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RPG Class: The Incarcerer Guide

This document provides an overview of the Incarcerer character class in a fantasy roleplaying game. Incarcerers draw upon the power of mystical entities sealed within their bodies. They must train to control these powers and prevent corruption. The class gains abilities from its Sealed Entity and can temporarily activate an Accursed Cloak to boost its combat abilities, at the risk of corruption. The document outlines the Incarcerer's features, equipment, and advancement from levels 1-20.

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0% found this document useful (0 votes)
458 views26 pages

RPG Class: The Incarcerer Guide

This document provides an overview of the Incarcerer character class in a fantasy roleplaying game. Incarcerers draw upon the power of mystical entities sealed within their bodies. They must train to control these powers and prevent corruption. The class gains abilities from its Sealed Entity and can temporarily activate an Accursed Cloak to boost its combat abilities, at the risk of corruption. The document outlines the Incarcerer's features, equipment, and advancement from levels 1-20.

Uploaded by

Abner Tapia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Incarcerer

R
ain falls through the leaves on the boy who
refuses to abandon his home. Scars of abuse
cover his face. But today the very demon
sealed in his belly, the focus of the town's hate,
will be used to save the village that shunned
him.
A shrine maiden's tears boil away on her
glowing cheeks. The temple stands in ruins around her, the
priest that raised her lies expiring beneath the rubble of her
home. The temple’s patron celestial now sits enthroned at the
palace of her soul demanding vengeance against the empire
that raises its earthly see.
Crawling through the wasteland irradiated by magics best
forgotten, a boy screams in pain as his body mutates around
him. The Abomination within the world egg, awakened by the
falling bombs, has found a host. The boy fights to control the
eldritch energies coursing through him and not be lost in the
Abomination’s extra-dimensional mind.
A farmhand looks out over a frozen valley, wondering if he
really has a choice on this grand adventure or if he is simply
just a new shell for the voice in his head. Will he even be
himself at the end of this? Or does every step just bring him
closer to being assimilated into the ancient, reincarnating
wizard who intends to kill Death?
All of these are Incarcerers. Incarcerers have great power,
but it is not their own. They instead draw upon the unearthly
entities sealed inside them. Where gods give their clerics and
paladins powers, warlocks receive their gifts through a mystic
contract with their patrons, and Sorcerers ignite the powers
coursing through their bloodlines, Incarcerers usually must
take their powers by guile or force from entities sealed within
their body. Rarely are such entities willing to part with their
power, especially to mere mortals. Drawing on these powers
can cause immense strain on the body. Incarcerers must
train their body to become accustomed to otherworldly
energies flowing through them. Sometimes, even pushing
beyond their limits.
An Incarerors presence looms large over battlefields and
can turn the tide of a fight. But they must be ever cautious not
to draw on too much of their tenant's strength lest they
become corrupted by its influence and turn against their
allies, or worse let it escape.
Accursed Vessels
Mortals are often apprehensive around Incarcerers, as they
are never quite sure if the person looking out from those eyes
is their friend or a terrible creature trying to get free. Fear
often leads to hate so if their identity becomes know
Incarcerer’s are magnets for discrimination. All kinds of evils
and misfortunes are blamed on them and the entities sealed
inside them.
Incarcerer
Proficiency Channeling Spells
Level Bonus Features Die Manifestations Known 1st 2nd 3rd 4th 5th
1st +2 Channeled Power, Sealed Entity d4 — — — — — — —
Accursed Cloak, Corruption,
2nd +2 d4 — 2 2 — — — —
Channeling Magic
3rd +2 Manifestations, Overdraft d4 2 3 3 — — — —
4th +2 Ability Score Increase d4 3 4 3 — — — —
5th +3 Extra Attack d6 3 5 4 2 — — —
6th +3 Sealed Entity Feature d6 4 5 4 2 — — —
7th +3 Guardian Relationship d6 5 6 4 3 — — —
8th +3 Ability Score Increase d6 6 6 4 3 — — —
9th +4 — d8 6 7 4 3 2 — —
10th +4 — d8 7 7 4 3 2 — —
11th +4 Sealed Entity Feature d8 7 8 4 3 3 — —
12th +4 Ability Score Increase d8 8 8 4 3 3 — —
13th +5 — d10 8 9 4 3 3 1 —
14th +5 Improved Guardian Relationship d10 10 9 4 3 3 1 —
15th +5 Sealed Entity Feature d10 10 10 4 3 3 2 —
16th +5 Ability Score Increase d10 11 10 4 3 3 2 —
17th +6 — d12 11 11 4 3 3 3 1
18th +6 — d12 12 11 4 3 3 3 1
19th +6 Ability Score Increase d12 12 12 4 3 3 3 2
20th +6 Sealed Entity Feature d12 13 12 4 3 3 3 2

Creating an Incarcerer Quick Build


Becoming an Incarcerer is something that happens to you. You can make an Incarcerer quickly by using these choices.
Every Incarcerer has a story about how they came to contain Make Constitution your highest ability score, followed by
a being of immense power, and it is often a story of great loss. Charisma. Then choose either the Outlander or Criminal
When making an Incarcerer, consider how the events that background.
lead up to imprisoning your Sealed Entity have affected you
and it. Class Features
An Incarcerer’s relationship with their entity is almost
always the defining relationship in their life. Sealed Entities As an Incarcerer, you gain the following class features
are rarely pleased with their situation and often resent their
jailors. While almost all Sealed Entities wouldn’t hesitate to Hit Points
be free of their prison, they are creatures of immense power Hit Dice: 1d8 per Incarcerer level
with goals of their own. Sometimes they will agree to help Hit Points at 1st Level: 8+Constitution Modifier
their Incarcerer or even prolong their imprisonment if it suits Hit Points at Higher Levels: 1d8(or 5)+Constitution
their interests Modifier
Proficiencies Sealed Entity
Armor: Light & Medium Armor Every Incarcerer carries within them a tremendously
Weapons: Shortswords, Simple Weapons powerful entity. Choose one of the following Sealed Entities:
Tools: None the Aberration, the Archangel, the Archfey, the Archfiend, or
Saving Throws: Constitution and Charisma the Archwizard, the Ancient Dragon, the Ancient Lich, or the
Skills: Choose two from Athletics, Deception, Insight, Ageless Tarrasque each of which is detailed at the end of the
Intimidation, Perception, Survival class description. Your choice grants you features at 1st, 6th,
11th, 15th, and 20th levels.
Equipment
You start with the following equipment, in addition to the Accursed Cloak
equipment granted by your background: In battle Incarcerers enter a strange state where the energies
of their Seal Entity bubble up to the surface, changing their
(a) a shortsword or (b) 2 simple melee weapons appearance and fueling their famous tenacity. Beginning at
(a) a dungeoneer's pack or (b) an explorer's pack 2nd level, you may use a bonus action to activate your
(a) Chain shirt or (b)Leather Armor Accursed Cloak. While your Accursed Cloak is active:
You ignore the effects of exhaustion
Multiclassing If you are not wearing armor your AC equals 13 + you
Constitution modifier
Prerequisites: To qualify for multiclassing into When you make an attack you may use your Charisma
the Incarcerer class, you must meet these Modifier instead of your Strength or Dexterity
prerequisites: Constitution 13 and Charisma of When you gain temporary hit points, increase the number
13. of temporary hit points you gain by half your Incarcerer
Proficiencies: When you multiclass into the
Incarcerer class, you gain the following
level rounded down (minimum 1)
proficiencies: Light armor, medium armor, and Corruption
simple weapons.
Spellcasting: You can use spell slots gained from
Loosening the seal on your entity allows you more access to
the Channeling Magic feature to cast spells its power, but it also give your entity greater access to your
from a Spellcasting class feature and visa versa. mind and body, twisting your actions towards its purposes.
Starting at 2nd level you gain a new Ability Score:
Corruption. Your corruption score begins at 10 with a bonus
of 0. While your Accursed Cloak is active when you miss an
Channeled Power attack or fail an ability check by 5 or more increase your
Incareror’s can tap into the well of power that is sealed within Corruption score by 1; if it was a critical failure increase your
their bodies to empower themselves while fighting. However, corruption score by 2. When you roll a 20 on an ability check,
doing so exposes their mind to the corrupting influence of the saving throw or attack roll, you may increase or reduce your
entity sealed inside them. This power is represented by your Corruption Score by 2.
Channeling Die, which begins as a d4. Your Channeling Die While your Accursed Cloak is active the DM may ask you to
increases in size at higher levels according to the Incarcerer make a DC 13 Corruption Saving throw. If you fail, increase
Level table above. your Corruption Score by 1, if you succeed decrease your
Once, during each of your turns you can use your Corruption Score by 1, the DM may then take an action from
Channeling Die in the following ways: the Corrupt Action Table detailed at the end of this class.
Channel Harm: When you hit a creature with a melee Regardless of the result the DM can't forced you to make
weapon attack you may roll your Channeling Die and deal another Corruption Saving Throw this way until you roll your
the result as additional force damage. Channeling Die or spend an Incarcerer spell slot.
Channel Vigor: At the end of your turn you may roll your When you complete a short or long rest you may attempt a
Channeling Die and gain temporary hit points equal to the Corruption Saving Throw, if you succeed reduce your
result. Corruption Score by 2, do not increase your Corruption
Channel Expertise: When you make a skill check using a Score if you fail.
proficiency granted by your Sealed Entity you may roll Channeling Magic
your Channeling Die and add the result to the check. The Incarcerer casts spells by channeling the power of their
You regain use of your Channeling Die at the beginning of Sealed Entity through their bodies.
Since your magic relies
you next turn. on your body to withstand the strain of channeling your Seal
Entity’s power, Charisma is your spellcasting ability for your
Incarcerer spells and features.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +


your Charisma modifier
Spellcasting Focus Overdraft
Your body acts as a spellcasting focus for your Incarcerer Beginning at 3rd level you can push yourself and draw out
spells and features. more of the entity's energy than the seal was designed to
handle. You may use your bonus action to increase your
Spell Slots Corruption Score by 1 and roll your Channeling Die and
The Incarcerer table shows how many spell slots you have to create a temporary spell slot, the slots level is equal to half
cast your spells of 1st level and higher. To cast one of these the result rounded down (minimum 1). This spell slot may
sorcerer spells, you must expend a slot of the spell's level or only be used to cast spells and disappears at the end of your
higher. You regain all expended spell slots when you finish a turn. At 3rd level you may only use this feature once before
long rest. completing a long rest; you gain additional uses at higher
levels, twice starting at 10th level and three times beginning
For example, if you know the 1st-level spell Burning Hands at 18th level.
and have a 1st-level and a 2nd-level spell slot available, you
can cast Burning Hands using either slot. Ability Score Improvement
Spells known of 1st Level and Higher When you reach 4th level, and again at 8th, 12th, 16th,
and
19th level, you can increase one ability score of your
choice
At 1st level, you know two 1st-level spells of your choice from by 2, or you can increase two ability scores of your
choice by
the Incarcerer spell list. 1. As normal, you can't increase an ability score
above 20.
The Spells Known column of the Incarcerer table shows
when you learn more Incarcerer spells of your choice of 1st Extra Attack
level or higher. A spell you choose must be of a level no higher Beginning at 5th level, you can attack twice, instead of once,
than what's shown in the table's Max Slot Level column for whenever you take the Attack action on your turn.
your level.
Additionally, when you gain a level in this class, you can Guardian Relationship
choose one of the Incarcerer spells you know and replace it As you grow in power, your relationship with the entity sealed
with another spell from the Incarcerer spell list, which also within has a major impact on the way you manifest its power.
must be of a level for which you have spell slots. At 7th level, you gain one of the following benefits depending
on your relationship with your sealed entity. When you level
Manifestations up you may change with the benefit you gain if your
As your body learns to handle the energies of your Sealed relationship with your sealed entity has shifted.
Entity you gain the ability to manifest some of their abilities.
At 3rd level, you gain two Manifestations of your choice. Harmony. When the DM would take an action from the
When you gain certain Incarcerer levels you gain additional Sealed Entity Table you may roll on it and choose to take
powers of your choice, as shown in the Manifestations the result or let the DM take an action of their choice
column of the Incarcerer Table above. Each Manifestation Discord. When you make an attack roll, ability check, or
has a level associated with it, you may only gain saving throw you may increase your Corruption Score by
Manifestations for which you have an equal spell slot level. 1 and roll your Channeling Die and add it to the result.
When you gain a level in this class, you can choose one of The next time you make an attack roll, ability check, or
the Manifestation you have and replace it with another power saving throw roll your Channeling Die and subtract it from
you could learn at that level. the result.
You only gain the benefits of Manifestations if they are At 14th level, you gain an additional benefit depending on
activated. When you activate your Accursed Cloak or as an your relationship with your Sealed Entity.
action any other time you may activate a Manifestation by
expending an Incarcerer spell slot equal to, or greater than, Harmony. You gain proficiency with Corruption Saving
the Manifestation's level. The Manifestation remains active Throws.
until you complete a long rest. Discord. When you use your Channel Harm or Channel
After you complete a long rest you may activate one Vigor effects you may increase your Corruption Score by 1
Manifestation of each level you have access to with out and take the maximum result instead of rolling.
expending a spell slot.
The Aberration
The ancient twisting mind of a monstrosity from beyond the
stars slumbers inside your body. It may have been sealed
away by meager men to contain its corrupting influence; or
perhaps you are the vessel chosen by its secretive cult
incubating their master as they prepare for its arrival; either
way the machinations of mere mortals are not enough to
confine it. Its foul tongue haunts your nightmares, opening
your eyes to new dimensions and growing new limbs hidden
therein.
Aberration Extended Spell List
The Abberation lets you choose from an expanded list of
spells when you learn a Incarcerer spell. The following spells
are added to the Incarcerer spell list for you.
Level Spells
1 Arms of Hadar, Command, Ray of Sickness
2 Detect Thoughts, Ray of Enfeeblement, Suggestion
3 Blink, Enemies Abound, Hunger of Hadar
4 Compulsion, Confusion, Evard’s Black Tentacles
5 Dominate Person, Geas, Telepathic Bond

A Mind from Beyond the Stars


At 1st level, you can glimpse into the mind and memory of the
Aberration sealed inside you.
You gain proficiency in Arcana and History and you can
speak and read Deep Speech.
Aberrant Flesh
At 1st level, you gain advantage on Strength (Athletics) and
Dexterity (Acrobatics) checks made to grapple a creature or
escape a grapple and you may use a bonus action to inflict
psychic damage equal to your Constitution Modifier to every
creature you are grappled with.
Additionally, you may choose to make the damage you deal
with your Channel Harm feature psychic damage.
When you gain your Accursed Cloak, while it is active your
eyes become covered with a yellow film, and your skin shifts
to a sickly grey and moves as if there were thousands of
worms wiggling just underneath its surface. As you channel
your entity your body moves erratically in strange directions
beyond the normal ones you are used to.
Non-Euclidean Body
Starting at 6th Level, you can manifest limbs hidden in other
dimensions.
While your Accursed Cloak is active as a bonus action you
manifest a 10 ft long tentacle from a space you can see within
10 feet. The tentacle counts as an extension of yourself, it
uses your armor class and any damage dealt to it is
subtracted from your hit points. As part of the bonus action
used to manifest the tentacle, you may make an unarmed
attack or attempt to grapple a creature within range of the
tentacle.
As a bonus action on subsequent turns, you may move the
tentacle up to 15 feet and make another unarmed attack or
attempt to grapple. The tentacle lasts until you manifest
The Archangel
another tentacle or dismiss your Accursed Cloak. You may The burning light of a divine warrior is contained within your
manifest your hidden limb a number of times equal to your body. It may have been shackled by upstart mortals who
proficiency bonus, regaining any expended uses when you wished to use its power as a ferocious weapon in their wars
complete a long rest. on the material plane, by dark forces who wish to deprive the
Additionally, your unarmed attacks are considered magic gods of one of their greatest defenders, or by the gods
for the purpose of overcoming resistance. themselves for some ineffable purpose here below.
Regardless, it is impossible to fully conceal the radiance of
Non-Euclidean Mind the Celestial. The presence of such a pure being consecrated
At 11th level, you may use an action to end the charmed or you, making you a great boon to allies and a bane to your
frightened condition on you and as many creatures you are enemies.
touching.
Archangel Extended Spell List
Maddening Form The Archangel lets you choose from an expanded list of
At 15th Level, so much power from the Aberration is flowing spells when you learn a Incarcerer spell. The following spells
through you that it becomes corrosive to the mind to stand in are added to the Incarcerer spell list for you.
your presence. While your Accursed Cloak is active, when a
creature starts their turn within 5 feet of you, or when they Level Spells
enter that range, they must make an Intelligence Saving 1
Bless, Cure Wounds, Protection from Evil and Good,
throw. If they fail they gain a short-term madness effect as Sanctuary, Shield of Faith
described in the DMG for the next 1d4 rounds. A creature 2 Lesser Restoration,See Invisibility, Spiritual Weapon
that succeeds on their saving throw or recovers from their
short term madness is immune to this effect for 24 hours. 3
Crusader’s Mantle, Mass Healing Word, Revivify,
Spirit Guardians
Unleash the Horror 4 Guardian of Faith
At 20th Level your mind and body have adapted to the extra-
dimensional energies you can approach the source of your 5 Dispel Evil and Good, Circle of Power
power. For a short while you can release the seal containing
the Old God within you and use its raw powers for yourself. Celestial Mind
You and your sealed entity make work in harmony or you may At 1st level, you can hear the whispers of the heavenly mind
forcibly wield its powers for yourself. Once per long rest you dwelling within you.
gain one of the following features, depending on your You gain proficiency in Religion and History and you can
relationship with your Sealed Entity. speak and read Celestial.
Harmony: As a bonus action while your Accursed Cloak is
active you may release the seal that restricts your Sealed Leaking Radiance
Entity. For the next minute you gain the following benefits: At 1st level, you may release a damaging bolt of light at your
Your creature type is now Aberration enemies. When you take the attack action you may replace
All of your Manifestations are considered active with out any of the attacks you would make with a special ranged spell
spending any spell slots attack against a creature within 60ft, this attack deals radiant
You may Search as a bonus action or reaction once per damage equal to your Channeling Die. You may apply your
round Channel Harm feature to this attack.
Additionally, you may choose to make the damage you deal
Domination: As an action while your Accursed Cloak is with your Channel Harm feature radiant damage.
active you may release the seal that restricts your Sealed When you gain your Accursed Cloak, while it is active your
Entity. You transform into an Aberration of CR 16 or lower. eyes glow with soft golden light, shining glyphs appear across
While transformed you increase your Corruption Score by 1 your skin, and a thin halo made of dust from the environment
at the beginning of each of your turns. forms above your head. As you channel your entity your hair
and clothes swirl around you as if they were submerged in
water or blown by a gentle breeze.
Celestial Infusion
At 6th level, the celestial energies coursing through your
veins is potent enough to invigorate yourself and others.
While your Accursed Cloak is active when you use your
Channel Vigor effect another creature you touch gains an
equal number of Temporary Hit points. You may do this a
number of times equal to your proficiency bonus, regaining
any expended uses when you complete a long rest.
Lesser Magic Resistance Open the Heavens
At 11th level when a magical effect would force you to make a At 20th Level your mind and body are pure enough you may
saving throw you may roll with advantage. You may use this wield the raw divine energy of your Sealed Entity. For a
feature a number of time equal to your Proficiency Bonus, moment you can unchain the angel inside of you and take its
regaining all expended uses when you complete a long rest. weapons as your own. You and your sealed entity may work
in harmony or you may forcibly wield its powers for yourself.
Searing Brilliance Once per long rest you gain one of the following features,
At 15th level, you can release the pure energies as a flash of depending on your relationship with your Sealed Entity.
light so bright that it burns to look at you. While your Harmony: As a bonus action while your Accursed Cloak is
Accursed Cloak is active you shed 30 feet of bright light and active you may release the seal that restricts your Sealed
30 feet of dim light beyond that. Additionally, while your Entity. For the next minute you gain the following benefits:
Accursed Cloak is active when you are targeted by an attack
or spell you may use your reaction to force the creature Your creature type is now Celestial
targeting you to make a Wisdom Saving Throw, if they fail All of your Manifestations are considered active with out
they become blind until the end of their next turn, on a spending any spell slots
success they make any attack rolls against you at When a creature within 60ft takes damage you may use
disadvantage until the end of their turn, including the your reaction to make them regain 1d6 hit points.
triggering attack. Domination: As an action while your Accursed Cloak is
If another spell or feature would cause you to shed light, active you may release the seal that restricts your Sealed
increase that range by 30 ft. Entity. You transform into an Celestial of CR 16 or lower.
While transformed you increase your Corruption Score by 1
at the beginning of each of your turns.
The Archfey
The twisting capricious of the Archfey struggles against the
shackles of the seal upon your form. It may have been duped
into this arrangement by one of its rivals in the courts of the
Feywild, or placed inside you by a god that it crossed, or you
might be the latest in your lineage to bear the responsibility
of a deal made so long ago that it is now called a curse;
however, none of these are enough to keep the Archfey from
its mischief. It will require great wit, but the razor edge can
be walked to direct your tenant's beguiling magic to your own
ends.
Archfey Extended Spell List
The Archfey lets you choose from an expanded list of spells
when you learn a Incarcerer spell. The following spells are
added to the Incarcerer spell list for you.
Level Spells
1 Charm Person, Faerie Fire, Sleep
2 Phantasmal Force, Misty Step, Suggestion
3 Conjure Animals, Hypnotic Pattern, Slow
4 Charm Monster, Hallucinatory Terrain, Polymorph
5 Enemies Abound, Far Step, Seeming

Fairy Charm
At 1st level, you can feel the irresistible caprice of the feywild
mind dwelling within you.
You gain proficiency in Persuasion and Deception and you
can speak and read Sylvan.
Courtly Air
At 1st level, you may use an action to force a creature to make
a Wisdom Saving Throw, if they fail they become charmed by
you until the end of your next turn. When the creature takes
damage they may reattempt the saving throw to end the
effect.
You have advantage on saving throws against being
charmed.
When you gain Accursed Cloak, while it is active your eyes
sparkle like gems, changing color according to your mood,
and you move with otherworldly grace. As you channel your
entity a strange aroma like wildflowers or the depths of the
forests suffuses the air around you.

Fey Transformation
Since there are no officially published Fey of CR 16
one has been included in the Appendices as an
option or template.
Fairy Crown
At 6th level, while your Accursed Cloak is active you appear to The Archfiend
be clothed in a strange hyper-vibrant finary and a delicate The fiendish authority of a Prince of Hell or an Abyssal Lord
crown of flowers appears on your brow. seethes within their prison, cursing their jailer: you. An
As a bonus action, you can issue a one-word command to a exorcism may have freed you from their possession and
creature you have charmed, during their next turn, if they are sealed them inside you, you may be the container for a
still charmed by you, they will attempt to carry out the demonic sect waiting for their patron to bring about the end
instruction to the best of their ability; they will not follow a of the world, or you may contain a secret weapon in the Blood
command that is directly harmful to it or if they do not War hidden away so that the other side never discovers you;
understand the language you speak it in. You may do this a regardless of how the Dark One has come to dwell inside you
number of times equal to your proficiency bonus, regaining it will not betray its nature. The flames of perdition course
any expended uses when you complete a long rest. through your veins, inviting you to revel in an orgy of
Lordly Laurels destruction.
At 11th level fey creatures or creatures with fey ancestry are Archfiend Extended Spell List
not immune to any charmed or frightened conditions that you The Archfiend lets you choose from an expanded list of spells
apply. Other creatures make any saving throws against the when you learn a Incarcerer spell. The following spells are
charmed or frightened conditions that you apply with added to the Incarcerer spell list for you.
disadvantage.
Level Spells
Fey Garb
At 15th level, while your Accursed Cloak is active you take on 1 Burning Hands, Hellish Rebuke, Hex
one animal feature like the feet of a goat, the main of a lion, 2 Blindness/Deafness, Branding Smite, Flame Blade
the ears of a rabbit, the horns of a bull, the tail of a cat, etc. 3 Blinding Smite, Fireball, Vampiric Touch
While your Accursed Cloack is active the first attack a
creature makes against you on their turn is made with 4 Death Ward, Shadow of Moil, Staggering Smite
disadvantage. 5 Cloudkill, Enervation, Flame Strike
Free the Fey
At 20th Level the weirdness of the feywild suffused your body. Whispers of the Dark One
For brief moments you loosen the chains on your Sealed At 1st Level, you can hear the subtle whispers of the demonic
Entity and may act as a lord of Faerie. You and your sealed mind trapped inside you.
entity make work in harmony or you may forcibly wield its You gain proficiency in Intimidation and Deception and you
powers for yourself. Once per long rest you gain one of the can speak and read Infernal or Abyssal.
following, depending on your relationship with your Entity.
Harmony: As a bonus action while your Accursed Cloak is Fiendish Influence
active you may release the seal that restricts your Sealed At 1st level, while your Accursed Cloak is active, your eyes
Entity. For the next minute you gain the following benefits: glow red and your teeth and nails grow longer. While you
channel your entity the air around you grows warmer and
Your creature type is now Fey smells of ash and brimstone. In this form your teeth and
All of your Manifestations are considered active with out claws can be used as natural weapons, your teeth deal your
spending any spell slots Channeling Die + your Strength Modifier piercing damage
You may cast Misty Step once per round with out and your claws deal your Channeling Die + your Strength
expending a spell slot Modifier slashing damage.
Domination: As an action while your Accursed Cloak is Additionally, you may choose to make the damage dealt by
active you may release the seal that restricts your Sealed your Channel Harm feature fire or necrotic damage.
Entity. You transform into an Fey of CR 16 or lower. While Fury of Hell
transformed you increase your Corruption Score by 1 at the At 6th level, while your Accursed Cloak is active, when you
beginning of each of your turns. reduce a creature’s hit points to zero until the beginning of
your next turn you gain 15 feet of movement, a +1 bonus to
AC, and you may make another attack as a bonus action.
Additionally, attacks made with your natural weapons are
considered magic for the purpose of overcoming resistance.
Lesser Magic Resistance
At 10th level when a magical effect would force you to make a
saving throw you may roll with advantage. You may use this
feature a number of time equal to your Proficiency Bonus,
regaining all expended uses when you complete a long rest.
Blood of Fire
At 15th level While your Accursed Cloak is active your skin
opens in fissures, revealing fire has replaced your blood. A
shroud of ash, smoke, and floating embers surrounds you.
While your Accursed Cloak is active when a creature
within 5 feet of you hits you with an attack you can use your
reaction to force that creature to make a Constitution saving
throw. On a failed save the creature takes fire damage equal
to half your Incarcerer level and becomes blinded until the
end of their next turn, a creature that succeeds only takes
half damage. You may do this a number of times equal to your
proficiency bonus, regaining any expended uses when you
complete a long rest.
Fiend Unbound
At 20th Level hellfire no longer burns you, brimstone smells
sweet, your mind and body are a match for the fiend within.
For a short while you can loosen the shackles of the
Archfiend within you and use its raw powers as your own.
You and your sealed entity make work in harmony or you may
forcibly wield its powers for yourself. Once per long rest you
gain one of the following features, depending on your
relationship with your Sealed Entity.
Harmony: As a bonus action while your Accursed Cloak is
active you may release the seal that restricts your Sealed
Entity. For the next minute you gain the following benefits:
Your creature type is now Fiend
All of your Manifestations are considered active with out
spending any spell slots
Darkness and magical darkness can't impede your vision
and you telepathically speak to creatures within 120ft,
they must understand the language you are speaking in to
understand you and can't reply.
Domination: As an action while your Accursed Cloak is
active you may release the seal that restricts your Sealed
Entity. You transform into an Fiend of CR 16 or lower. While
transformed you increase your Corruption Score by 1 at the
beginning of each of your turns.

Sealed Entity: The


Archwizard
They were a mortal who delved deeper into the mysteries of
magic, they held the powers of creation and destruction in
their hands, now they find themselves held within your
meager frame. The Archwizard may have made a mistake in
their quest for immortality, or they may have been cursed by
the gods to reincarnate inside new hosts until their
impossible task is completed, or they may have been sealed
away by a rival in the arcane arts; however they became
implanted into you, you can be sure that the Archwizard still
has their own agenda they are trying to enact. Though you
may be able to learn from them and possibly even turn their
forbidden knowledge towards your aims.
Archwizard Extended Spell List Channel Spell
The Archwizard lets you choose from an expanded list of At 6th level, after you complete a long rest pick 2 spells of 1st
spells when you learn a Incarcerer spell. The following spells or 2nd level from the wizard spell list, until you finish a long
are added to the Incarcerer spell list for you. rest you know these spells, they count as Incarcerer Spells.
Level Spells Leaking Mastery
Chromatic Orb, Disguise Self, Magic Missile, At 11th level, you gain the benefit of a 2nd level Arcane
1
Unseen Servant Tradition Feature of your choice. If the feature refers to
Wizard Level you may use Incarcerer Levels instead, if you
2 Detect Thoughts, Invisibility, Levitate, Misty Step have Incarcerer and Wizard levels, use the sum of both.
3 Counterspell, Dispel Magic, Fireball, Sending, Slow
Expanded Intelligence
Banishment, Dimension Door, Otiluke’s Resilient
4
Sphere, Polymorph
At 15th level, you can start using the immense brainpower
locked inside you for your own purposes. How you use this
5 Animate Objects, Bigby’s Hand, Scrying, Telekinesis power depends on your relationship with the your Entity. You
gain one of the following abilities depending on your
Archmage Memories relationship with your Sealed Entity:
At 1st level, the knowledge of the Archwizard sometimes slips Harmony: While your Accursed Cloak is active a sphere
into your mind. of glowing arcane glyphs surrounds your head you can
You gain proficiency in Arcana and Investigation and you concentrate on 2 spells at once. When you would be
can speak and read a language. forced to make a Constitution Saving Throw to maintain
Unstructured Spells
concentration the DC is equal to 10 + the sum of the level
of both spells or the half damage taken, whichever is
At 1st level, when you complete a long rest select a cantrip higher. If you fail you lose concentration on the higher
from the wizard spell list, while your Accursed Cloak is active level spell and gain a level of exhaustion.
you may cast that cantrip at will. Domination: You gain the benefit of a 6th level Arcane
When you gain your Accursed Cloak, while it is active your Tradition Feature of your choice. If the feature refers to
eyes become covered in magic runes, and harmless sparks of Wizard levels you may use Incarcerer Levels instead, if
energy crackle around your body. While you channel your you have both Incarcerer and Wizard levels you may use
entity a spectral copy of their signature spell casting focus the sum of your Incarcerer and Wizard levels.
manifests near you; it could appear as an ornately carved
staff, a flawless crystal sphere, a massive floating tome, or
something else that fits the personality of your entity better.
Unfettered Mage
At 20th Level your mind and body are more than strong
enough to hold the knowledge of an Archwizard. For a short
while you can release the seal constraining the mage within
you and use its magic for yourself. You and your sealed entity
make work in harmony or you may forcibly wield its powers
for yourself. Once per long rest you gain one of the following
features, depending on your relationship with your Sealed
Entity.
Harmony: As a bonus action while your Accursed Cloak is
active you may release the seal that restricts your Sealed
Entity. For the next minute you gain the following benefits:
You may cast any Wizard Cantrip
You gain additional 2 manifestations and all of your
Manifestations are considered active with out spending
any spell slots
You gain a +1 bonus to your Spell Attack Modifier and
Spell Save DC
Domination: As an bonus action while your Accursed
Cloak is active you may release the seal that restricts your
Sealed Entity. While transformed you increase your
Corruption Score by 1 at the beginning of each of your turns.
Until you dismiss your Accursed Cloak you gain the following
benefits:
You gain 2 additional manifestations and all of your
Manifestations are considered active with out spending
any spell slots
You gain an additional Incarcerer spell slot of each level
You gain the 10th level feature of an Arcane Tradition of
your choice.
Ancient Dragon
The Ancient Wyrm that ruled over man and beast and
demanded tribute from them slumbers within your belly, one
eye always open, waiting for the moment when it will break
free and rule once more. The Ancient Dragon may have been
sealed inside you by mortal mages in a bid to free their land
from its tyrannical rule, or it may have sealed itself away
inside you to hide from Tiamat’s wrath, or perhaps the ritual
to become a Dracolich went wrong and you hold the soul of
the dragon while the Keepers of the Secret Hoard work to
discover their error; whatever lead to its imprisonment inside
you the Ancient Dragon will still follow its instincts to acquire
more, establish a domain, and rule. Your body is its new lair,
why not indulge in the riches it desires?
Ancient Dragon Extended Spell List
The Anceint Dragon lets you choose from an expanded list of
spells when you learn a Incarcerer spell. The following spells
are added to the Incarcerer spell list for you.
Level Spell
1 Chromatic orb, Feather Fall, Guiding Bolt
2 Gust of Wind, Hold Person, See Invisibility
3 Elemental Weapon, Fly, Thunder Step
4 Elemental Bane, Locate Creature, Polymorph
5 Cloudkill, Hallow, Hold Monster
The Color of Your Scales Armored Scales
While all Ancient Dragons are incredibly powerful, they are Starting at 11th level, while your Accursed Cloak is active you
not all alike. When you select this subclass choose the kind of heavy armored scales cover your form. Their shape and color
dragon that has been sealed inside you. The type of dragon match those of the dragon sealed within you. While your
will determine some of the benefits you will gain from other Accursed Cloak is active and you are not wearing armor you
features. gain resistance to the damage type matching your dragon and
non-magical bludgeoning, slashing, and piercing damage.
Dragon Damage Type Breath Weapon Skills
Black Acid 5x30ft. line Nature, Stealth Manifested Lair
At 15th level, while your Accursed Cloak is active the
Blue Lightning 5x30ft. line Nature, Deception elemental energies of the dragon sealed inside you leaks out,
Brass Fire 5x30ft. line History, Persuasion saturating the space around you. Other creatures take
damage equal to your Constitution Modifier of the type that
Bronze Lightning 5x30ft. line History, Stealth matches your dragon when they begin their turn within 10
Copper Acid 5x30ft. line History, Deception feet of you or the first time they enter that range on their turn.
Gold Fire 15ft. cone History, Arcana Unleash the Dragon
Green Poison 15ft. cone Nature, Persuasion At 20th Level elemental energy flows through your veins like
Red Fire 15ft. cone Nature, Intimidation
blood. For a short while you can call forth the Ancient Dragon
to achieve your desires. You and your sealed entity make
Silver Cold 15ft. cone History, Arcana work in harmony or you may forcibly wield its powers for
White Cold 15ft. cone Nature, Survival
yourself. You gain one of the following features, depending on
your relationship with your Sealed Entity.
Harmony: As a bonus action while your Accursed Cloak is
Hoarded Knowledge active you may release the seal that restricts your Sealed
At 1st level, the knowledge hoarded by the Great Wyrm Entity. For the next minute you gain the following benefits:
within you sometimes overflows into your awareness.
You gain proficiency in the skills associated with your Your creature type is now Dragon
dragon and you can speak and read Draconic. All of your Manifestations are considered active with out
spending any spell slots
Breath Weapon Attack When you deal damage matching your dragons damage
At 1st level, when you take the Attack action you may forgo type you may reroll any 1s on the damage roll, using the
one attack to force all creatures with a range determined by new result.
your dragon type to make a Dexterity Saving Throw or take Domination: As an action while your Accursed Cloak is
your dragon’s damage type equal to your Channeling Die. You active you may release the seal that restricts your Sealed
may apply your Channel Harm feature to this. Entity. You transform into an Dragon of CR 16 or lower.
Additionally, you may choose to make the damage you deal While transformed you increase your Corruption Score by 1
with your Channel Harm feature the same as your dragon's at the beginning of each of your turns.
damage type.
When you gain your Accursed Cloak, while it is active your
eyes change into reptilian slits, your teeth expand into
imposing fangs, and patches of glittering scales appear Adult Dragons
around your body. While you channel your Sealed Entity the If the Adult Dragon form of your Dragon variant is
air around you changes to match the lair of the dragon sealed too high or too low for the CR 16 cut off consider
inside you, smelling like sulfur if you contain a red dragon, or reskinning an Adult Blue Dragon to suit your needs.
becoming noticeably cooler if it is a white dragon, or filling
with a transparent opalescent mist if a gold dragon dwells
within.
Elemental Adaptations
Starting at 6th level, when you deal fire, cold, lightning,
thunder, acid, poison, radiant, or necrotic damage you may
change the damage type to match your dragon's damage type.
Once per turn, when you deal damage matching your
dragon's damage type you may treat on of the damage dice as
if it rolled its maximum result.
Ancient Lich
Commander of undead armies, devourer of souls, an ancient
mortal who has mastered death itself now sits seething with
cold rage inside you. Liches have no shortage of enemies and
for those as old as the one inside you that list could be
endless. There are any number of ways that you became their
new, unwilling phylactery: a rival undead lord may have
locked them inside you, a host of priests banished them but
they snagged a hold of your soul before they were flung from
this plane, or they may have hidden themselves away to avoid
the wrath of the Raven Queen. Liches are ever crafty and they
no doubt left contingencies for these very circumstances, but
now that they are sealed inside you, you can reap the benefit
of their dreadful magic and accursed rites.
Ancient Lich Extended Spell List
The Ancient Lich lets you choose from an expanded list of
spells when you learn a Incarcerer spell. The following spells
are added to the Incarcerer spell list for you.
Level Spell
Protection from Evil and Good, Shield, Ray of
1
Sickness
2 Aid, Invisibility, Ray of Enfeeblement
Animate Dead, Dispel Magic, Protection from
3
Energy
4 Blight, Death Ward, Dimension Door
5 Raise Dead, Dance Macabre, Negative Energy Flood

Forbidden Rites
At 1st level, the dreadful designs of the Ancient Lich leek
through the crack in its cage into your soul.
You gain proficiency in Arcana and Medicine and you can
speak and read one language of your choice.
Paralyzing Touch
At 1st level, when you make an unarmed attack against a
creature you may force them to make a Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. If you use this feature on a creature
while another creature is paralyzed their condition ends.
Additionally, you may choose to make the damage dealt by
your Channel Harm feature necrotic damage.
When you gain your Accursed Cloak, while it is active, your
eyes turning into black pits, two points of color burning
through the darkness, pieces of your flesh appear to slough
off revealing dark metallic bones beneath. While you channel
your sealed entity the air around you smells of must and
rotting flesh.
Sanguine Jewel
At 6th level, a glowing gem appears somewhere on your body,
pulsing in time to your heartbeat.
While your Accursed Cloak is active when you deal
necrotic damage you may regain Hit Points equal to half the
damage dealt. You may do this a number of times equal to
your proficiency bonus, regaining any expended uses when
you complete a long rest.
Soul Eater
At 11th level, when you take damage while concentrating on a The Ageless Tarrasque
spell if you have temporary hit points remaining you do not Ancient, Everlasting, and Unstoppable, all know to fear the
need to roll a Constitution Saving Throw to maintain might of the world devourer: The Ageless Tarrasque. The
concentration on the spell. great beast may have been sealed in you to forestall its
Lesser Phylactery rampage; or evil wizard might be using you to incubate the
At 15th level while your Accursed Cloak is active your body titan after restarting its eternal regeneration; or the Gods
appears like a skeleton made of black metal and an evil- may have hidden the Tarrasque within you to keep their
looking crown rests upon your brow. creation safe for a little while longer. The Greatest of All
While your Accursed Cloak is active when you fall to 0 hit Monsters now slumbers within you, it’s unstoppable power
points you may use your reaction to dismiss your Accursed yours to wield, if you can control the its unending hunger.
Cloak, regain hit points equal to your Incarcerer level, and The Ageless Tarraque Extended Spells
teleport to a space you can see within 30 feet. Level Spell
Dreadful Rites 1 Catapult, Earth Tremor, Hunter’s Mark
At 20th Level, some of the evil rites that sustained the Earthbind, Maximilian’s Earthen Grasp, Spike
Ancient Lich now recognize you, letting you defy the Grim 2
Growth
Reaper. For a short while, you can loose the bindings of the
soul of the Ancient Lich within you and use its forbidden 3 Counterspell, Erupting Earth, Meld into Stone
secrets to aid yourself. You and your sealed entity make work 4 Otilukes’s Resilient Sphere, Stone Shape, Stoneskin
in harmony or you may forcibly wield its powers for yourself.
Once per long rest you gain one of the following features, 5
Commune with Nature, Steel Wind Strike,
depending on your relationship with your Sealed Entity. Transmute Rock
Harmony: As a bonus action while your Accursed Cloak is
active you may release the seal that restricts your Sealed Instincts of the Great Beast
Entity. For the next minute you gain the following benefits: At 1st level, the terrifying instincts of the mighty beast leaks
through the seal.
Your creature type is now Undead You gain proficiency in Nature and Survival and you have
All of your Manifestations are considered active with out an innate sense for the quality of soil around you.
spending any spell slots
Friendly undead within 30 ft of you may use your The Great Maw
Proficiency bonus in place of their own. 1st level, you gain a bite attack that deals your Channeling
Domination: As an action while your Accursed Cloak is Die + your Strength modifier piercing damage. Additionally
active you may release the seal that restricts your Sealed when you make a bite attack you may use your bonus action
Entity. You transform into an Undead of CR 16 or lower. to grapple the creature you attacked. At the end of their turn a
While transformed you increase your Corruption Score by 1 creature grappled this way takes acid damage equal to your
at the beginning of each of your turns. Constitution Modifier.
When you gain your Accursed Cloak, while it is active your
skin becomes dry and scaly, thick horns grow from your brow
and your mouth expands filling with rows upon rows of sharp
Manifestations
teeth. While you channel your sealed entity the ground If an manifestation has prerequisites, you must
meet them to
around you tremors slightly. gain it. You can learn the manifestation at the
same time that
you meet its prerequisites. Unless otherwise stated, if a
Impenetrable Carapace manifestation
would have you make a choice, make that
Starting at 6th level, while your Accursed Cloak is active, if choice when you gain the
Manifestation, not when you
you are not wearing armor, a hard carapace of something like activate it. You may change your decision when you
gain an
metal and bone covers you, and you are considered to be Incarcerer level.
wearing full plate armor and your AC is 12 + your
Constitution modifier + your Strength modifier. A Path to Return
1st-level manifestation
Lesser Magic Resistance You may add your proficiency bonus to death saving
At 11th level when a magical effect would force you to make a throws.
saving throw you may roll with advantage. You may use this
feature a number of time equal to your Proficiency Bonus, Adamantite Plates
regaining all expended uses when you complete a long rest. 2nd-level manifestation, Prerequisite: Ageless Tarrasque
Sealed Entity
Reflective Carapace While your Accursed Cloak is active treat all critical hits as
Starting at 15th level when your Accursed Cloak is active regular hits.
your carapace sparkles with gems and precious metals
embedded in its surface. When you are target by Magic Acquisition Sense
Missile, a line spell, or a ranged spell attack you may use your 1st-level manifestation
reaction to roll your Channeling Die and subtract the result You have advantage on Wisdom(perception),
plus your Armor Class from the damage. If you would reduce Intellegence(investigation), or Wisdome(survival) checks
the damage to 0 the effect is reflected back as though it made to search for a specific item, treasure, or creature.
originated from you turning the caster into the target.
Ancient Memory
Unleash the Tarasque 3nd-level manifestation
At 20th Level, you and the Tarasque can become like one. For You may cast Legend Lore without expending a spell slot
a short while, you can channel the full might of the world or material components. After the spell ends you must
eater within you and use its power as your own. You and your immediately make a DC 20 Constitution Saving throw. On a
sealed entity make work in harmony or you may forcibly failed save you gain a level of exhaustion. You may not cast
wield its powers for yourself. Once per long rest you gain one this spell this way again before completing a long rest.
of the following features, depending on your relationship with
your Sealed Entity. Armored Cloak
Harmony: As a bonus action while your Accursed Cloak is 1st-level manifestation
active you may release the seal that restricts your Sealed While your Accursed Cloak is active and you are not
Entity. For the next minute you gain the following benefits: wearing medium or heavy armor you gain a +2 bonus to your
Your creature type is now monstrosity (titan) AC.
All of your Manifestations are considered active with out Augmented Skill
spending any spell slots 5th-level manifestation
Your size classification increases by 1 and your melee When you activate this manifestation choose a skill, until
attacks deal an additional 1d4 damage you complete a long rest double your proficiency bonus for
Domination: As an action while your Accursed Cloak is that skill.
active you may release the seal that restricts your Sealed
Entity. You transform into a Lesser Tarasque detailed in the Awakened Titan
Appendices. While transformed you increase your Corruption 4th-level manifestation, Ageless Tarrasque Sealed Entity
Score by 1 at the beginning of each of your turns. You may gain the benefits of a long rest during a short rest,
your next long rest takes twice as long and you may not gain
the benefits of a short rest until you complete a long rest.
Baleful Fire
3rd-level manifestation
Fire damage that you deal ignores resistances and treats
immunity as resistance.
Brute Magic
1st-level manifestation
You gain the Mold Earth and Primal Savagery cantrips
Chaos Armor Earthglide
2nd-level manifestation 5th-level manifestation, Prerequisite: Revelation of the Earth
While your Accursed Cloak is active when a creature While your Accursed Cloak is active you gain 5 ft of
attacks you may use your reaction to roll a Channeling Die, Burrowing Speed and you can burrow through nonmagical,
subtract the result from the creature's attack roll, potentially unworked earth and stone. While doing so, you don't disturb
causing it to miss. You may use this feature a number of the material you move through.
times equal to your Proficiency Bonus before you finish a
long rest. Elusive Cloak
1st-level manifestation
Command the winds When you activate your Accursed Cloak you may
5th-level manifestation Disengage as part of the same bonus action. While your
You learn the Control Winds spell (this does not count Accursed Cloak is active you may take the Disengage action
toward spells know), and may cast it once per long rest with as a bonus action.
out spending a spell slot. You may cast it as part of the same
action you use to activate your Accursed Cloak. Enhanced Awareness
1st-level manifestation
Compel Answers You gain proficiency in Insight and Perception.
4th-level manifestation, Prerequisite: Converse
Once per long rest you may use an action to force your Empowered Authority
Sealed Entity to answer your questions. For one minute your 1st-level manifestation
Entity will answer up to three questions correctly and You have advantage on Charisma(Persuasion) or
truthfully. They must be yes or no questions. Some questions Charisma(Intimidation) Ability checks.
might be unknown to the entity in which case it will admit as
much. In cases where a one word answer may be misleading Energy Resistance
or contrary to the entity's goals the GM might offer a short 3rd-level manifestation
phrase or impression instead. After you receive your answers, When you activate this manifestation, choose a type of
increase your Corruption Score by 1. damage: fire, cold, thunder, lightning, acid, poison, necrotic, or
radiant, you are resistant to the chosen damage.
Converse
1th-level manifestation Enthralling Presence
You can either force your Sealed Entity to speak to you for 2nd-level manifestation
at least 1 minute or stop your entity from speaking to you for While your Accursed Cloak creatures within 15ft. of you
up to an hour. You may do this a number of times equal to have disadvantage on Wisdom(Perception) checks to
your proficiency bonus. While speaking with your Entity it perceive any other creature beside you. Creatures affected by
remains true to its nature and goals, it may be honest, this may make a Wisdom Saving Throw at the end of their
deceitful, vague, belligerent, helpful, or manipulative. turn, ending the effect on a success. A creature that succeeds
their saving throw is immune to this effect for 24 hours.
Demonic Smite
2nd-level manifestation Establish Dominion
When you deal necrotic of fire damage you may increase 3rd-level manifestation
the damage dealt by 1d6. Additionally, when you would deal You learn the Magic Circle spell (this does not count
radiant damage you may choose to deal necrotic or fire towards spells known) and may cast it once per long rest as
damage instead. an action with out spending a spell slot or material
components.
Disrupt Life
2st-level manifestation Exceptional Control
You may use an action to force each non-undead creature 2nd-level manifestation
within 10 feet to make a Constitution Saving throw or take When you use an effect that would force multiple creatures
2d4 necrotic damage and they have disadvantage on all to make a Dexterity Saving Throw instead you may make a
Constitution and Death Saving Throws until the end of your ranged spell attack against a single creature within 60 feet on
next turn. a hit they suffer the effects as if they failed the saving throw.
Dread gaze Extra Limbs
1st-level manifestation 1st-level manifestation
While your Accursed Cloak is active your passive While your Accursed Cloak is active you grow two
perception is 10 + your Wisdom modifier + your Constitution prehensile tentacles. They are not suited for delicate or
modifier. dexterous work but can be used to grapple additional
creatures or hold some objects.
Earthen Eyes
2nd-level manifestation
When you activate your Accursed Cloak you may choose to
become blind, if you do you gain Tremor Sense out to 30ft.
Fearful Aura Instant Regret
1st-level manifestation 3rd-level manifestation
While your Accursed Cloak is active you may use an action While your Accursed Cloak is active when a creature
to force all creatures within 15 feet of you to make a Wisdom within 15 feet deals damage to you, you may use your
Saving Throw or become frightened of you. Creatures may reaction to force them to make a Wisdom Saving Throw, if
attempt the Saving Throw again at the end of their turn to they fail they become charmed or frightened by you, your
end the effect. A creature that succeeds the saving throw is choice. They may attempt the saving throw again whenever
immune to this effect for 24 hours. they take damage to break free of the effect. A creature that
succeeds on the saving throw is immune to this effect for 24
Fearless hours.
1st-level manifestation
You have advantage on checks and saving throws to resist Invested Element
the frightened condition. 5th-level manifestation
Choose an Investiture spell, while your Accursed Cloak is
Greater Radiance active you gain the effects of that spell.
2nd-level manifestation
When you deal radiant or fire damage, you may deal an Lesser Magic
additional radiant or fire damage equal to your Constitution 1st-level manifestation
Modifier. You gain the Mage Hand and Prestidigitation cantrips.
Greater Revelation of Scale Light Through the Cracks
4rd-level manifestation, Prerequisite: Revelation of Scale 1st-level manifestation
When you activate your Accursed Cloak you may increase You can cast the Dancing Lights, Fairy Fire, and Light
your size category again by 1; while you are enlarged your AC cantrips at will.
decreases by 1 and once on each of your turns, one of your
attacks with a weapon or an unarmed strike can deal an extra Made of Light
2d6 damage to a target on a hit. 3rd-level manifestation
While your Accursed Cloak is active, you may use an action
Hellish Resilience to become made of light, for 10 minutes you shed bright light
2nd-level manifestation up to 60 feet away and dim light to 120 feet and you gain the
You are resistant to fire and necrotic damage. effects of Gaseous Form. You may use a bonus action to end
these effects.
Hellish Step You may not use this again until you finish a long rest.
4nd-level manifestation
While your Accursed Cloak is active you may use a bonus Malignant Hate
action to teleport to a location you can see within 30 feet. 2nd-level manifestation
Creatures within 5 feet of your destination take fire damage Choose a creature type. When you take the attack action
equal to your Constitution Modifier. and do damage to a creature of that type you deal an
additional 1d6 damage.
Imposing Affect
1st-level manifestation Manifest Natural Weapons
You can learn the Thaumaturgy cantrip and may cast it as a 1st-level manifestation
bonus action. While your Accursed Cloak is active you grow horns, claws,
and fangs that may be used as a natural weapon, they deal
Impossible Reach 1d4 + Strength bludgeoning, slashing or piercing damage as
2st-level manifestation appropriate.
While your Accursed Cloak is active your reach increases
by 5 feet. Mind to Mind
1st-level manifestation
Impossible Strength You can telepathically speak to creatures within 15 feet of
2nd-level manifestation you. They understand you as long as they can speak a
You count as one size class larger when calculating how language, even if you do not speak in a language they
much you can carry and you gain proficiency with Strength understand. They may respond to you, but you only
Saving Throws. understand them if they think in a language you understand.
Increased Range Monstrous Eyes
4th-level manifestation 2nd-level manifestation
If a weapon, spell, or feature has a range increase, double While your Accursed Cloak is active your eyes glow with a
that range. baleful light, and you can see normally in darkness, both
magical and non magical, to a distance of 60 feet.
Innate Manifestation
1st-level manifestation
You gain 1 cantrip from any Spell list.
Mythril Plates Quick Cloak
2nd-level manifestation, Prerequisite: Ageless Tarrasque 1st-level manifestation
Sealed Entity When you activate your Accursed Cloak you may Dash as
While your Accursed Cloak is active plate armor does not part of the same bonus action. While your Accursed Cloak is
impose disadvantage on Dexterity(stealth) checks. active you may Dash as a bonus action.
Otherworldly Charm Radiant Form
1st-level manifestation 3rd-level manifestation
You can learn the Friends cantrip, when the effect ends While your Accursed Cloak is active you shed bright light
other creatures do not necessarily become hostile to you, but for 10 feet and dim light for an additional 10 feet. Any
they do learn of your nature as an Incareror and the type of magical darkness created by a spell of a level less than or
entity sealed with in you. equal to your Proficiency Bonus that the bright light touches
is dispelled. If you already shed light, increase its range by 10
Otherworldly Leap ft.
1nd-level manifestation
While your Accursed Cloak is active, triple you jump Resplendent Body
distance. 2nd-level manifestation
While your Accursed Cloak is active you gain resistance to
Overchannel Magic radiant and necrotic damage.
2rd-level manifestation
While your Accursed Cloak is active, when you deal Restorative Channeling
damage to a creature using an Incarcerer Spell you may 3rd-level manifestation
apply your Channel Harm feature to the damage. When you expend and roll hit dice during a short rest you
regain the maximum result.
Personal Reference Frame
2nd level manifestation Revelation of the Deep
While your Accursed Cloak is active you gain a climbing 2nd-level manifestation
speed equal to your walking speed and can move up, down, While your Accursed Cloak is active you gain a swimming
and across vertical surfaces and upside down on ceilings speed of 30 feet and you can breath water.
while keeping your hands free.
Revelation of the Earth
Phase Step 2st-level manifestation
2nd-level manifestation While your Accursed Cloak is active you gain a burrowing
While your Accursed Cloak is active, once per turn you may speed of 15 feet.
expend any amount of movement to teleport an equal
distance to a space that you can see. Revelation of Scale
2nd-level manifestation
Power of the Crowd When you activate your Accursed Cloak you may increase
4th-level manifestation your size category by 1; while you are enlarged, once on each
While your Accursed Cloak is active if you are within 5ft. of of your turns, one of your attacks with a weapon or an
a creature who is charmed by you, you are considered to have unarmed strike can deal an extra 1d6 damage to a target on a
half cover from all attacks. If you are with in 5ft of 2 or more hit.
creatures who are charmed by you, you are considered to
have 3/4 cover from all attacks. If you are with in 5ft. of 4 or Revelation of the Sky
creatures who are charmed by you, you are considered to 3nd-level manifestation
have full cover from all attacks. While your Accursed Cloak is active you gain a flying speed
of 30 feet.
Protean Form
2nd-level manifestation Savagery
While your Accursed Cloak is active you may use your 1st-level manifestation
action to transform your appearance. You decide what you When you take the attack action and use natural weapons
look like, including your height, weight, facial features, sound you may make another attack with your natural weapons as a
of your voice, hair length, coloration, and distinguishing bonus action.
characteristics, if any. You can make yourself appear as a
member of another race, though none of your statistics Sealed Recognition
change. You also can’t appear as a creature of a different size 1st-level manifestation
than you, and your basic shape stays the same; if you’re You can cast the Identify spell once per long rest without
bipedal, you can’t become quadrupedal, for instance. You can expending a spell slot or material component.
use your action to change your appearance in this way again.
Secondary Expression Soul Sight
3st-level manifestation 2nd-level manifestation
When you use would force a creature to make Dexterity While your Accursed Cloak you can see souls within 30
saving throw you may choose to force them to make a feet of you.
Constitution Saving Throw, insteatd.
Soothing Light
Sense Magic 3nd-level manifestation
1st-level manifestation While your Accursed Cloak is active when a non hostile
You can cast Detect Magic at will, without expending a creature within 30 feet of you regains hit points they regain
spell slot or material components. an additional d8 hit points.
Shadow of Evil Speak in Tongues
2nd-level manifestation 1st-level manifestation
While your Accursed Cloak is active if you are in dim light While your Accursed Cloak is active you can speak and
or darkness you may use a bonus action to become invisible understand any language.
until you move, make an attack, or dismiss your Accursed
Cloak. Spell of the Archwizard, Lesser
1st-level manifestation, Prerequisite: Archwizard Sealed
Siege Monster Entity
1st-level manifestation Choose a 1st or 2nd level spell from the wizard spell list, it
While your Accursed Cloak is active you deal double counts as an Incarcerer spell for you but does not count
damage against objects and structures. towards your spells known. You may cast it once with out
spending a spell slot.
Sonorous Voice
1st-level manifestation Spell of the Archwizard, Greater
When you make a Charisma ability check with advantage 2nd-level manifestation, Prerequisite: Archwizard Sealed
you may choose to reroll one of the dice. Entity
Choose a 2nd or 3th level spell from the wizard spell list, it
Soul Reaver counts as an Incarcerer spell for you but does not count
5th-level manifestation towards your spells known. You may cast it once with out
While your Accursed Cloak is active your fiendish aura spending a spell slot.
condenses around one of your natural weapons or a weapon
you touch. The weapon now has +2 to attack and damage Spell of the Archwizard, Mythic
rolls. Additionally if you land a critical hit and use your 3rd-level manifestation, Prerequisite: Archwizard Sealed
Channel Harm feature against a creature with 50 or less hit Entity
points you tear the soul from its flesh, killing it instantly. If the Choose a 4th or 5th level spell from the wizard spell list, it
target is undead, a construct, or has no soul instead you deal counts as an Incarcerer spell for you but does not count
an additional 8d6 necrotic damage. towards your spells known. You may cast it once with out
spending a spell slot.
Credits Spell of the Archwizard, Legendary
4th-level manifestation, Prerequisite: Archwizard Sealed
Class & Creature Design by u/IDBN
Entity, Mythic Spell of the Archwizard
Help from SpaceTW, torcas, discordofmanythings users Choose a 6th or 7th level spell from the wizard spell list, it
Urn, Pro Spe Mor, The Dude to End All Dudes, fantomp, Liam,
counts as an Incarcerer spell for you but does not count
towards your spells known. You may cast it once with out
MobiusFlip, TheCrazyDragonLady and r/UnearthedArchana
spending a spell slot.
users u/SamuraiHealer, u/Juniper_Owl, u/SoraKBM,
u/Overdrive2000 Spell of the Archwizard, Epic
5th-level manifestation, Prerequisite: Archwizard Sealed
Art Entity, Legendary Spell of the Archwizard
Dragon Whisperer MtG Art by Chris Rallis Choose a 7th or 8th level spell from the wizard spell list, it
Seal by Lala-ll based on Naruto by Masashi Kishimoto counts as an Incarcerer spell for you but does not count
Broken Concentration MTG Art by ClintCearley towards your spells known. You may cast it once with out
Gift of Orzhova MTG Art by algenpfleger(Johannes Voss) spending a spell slot.
Untitled by @faelicia
Demon by algenpfleger
Teferi, Master of Time MTG Art by Yongjae Choi
Lord of the Accursed by Greg Rutkowski
Shyvana the Half-Dragon by Mazert Young
Tarrasque by Bryan Tsai
Strange Flesh World Devourer
1st-level manifestation 5th-level manifestation
While your Accursed Cloak is active your body along with Any nonmagical item that you consume is permanently
any equipment you are wearing or carrying becomes destroyed, even a Wish spell can not bring it back. If you wish
strangely pliable. You can move through a space as narrow as to digest a magical item it takes 8 hours and you must make a
1 inch without squeezing. Constitution check with DC equal to 10 + 5 times the object
Additionally you may expend 5ft. of movement to escape rarity, i.e. 15 for common, 20 for uncommon, etc. If you fail
from non-magical bindings or shackles. the roll your regurgitate the magical item and take acid
damage equal to the DC of the check. You can not destroy
Stronger Mind Artifacts this way.
2nd-level manifestation
You gain resistance to psychic damage and proficiency with
Intellegence Saving Throws.
Thick Skin
3rd-level manifestation
You are resistant to non-magical bludgeoning, piercing, and
slashing damage.
Weighty Presence
2nd-level manifestation
While your Accursed Cloak is active creatures within 15
feet of you must expend twice their normal movement to
move towards or away from you.
Wild Bells
3rd-level manifestation
While your Accursed Cloak is active, strange sounds like
ethereal bells, quite wails, or ominous chanting can be heard
within 120 feet of you. When a creature rolls to resist the
charmed or frightened condition you may use your reaction
roll your Channeling Die, and subtract the result from their
roll, potentially causing them to fail. You may choose to do
this after the creature rolls, but before the result is declared.
Uncanny Grasp
1st-level manifestation
While your Accursed Cloak is active you do not expend
extra movement when moving while grappled to 1 other
creature.
Undaunted Generalissimo
4rd-level manifestation
Choose a creature type (aberration, beast, celestial,
construct, dragon, fey, fiend, monstrosity, or undead), while
your Accursed Cloak is active, at the beginning of your turn,
creatures of that type within 10 feet that have 1 or more hit
points regain a number of hit points equal to your charisma
modifier.
Unnatural Celerity
1st-level manifestation
While your Accursed Cloak is active your movement
increases by 10 ft.
Corrupt Action Tables The Incarcerer must make an Intelligence saving
throw, on a failure the Sealed Entity implants
3 information into their mind that they initially believe
When the DM takes a Corrupt Action, they consult the to be true, on a success they receive the information
appropriate table based on the Corruption Score of the an know if it is true, false, or complicated.
Incarcerer. If the Corrupt Action requires a saving throw it
must be made against the Incarcerer's Corruption Save DC. The Incarcerer must make a Dexterity saving throw, on
If the action grants an attack it uses the Corrupt Attack a failure the next attack that hits them deals an
Modifier. All attacks made during a Corrupt Action are addition 2d4 unreducible force damage, on a success
considered magic for the purpose of over coming resistances 4 until the beginning of their next turn when they take
damage they may use their reaction to reduce the
and immunities. damage by their Corruption Score, if they do increase
Corruption Save DC = 8 + your proficiency bonus + their Corruption Score by 2.
your Corruption modifier The Incarcerer must make a Constitution saving throw,
on a failure they become poisoned until the end of
Corrupt attack modifier = your proficiency bonus + 5 their next turn, if they succeed they may end one
condition effecting them, if they do increase their
your Corruption modifier Corruption Score by 2.
Corruption Score 1-5 The Incarcerer must make a Charisma saving throw, on
d6 Corrupt Action a failure all creatures within 30ft. of them become
The Incarcerer looses one Corruption Symptom of frightened by them for one round and if not already
1 allies become hostile, on a Success creatures of the
their choice, increase their Corruption Score by 3.
6 Incarcerer's choice with in 30 feet become frightened
2 Expend 1 Incarcerer spell slot. if their hit point maximum is lower than the
Incarcerer's maximum hit points, if any creatures are
The Incarcerer regains a spell slot of your choice, chosen by the Incarcerer, increase their Corruption
3
increase their Corruption Score by 3. Score by 2.
Reduce the Incarcerer's level of exhaustion by 1, The Incarcerer looses 1 Corruption Symptom of the
4 7
increase their Corruption Score by 3. DM's choice, increase their Corruption Score by 3.
The Incarcerer regains hit points equal to the Take one of the Corrupt Actions from the 11-15 table,
5 maximum result of their Channeling Die, increase their 8 but the Incarcerer makes any saving throws with
Corruption Score by 2. advantage.
The Incarcerer may ask the Sealed Entity 1 question The Incarcerer must make a saving throw of the DM's
and receive an answer, they know if the answer is 9 choice with advantage, on a failure they gain a
6
Truthful, Deceitful or a mixture, increase their Corruption Symptom
Corruption Score by 2.
10 Increase the Incarcerer's Corruption Score by 2
Corruption Score 6-10
d10 Corrupt Action Corruption Score 11-15
d10 Corrupt Action
The Incarcerer must make a Strength saving throw,
on a failure you may break 1 non-magic item with in The Incarcerer must make a Dexterity saving throw,
reach, it can't be used for its normal purpose until it on a failure for 1 minute when they are attacked you
1
is repaired, on a success they may use their reaction 1 may increase or decrease their AC by 1, on a success
to use the Interact With Object action, if they do for 1 minute they gain a +1 bonus to their AC, if they
increase their Corruption Score by 2. do increase their Corruption Score by 2.
The Incarcerer must make a Wisdom saving throw, The Incarcerer must make a Strength saving throw,
on a failure they become charmed by the Sealed on a failure you may make 1 attack against a creature
Entity and will follow a one word instruction, that 2 within 5ft. on a success the Incarcerer may use their
does not harm them, to the best of their ability, when reaction to make an attack against a creature within
they take damage they may reattempt the saving 5ft, if they do increase their Corruption Score by 2.
throw, decrease their Corruption Score by 1, on a
2 The Incarcerer must make a Constitution saving
success they may hear the Sealed Entity's instruction,
until the end of their next turn if they act in throw, on a failure expend a number of hit dice up to
accordance with that instruction they make all 3 the Incarcerer's Corruption modifier, on a success
attacks and ability checks with advantage. If they the Incarcerer regains a up to 3 hit dice, if they do
make at least 1 check that gains advantage from this increase their Corruption Score by 2.
effect, increase their Corruption Score by 2.
The Incarcerer must make an Intelligence saving The Incarcerer must make a Dexterity saving throw, on
throw, on a failure they are stunned until the end of a failure the Sealed Entity controls them to move up to
their next turn, decrease their Corruption Score by 1; 120 ft. and makes 1 non-attack, non-spell action,
4
on a success they may use an additional reaction until 4 decrease their Corruption Score by 2, on a success the
the beginning of their next turn, if they do increase Incarcerer may use their reaction to move up to 30ft.
their Corruption Score by 2. with out provoking attacks of opportunity, if they do
increase their corruption score by 2.
The Incarcerer must make an Wisdom saving throw,
on a failure they become confused, decrease their The Incarcerer must make a Strength saving throw, on
Corruption Score by 2, they may attempt to make the a failure the Sealed Entity controls them to move up to
saving throw again to end the condition at the end of 120 ft. and makes 3 attacks against a creature of the
5 their turn, on a success they gain a moment of clarity 5 DM's choice, decrease their Corruption Score by 2, on
for the events before them and gain advantage on any a success the Incarcerer may use their reaction to
Strength, Dexterity, or Intelligence saving throws until move up to 15ft. and make an attack, if they do
the beginning of their next turn, if they do increase increase their Corruption Score by 2.
their Corruption Score by 2
The Incarcerer must make an Intelligence saving
The Incarcerer must make a Charisma saving throw, on throw, on a failure the Sealed Entity may rewrite up to
a failure the Sealed Entity teleports the Incarcerer to a a month of their memory, reduce their Corruption
6
space they can see within 60ft, on a success the score by 4, on a success they gain access to a memory
6
Incarcerer may use their reaction to teleport to a space of the Sealed Entity of their choice, if they do increase
they can see within 30ft, if they do increase their their Corruption Score by 2
Corruption Score by 2.
The Incarcerer must make a Charisma Saveing Throw,
The Incarcerer must make a Corruption saving throw, on a failure the Sealed Entity casts a spell of the same
on a failure the Sealed Entity takes control of their level as the Incarerer's maximum spell slot, decrease
body until the end of their next turn, reduce their 7 their corruption score by 4, on a success the
7 Corruption Score by 3, on a success they may use the Incarcerer may use their reaction to regain a spell slot
Dash, Disengage, Interact with Object or Search of up to 2nd level, if they do increase their Corruption
actions on their next turn with out using their action, Score by 2
if they do, increase their Corruption Score by 3.
The Incarcerer must make a Corruption saving throw,
The Incarcerer must make a saving throw of the DM's on a failure an echo of the Sealed Entity, a creature of
8
choice, on a failure they gain a Corruption Symptom the same type as the Entity with a CR equal to 1/2 the
Incarcerer's character level (rounded up) appears
Take one of the Corrupt Actions from the 6-10 table, 8
within 60 ft, reduce the Incarcerer's Corruption Score
9 but the Incarcerer makes any saving throws at by 5, on a success they may use their reaction to
disadvantage. activate a Manifestation with out expending a spell
Take one of the Corrupt Actions from the 16*20 slot, if they do increase their Corruption Score by 3.
10 table, but the Incarcerer makes any saving throws with Take one of the Corrupt Action from the 11-15 table,
advantage. 9 but the Incarcerer makes any saving throws at
disadvantage.
Corruption Score 16-20 10 The Incarcerer gains one Corruption Symptom
d10 Corrupt Action
The Incarcerer makes their next Corruption saving Corruption Score 21+
1 throw with disadvantage, increase their Corruption d3 Corrupt Action
Score by 1.
The Incarcerer must make a Charisma Saving Throw,
The Incarcereer must make a Constitution saving on a failure the Sealed Entity casts a spell of level 4 +
throw, on a failure they take 5d10 force damage the Incarcerer's Max Spell Slot, decrease their
2 reduce their Corruption score by 2, on a success they 1 corruption score by 5, on a success the Incarcerer may
gain 3d8 temporary hit points increase their use their reaction to regain a spell slot of up to the
Corruption Score by 2. Incarcerer's max spell slot, increase their Corruption
The Incarcerer must make a Wisdom saving throw, Score by 2
on a failure the Sealed Entity changes their The Incarcerer must make a Corruption saving throw,
perception for up to 1 month, making them believe on a failure the Sealed Entity breaks free, reduce the
an ally to be an enemy or vice versa, making an Incarcerer's Corruption Score to 0, on a success they
creature or object invisible to them, or something 2
3 may use their reaction to activate a Manifestation with
else, decrease their Corruption Score by 2, on a out expending a spell slot, increase their Corruption
success they may use their reaction to take the Score by 4.
Search action, for this action they gain the effects of
True Sight, if they do increase their Corruption Score Take one of the Corrupt Actions from the 16-20 table,
by 2. 3 but the Incarcerer makes any saving throws at
disadvantage.
Incarcerer Spell List
Hold Person 4th Level 5th Level
1st Level Magic Weapon Blight Antilife Shell
Bane Shatter Control Water Commune
Chaos Bolt Freedom of Movement Cone of Cold
Dissonant Whispers 3rd Level
Gravity Sinkhole Contagion
Inflict Wounds Haste Ice Storm Destruction Wave
Thunderwave
⠀ Lightning Bolt Wall of Fire Immolation
Pulse Wave Watery Sphere ⠀
2nd Level Tidal Wave ⠀
Darkness Wind Wall
2.1.0
Corruption Symptoms Reverted back to half casting
Established new system for activating manifestations
1d12 Symptom Removed some Manifestation
Normal Temperatures become uncomfortable you Introduce the Corruption Ability Score and Corruption
1
must wear more or less clothing than most. Saving throws
Turned several spells into manifestation
Strange and obvious markings appear upon your
2 New Corrupt Action Tables
body
Added Corrupt Symptoms
Your eyes change color and become highly
3 2.0.2
reflective in the dark
Changed to a spell point 3/4 long rest progression
Your voice changes and become uncomfortable to
4 Reverted the Channel Harm and Channel Vigor and moved
listen to
to level 1
All of your wound heals with obvious scars made of Moved Accursed Cloak to level 2, Buffed
5
different looking flesh Exhaustion gain only happens while the accursed cloak is
6 Your tastes or habits change active

7
You become obsessed with acquiring or destroying 2.0.1
all of something Changed to a long rest 3/4 pact casting progression
You become allergic to a mundane material and can Removed Overchanneling
8 Changed levels of the Channeling Die
not touch it with out becoming very uncomfortable
Made Channel Harm and Channel Vigor work kind of like
9 Pieces of your body become discolored Divine Smite
10 Certain topics of conversation make you feel sick Removed the Corruption Threshold system
Changed Harmony/Discord effects
11 Peculiar and unsettling smells fills the air near you
Changed Levels of some feature
12 Strange and disturbing nightmares fill your sleep
2.0.0
Removed the old d4 Channeling Dice method and replaced
it with the new scaling Channeling Die method
Change Log Removed the Burn keyword and effects, altered
2.1.1 manifestations to match
Revelation of the Sky moved to 3rd level Added the Channel Power feature
Hellish Step moved to 4th level Altered the Corruption check to the new system that runs
Speed Demon removed (Redundant with Unnatural the check whenever you roll the Channeling Die.
Celarity) Removed rolling on the Sealed Entity Action table with the
Soothing Light moved to 3rd level new Corrupted Action system
Undead Generalissimo replaced with Undaunted Dismissing your Accursed Cloak now take a bonus action
Generalissimo and moved to 4th level Changed from a custom casting progression to a pact
Over Channel moved to 2nd level casting progression
1st level subclass combat effects no longer require Unlocked most Manifestations from a Sealed Entity
Accursed Cloak being active (as you get that at 2nd level Expanded spell list to match pact casting progression
now) Added Illusive Cloak Manifestation
Manifestations now require an action to activate if not
doen as a part of activating the Accursed Cloak as some
mimic spells
Appendices
§
A CR 16 fey and a lesser Tarrasque creature have been
provided here for the Domination transformation of the
Archfey Sealed Entity and the Ageless Tarrasque.

The Summer At-Will: Druidcraft, Produce Flame, Friends


4/day each: Command, Charm Person, Detect
Thoughts, Faerie Fire, Healing Word, Phantasmal Force

Queen 3/day each: Daylight, Flame Blade, Heat Metal, Wall of


Fire
Medium fey, chaotic neutral 1/day each: Conjure fey, Sunbeam, Firestorm
Bonded Blade. As an action or a bonus action, the
Armor Class 18 Summer Queen can summon or dismiss the long
Hit Points 165 (22d8+66) sword Summer Storm from an extraplanar pocket.
Speed 50 ft.

STR DEX CON INT WIS CHA


Actions
Multiattack. he Summer Queen makes two weapon
14 (+2) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 20 (+5) attacks

Saving Throws Dex +10, Wis +9, Cha +10 Summer Storm. Melee magic weapon attack: +12 to hit,
Skills Perception, Nature, Insight, Intimidation reach 5 ft., one target: Hit: 15(2d8 + 7) slashing
Damage Resistances Bludgeoning, piercing, and slashing damage plus 4(1d8) fire damage or 17(2d10 + 7)
from non magical attacks, Fire slashing damage plus 4(1d8) fire damage if used with
Condition Immunities Charmed two hands.
Senses Darkvision 60ft, Passive Perception 20 Longbow. Ranged Weapon Attack: +10 to hit, range
Languages Common, Elvish, Sylvan, Telepathy (60ft) 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing
Challenge 16(15,000exp) damage plus 4 (1d8) fire damage.

Fey Step. As a bonus action, the Summer Queen can Dazzling Light (Recharge 5-6). Bright sheets of light and
teleport up to 30 feet to an unoccupied space it can heat suddenly feel the area around the Summer Queen.
see. A creature that is within 20 feet and can see must
succeed on a DC 18 Wisdom saving throw or take 1d8
Magic Resistance. The Summer Queen has advantage on fire damage and become incompasitated until the end
saving throws against spells and other magical effects. of their next turn.
Spellcasting. The Summer Queen’s spellcasting ability is
Charisma (spell save DC 18, +12 to hit with spell
attacks). The Summer Queen has the following spells
prepared:
Lesser Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: (2d12 + 6) piercing damage. If the target is
a creature, it is grappled (escape DC 18). Until this

Tarrasque
grapple ends, the target is restrained, and the tarrasque
can't bite another target
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Huge monstrosity (titan), unaligned target. Hit: (2d8 + 6) slashing damage.
Horns. Melee Weapon Attack: +15 to hit, reach 5 ft.,
Armor Class 20 (Natrual Armor) one target. Hit: (2d10 + 6) piercing damage.
Hit Points 380 (33d10+198)
Speed 35 ft. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: (4d6 + 6) bludgeoning damage. If the target
is a creature, it must succeed on a DC 18 Strength
STR DEX CON INT WIS CHA saving throw or be knocked prone
22 (+6) 11 (+0) 22 (+6) 3 (-4) 10 (+0) 11 (+0) Frightful Presence. Each creature of the tarrasque's
choice within 60 feet of it and aware of it must
succeed on a DC 17 Wisdom saving throw or become
Saving Throws Int +1, Wis +5, Cha +5
frightened for 1 minute. A creature can repeat the
Damage Resistances Fire, Poison; Bludgeoning, Piercing,
saving throw at the end of each of its turns, with
and Slashing From Nonmagical Attacks
disadvantage if the tarrasque is within line of sight,
Condition Immunities Charmed, Frightened, Paralyzed,
ending the effect on itself on a success. If a creature's
Poisoned
saving throw is successful or the effect ends for it, the
Senses Blindsight 120 ft., passive Perception 10
creature is immune to the tarrasque's Frightful
Challenge 16(15,000exp)
Presence for the next 24 hours.
Magic Resistance. The tarrasque has advantage on Swallow. The tarrasque makes one bite attack against a
saving throws against spells and other magical effects. Large or smaller creature it is grappling. If the attack
hits, the target takes the bite's damage, the target is
Reflective Carapace. Any time the tarrasque is targeted swallowed, and the grapple ends. While swallowed, the
by a magic missile spell, a line spell, or a spell that creature is blinded and restrained, it has total cover
requires a ranged attack roll, roll a d6. On a 5, the against attacks and other effects outside the tarrasque,
tarrasque is unaffected. On a 6, the tarrasque is and it takes 28 (8d6) acid damage at the start of each
unaffected, and the effect is reflected back at the caster of the tarrasque's turns. If the tarrasque takes 30
as though it originated from the tarrasque, turning the damage or more on a single turn from a creature inside
caster into the target. it, the tarrasque must succeed on a DC 20 Constitution
Siege Monster. The tarrasque deals double damage to saving throw at the end of that turn or regurgitate all
objects and structures. swallowed creatures, which fall prone in a space within
10 feet of the tarrasque. If the tarrasque dies, a

Actions swallowed creature is no longer restrained by it and can


escape from the corpse by using 30 feet of movement,
exiting prone.
Multiattack. The tarrasque can use its Frightful Presence.
It then makes three attacks: one with its bite, one with
its claws, one with its horns or with its tail. It can use its
Swallow instead of its bite.

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