t start hemorrhaging.

At the start of each of its turns while hemorrhaging, the creature must make a Fortitude saving throw.

On a failed save, it takes 2d6 necrotic damage.

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

Augment

You can increase the initial damage and hemorrhaging damage by 3d6 for each additional mana or psi expended.

As an action, you can make a weapon attack as you curse your target. On a hit, add 4d6 necrotic damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 6d6 for each additional mana or psi expended.

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

On a failed save, it takes 3d12 necrotic damage, or half as much damage on a successful save. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d12 for each additional mana or psi expended.

  • Rapid Aging. You can expend 4 additional mana or psi to rapidly age the target.

    On a failed save, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

concentration, 1 minute/mana or psi

As an action, a black beam of enervating energy springs from your finger toward a creature within 10 meters who must make a Fortitude saving throw.

On a failed save, it takes 3d10 necrotic damage and deals only half damage with weapon attacks until the spell ends.

On a successful save, it takes half as much damage.

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

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

As two actions, a sphere of negative energy ripples out in a sphere from a point within 20 meters. Each creature in that area must make a Fortitude saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

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

concentration, 1 minute/mana or psi

As two actions, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

Whenever an enemy enters the area for the first time on a turn or starts its turn there, it must make a Fortitude saving throw.

On a failed save, it takes 2d4 poison damage and is poisoned until the end of its next turn.

On a successful save, it takes half as much damage, but isn’t poisoned.

Additionally, you have advantage on Coercion checks but disadvantage on all other Charisma checks for 1 minute.

Augment

You can increase the damage by 2d4 for each additional mana or psi expended.

3 hours/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi so the target gains 3d10 temporary health when it drops to 1 health.

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

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you unleash a virulent disease on it as it takes 7d10 necrotic damage.

On a successful save, it takes half as much damage.

The damage can’t reduce the target’s health below 1. If the target fails the saving throw, its maximum health is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s maximum health to return to normal before that time passes.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, swarming, biting locusts fill a sphere centered on a point within 20 meters. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Fortitude saving throw. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

Augment

You can increase the damage by 1d4 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you speak a word of power that causes waves of intense pain to assail a creature that isn’t a Construct or Undead that you can touch or see within 10 meters which must make a Fortitude saving throw.

On a failed save, the creature is subject to crippling pain for the duration. While the target is affected by crippling pain, any speed it has can be no more than 2 meters and the target also has disadvantage on attack rolls, ability checks, and saving throws, other than Fortitude saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Will saving throw, or the casting fails and the spell is wasted.

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

Augment

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

1 hour/mana or psi

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 or psi 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, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

7 days

As two actions, a creature you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, the creature is diseased. Choose one of the following diseases which may manifest.

Since this spell induces a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

At the start of each of its turns while diseased in this way, the creature must make a Fortitude saving throw. If the creature succeeds on three of these saves, it is no longer diseased, and the spell ends. If the creature fails three of these saves, the disease manifests. While diseased, the creature is subjected to the following effects.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded and has disadvantage on wisdom checks and Will saving throws.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature is confused for the duration and has disadvantage on Intelligence checks and Will saving throws.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Reflex saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

concentration, 1 minute/mana or psi

As two actions, a creature that isn’t a Construct or Undead that you can touch or see within 10 meters to start experiencing a heart attack.

At the start of each of its turns, the creature must make a Fortitude saving throw.

On a failed save, it takes 9d6 necrotic damage and is stunned until the start of its next turn.

On a successful save, it takes half as much damage and the heart attack ends.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d6 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

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

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Fortitude saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Death. On a failed save, a creature takes 10d10 necrotic damage.

On a successful save, a creature takes half damage.

Pain. On a failed save, a creature becomes incapacitated with excruciating pain for 1 minute.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick