28
Scourgeborne                                                          “You’re a saint are you? You’ve never lied,
                                                                      never deceived, never resented anyone,
Scourgebornes should not exist. They are an                           never wanted to mangle the corpse of
abomination of the world, a vile curse placed on those                your enemies, never wanted to destroy
peered beyond the veil and succumbed to madness.                      their reputation? You judge me because I
Their twisted appearance is but a mirror of the darkest               look like a monster, but you’re the same.
recesses of their personality. All sentient creatures harbor          You just prefer to lie to yourself.”
a monster within their soul - the dark of you that
resents your neighbor for having a better life than you,                                             - Martyr Tulio
that hates your friends when they ignore you, that
wishes to harm those that wrong you - most people are
fortunate enough to be able to hide this monster behind
                                                               Feral Limbs. The horns, claws or fangs that you have
a mask of false virtues. Not the Scourgeborne.
                                                               developed due to your mutation are natural weapons,
                                                               which you can use to make unarmed strikes. If you hit
Their curse has taken all the most twisted aspects of
                                                               with them, you deal piercing damage equal to 1d6 +
their personality and laid them bare for the whole world
                                                               your Strength or Dexterity modifier, instead of the
to see.They wear this disfigured appearance every day,
                                                               bludgeoning damage normal for an unarmed strike. If
the more resentment, hatred and anger one possesses,
                                                               your alignment is Evil, your feral side takes over, the
the more monstrous the appearance.
                                                               dice size increases to a d8.
Many view this Eldritch revelation as a curse, a curse
                                                               Eldritch Curse. Your curse is not something mere
that drives one to slip deeper and deeper into the depths
                                                               mortals can undo. You are immune to any spell or effect
of depravity, until nothing but the monster remains. Yet,
                                                               that would alter your form. (Alter Self, Polymorph,...)
many refuse to let it break them - with their innermost
darkness now visible for all to see, they have no choice
                                                               Born of Madness. Your body is not the one you were
but to accept it. It is said that accepting a fault is the
                                                               born with, but rather the consequence to your
first step in correcting it. Those scourgeborne who
                                                               exposure to eldritch madness:
embrace their inner monster, but refuse to let it rule
them, often become messianic heroes within the walls of
                                                                  • If your alignment is Good, you gain control over
Luyarnha, attempting to redeem the entire world with
                                                               your darkest impulses. You have advantage on saving
their actions, and perhaps one day, themselves.
                                                               throws against madness.
                                                                  • If your alignment is Evil you let the depraved
                                                               monster within you influence you. You have
 Scourgeborne Features                                         disadvantage on saving throws against madness but
                                                               gain a bonus to Dexterity saving throws equal to your
Ability Score Increase. Your Constitution score
                                                               Proficiency bonus.
increases by 1.
                                                               Subraces. Your subrace is dictated by an eldritch curse,
Age. Scourgeborne are made not born. This means that
                                                               which doesn’t seem to follow a clear reasoning,
they mature at the same rate as the race they originally
                                                               although it seems that whatever aspect of your
belonged to.
                                                               personality is most depraved will influence the beast
                                                               that emerges. There are 4 subraces: aranea, belua,
Size. Scourgeborne are about the same size and build
                                                               cervus, and vespertilio.
as humans. Your size is Medium.
Languages. You can speak, read, and write Common
and one other language of your choice.
Speed. Your base walking speed is 30 feet.
                                                                                                                         29
     Aranea
 The person who schemes and creates a web of lies
 around themselves is, unsurprisingly, bound to turn into
 an arenea. Also known as half-spiders, these
 scourgeborne differ from others - though many turn, few
 retain their sanity. Amongst the scourgeborne, areneas
 are the least trusted, their appearance revealing their
 former - or current - manipulative personality. Although
 most citizens understand the need for violence, especially
 in Luyarnha, none tolerate deception and betrayal.
 Ability Score Increase. Intelligence score increases by
 1 and one ability score of your choice increases by 1
 Spider Climb. You can climb difficult surfaces,
 including upside down on ceilings, without needing to
 make an ability check. You can only do so a number of
 minutes equal to your proficiency bonus and you regain
 all expended uses when you finish a long rest.
 Web Spit. You hurl some sticky web at a creature
 within 60 feet of you, it must succeed on a Dexterity
 saving throw (DC = 8 + your proficiency bonus + your
 Constitution modifier) or be restrained by the webbing.
 As an action, the restrained target can make a Strength
 check against the DC, bursting the webbing on a
 success. The webbing can also be attacked and
 destroyed (AC 10; HP equal to 3 times your proficiency
 bonus; vulnerability to fire damage; immunity to
 bludgeoning, poison, and psychic damage).
 Once you use this feature, you can't use it again until
 you finish a long rest.
     Belua
 Those that harbor seething anger within oft turn into        Hungry Jaws. As a bonus action you can attempt to
 the most feral of beasts. Belua - also known as half-        feed off of a creature within 5 feet of you. Make an
 wolves - are the most feral of all the Scourgeborne          unarmed strike. On a hit you regain hit points equal to
 roaming the streets of Luyarnha. Many of them choose         the damage dealt. You can use this bonus action a
 to hide their eyes, as their intense bloodlust turns their   number of times equal to your proficiency bonus per
 gaze crimson red, a terrifying sight for the uninitiated.    long rest.
 Ability Score Increase. Your Strength score increases
 by 1 and one ability score of your choice increases by 1
                                                               Cervus
 Keen Hearing and Smell. You have advantage on
                                                              The rarest amongst the scourgeborne. To become a
 Wisdom (Perception) checks that rely on hearing or
                                                              cervus, also called half-deer or wendigo, one must have
 smell.
                                                              committed the foulest of sins - devouring the flesh of
                                                              their kin. Or so the rumor went. This urban legend has
                                                              long since been disproved as many of the town’s most
                                                              trusted figures have turned into such creatures.
                                                              Interestingly, it seems that those that become cervus are
                                                              the most apt at fighting creatures of the night, an
                                                              achievement that earns them the respect of hunters
                                                              across the city-state.
30
                                                             Nimble build. Your movement speed increases by
                                                              10 feet.
            WIP
                                                            Vespertilio
                                                           Those who hid in fear in the face of adversity are cursed
                                                           to become these beasts of the night. Vespertilio - also
                                                           known as half-bats - present some of the most accursed
                                                           beings amongst the scourgeborne. Their unwillingness
                                                           to see their problems has taken a literal form as most of
                                                           their sight was stolen from them. Instead they received
                                                           half broken wings, in a cruel farce of fate, as if to run
                                                           away from their problems. Yet those who harness these
                                                           new powers can become some of the fiercest hunters -
                                                           an act of defiance against fate itself.
                                                             Ability Score Increase. Your Dexterity score
                                                              increases by 1 and one ability score of your choice
                                                              increases by 1
                                                             Echo-locative Sight. You have blindsight out to 30
                                                           feet and have disadvantage on any ability check or
                                                           attack roll that requires sight beyond this radius.
                                                           Tattered Wings. You can use a bonus action to gain a
                                                           flying speed of 30 feet until the end of your turn. If
                                                           nothing is holding you aloft at the end of your turn, you
                                                           fall. You can use this bonus action a number of times
                                                           equal to your proficiency bonus per short or long rest.
Ability Score Increase. Your Wisdom or Strength
Score increases by 1 and one ability score of
your choice increases by 1.
Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness,
only shades of gray.
Goring Charge. If you move at
least 20 ft. straight toward a
creature and then hit it with a melee
attack on the same turn, that target
must succeed on a Strength saving
throw (DC 8 + your proficiency bonus +
your Strength modifier) or be knocked
prone. If the target is prone, you can make one
melee attack against it as a bonus action. You can
use this bonus action a number of times equal to your
proficiency bonus and you regain all
expended uses when you finish a long rest.
                                                                                                                       31
 Path of the
 Lightning Vessel
 A Lightning Vessel is a brute, a monster of battle. Their
 bodies overflowing with lightning, they arrive
 unexpectedly, often dropping from buildings or leaping
 impossible distances, before crashing down amidst the
 fight. The presence of a single Lightning Vessel is often
 enough to turn the tides of battle. Their ferocious
 electricity rampaging through their enemies, leaving a
 trail of charred corpses in their wake. If one ends up
 face to face against such a monster, there is no running
 away - they will catch you, electrocute you, and rend
 your corpse. Although vital in the fight against the
 Scourge, their recklessness causes fear in the heart of
 friends and foes alike.
 The Scions created the lightning vessels, using
 galvanized rods implanted within the spine of
 newborns, before subjecting them to a violent shock
 therapy. Of those children, a few grew capable of
 harnessing lightning, while many more were crippled
 for life, a small price to pay for salvation. This very
 technology was later used to create the Galvanized
 Prowlers, mortal enemies of the Lightning Vessels, as
 the Scions started fearing their own creation.
     Galvanic Heart
 Lightning is part of you, it flows through your veins and
 awaits release. At 3rd level, you gain resistance to
                                                                • Electrified Chains. You can use your bonus action
 lightning damage. If you already have this resistance,
                                                             to create chains of lightning that wrap around your
 instead, if you take lightning damage, you can reduce
                                                             weapon. The next time you hit a creature this turn it
 that damage by 1d6 (after the resistance applies).
                                                             takes additional lightning damage equal to your
                                                             Constitution modifier and becomes ensnared by the
 In addition while raging you can unleash the lightning
                                                             chains until the start of your next turn. Each time it
 within. For the duration of your Rage you can choose to
                                                             attempts to move further away than 10 feet from you
 use your bonus action to unleash various powers:
                                                             while ensnared, it must make a Strength (Athletics)
                                                             check contested by yours, freeing itself on a success. On
                                                             a failure it takes the lightning damage again and its
                                                             speed is reduced to 0 until the start of your next turn.
        “Even while her body was falling apart,
        she was still fighting, even when her arm               • Fulgurant Strike. When you successfully hit a
        was being torn to shreds, she was still              creature with a melee weapon attack, you can leave the
        fighting, when all her allies fell, she stood        weapon embedded in their chest for a brief moment.
        and kept fighting. Only when the battle              You immediately use a bonus action to call down
        was won did she draw her last breath, but            lightning from the heavens to strike them, using the
        she was still standing. Not even death               weapon as a conduit, before retrieving it. The target
        could break her.”                                    takes lightning damage equal to your Constitution
                                                             modifier, and all creatures within 5 feet of them must
            - Unknown survivor of the 36th Eldritch hunt.
                                                             succeed on a Dexterity saving throw against your Vessel
                                                             save DC or also take that damage. You have advantage
                                                             on this saving throw.
32                                                                                           Art by Dark Lord Studios
    • Lightning Step. You can move up to half of your        Electric Beast
movement as a bonus action. During this dash your
body becomes supercharged - if you end your                 Starting at 14th level, you are one with the lightning
movement within 5 feet of a creature, it takes lightning    that flows through you. The abilities from your Galvanic
damage equal to your Constitution modifier as the           Heart improve in the following way:
lightning leaps on them. If there are multiple creatures,
choose one that takes the damage.                               • Electrified Chains. The creature cannot move
                                                            more than 5 feet without attempting the check, and on
                                                            a failure, they can’t take reactions until the start of your
Saving Throws. Some of your abilities require your          next turn.
target to make a saving throw to resist the effects. The
saving throw DC is calculated as follows:                      • Fulgurant Strike. The lightning strike’s radius
                                                            increases to 10 feet, and you can choose a number of
   Vessel save DC = 8 + your proficiency bonus + your       creatures equal to your Constitution modifier to
Constitution modifier                                       automatically succeed on the saving throw.
                                                                • Lightning Step. You can now move up to your full
 Roaring Crash                                              movement, and can choose to merge with the
                                                            lightning, teleporting the distance moved instead.
At 6th level, you are ready to leap into battle at a
moment’s notice, crashing down on your foes like
thunder from the heavens. As part of entering a rage,
you can choose to leap into the air, before crashing
down on a point on the ground that you can see within
30 feet. All creatures in a 10-foot radius centered on
that point must succeed on a Dexterity saving throw
against your Vessel save DC or take a number of d8s of
lightning damage equal to your Constitution modifier,
or half as much on a success.
If a creature is on the point on which you land, they
have disadvantage on the saving throw and are pushed
5 feet out of your space into an unoccupied space of
their choice. If no unoccupied space is within range,
the creature instead falls prone in your space.
   At 10th level the distance you leap increases to 60
feet, and to 90 feet at 14th level.
 Lightning Reflexes
At level 10, the lightning you wield enhances your
reflexes past what your body could normally handle. As
a result, whenever you make a Dexterity check, you gain
a bonus to the check equal to your Constitution
modifier (minimum of +1).
In addition, the first time you use your Lightning Step
on your turn, it doesn’t use your bonus action.
Rules Reminder: Initiative is a Dexterity check.
                                                                                                                       33
 Rogue: Blade of radiance
 The Blades of Radiance, also called Steel Saints, are         Sanctified Champion
 known to be one of the most lethal orders of the church.
 In order to become a blade, one must be a devout
 follower of the faith, as only those who would die for the   At level 3, your intense training bears its fruits, you gain
 cause are deemed worthy. Prospective members are             proficiency with martial weapons. At the end of a long
 trained within the walls of the Church, taking on the        rest, you can perform a ritual on a melee weapon you
 clergy as their new kin, and discarding whatever familial    are proficient with that deals piercing or slashing
 bonds they might have held onto. Their zealous fervor        damage, sanctifying it. It becomes your sanctified
 grants them unrivaled powers on the battlefield -            blade, you can only have one such weapon at a time.
 wielding massive weapons as if they were mere toys,          When in your hands, your sanctified blade has the
 infusing their blade with divine powers and breaking         finesse property, and is considered silvered.
 down their foes one by one.
 The Blades of Radiance receive an incredibly diverse          Divine Blessings
 range of missions. The most brutal of their members
 handle gruesome matters in a lethal fashion, whereas
 those of a more empathetic temperament are tasked            Also at level 3, your devotion to eradicating enemies of
 with protecting their fellows. Despite this sundry in        the Church is made manifest by the righteous powers
 character, they all share one goal - safeguarding the        you wield. You have a pool of points that you spend to
 Church and its members, no matter what.                      fuel this divine power called Divine points. The number
                                                              of points in the pool equals 1 + your Wisdom modifier.
                                                              You regain all your expended Divine points when you
                                                              finish a short or long rest. In addition, each time you kill
                                                              an Aberration, Beast, Fiend or Undead of CR ½ or higher
                                                              with your sanctified blade, you regain one Divine point.
                                                              Each time you expend a Divine point you gain
                                                              temporary hit points equal to your Wisdom modifier.
                                                              Saving Throws. Some of your divine attacks require
                                                              your target to make a saving throw to resist the effects.
                                                              The saving throw DC is calculated as follows:
                                                                 Blade of Radiance save DC = 8 + your proficiency
                                                              bonus + your Wisdom modifier
                                                              The powers below use your Divine points.
                                                                 ● Armor of the Faithful. When a creature targets
                                                              you with an attack, you can expend a Divine point as a
                                                              reaction. The target must make a Wisdom saving throw
                                                              against your Blade of Radiance save DC. On a failed
                                                              save, the creature must choose a new target or lose the
                                                              attack or spell and the creature can’t target you until
                                                              the start of your next turn. This power doesn't protect
                                                              you from area effects, such as the explosion of a fireball.
                                                                 ● Divine Inspiration. When you make an
                                                              Intelligence (Religion), an Intelligence (History), or a
                                                              Wisdom (Insight) check, you can expend one Divine
                                                              point to reroll the dice, and must use the new result.
                                                              You can choose to do so after you roll the die, but
                                                              before the outcome is determined. You gain a bonus to
                                                              the check equal to your Wisdom modifier.
34                                                                           Art by Maximiliano Moretto
                                                              Saintly Revelations
   ● Rend the Blasphemous. On your turn after
taking the Attack action with your sanctified blade, you
can use a divine point as bonus action to let the divine     At 13th level, you experience revelations, showing you
hand guide you. Make a weapon attack against a               how to channel divine energy to embolden your blade.
creature within your reach. You gain a bonus to your         You learn two cleric cantrips of your choice. In addition,
attack roll equal to your Wisdom modifier.                   you can cast protection from evil and good, heroism, or
                                                             shield of faith without providing a spell slot or material
                                                             components, only targeting yourself. Wisdom is your
                                                             spellcasting modifier for these spells.
 Righteous Armament
                                                                 Starting at 17th level, you do not need to
                                                             concentrate on these spells, although you can only have
At level 9, your faith gives you the power to rebel          a single spell from this list active at a time.
against fate itself. You gain new ways to use your Divine
points:
                                                              Final Judgement
   ● Chains of Judgement. When you damage a
creature with your sanctified blade, you can expend a
Divine point to create radiant chains that restrain the      At 17th level, your sanctified blade becomes imbued
creature. The target must succeed on a Strength saving       with holy power. At will (no action required) you can
throw against your divine blade DC or become                 choose to make it emit bright light in a 30-foot radius
restrained until the end of your next turn and take          and dim light for an additional 30 feet. Weapon attacks
radiant damage equal to your Wisdom modifier                 made with it deal an extra 2d4 radiant damage on a
                                                             hit. If the weapon isn’t already a magic weapon it
    ● Divine Retaliation. When a creature damages you        becomes one.
with a melee attack, you can use your reaction and
expend one divine point to make a melee weapon               In addition, while wielding the blade, as an action you
attack with your sanctified blade against the creature.      can cast spirit guardians at its lowest level, without
If you hit, you gain a bonus to the attack's damage roll     providing a spell slot or material components.
equal to your Wisdom modifier.                               Creatures within the area of the spell are considered
                                                             within 5 feet of an enemy for the purposes of your
    ● Erupting Blades. While hitting a creature with         Sneak Attack. Once you cast the spell in this way, you
your Sneak Attack, you can expend a divine point to          can't do so again until you finish a long rest, unless you
cause a rain of radiant blades to fall on the battlefield.   expend three Divine points to use it again.
Instead of damaging the creature with your Sneak
Attack, all creatures in a 30-foot long and 5-foot wide
line originating from the target (including the target)
must succeed on a Dexterity saving throw against your
divine blade DC or take radiant damage equal to your
Wisdom modifier + half your Sneak Attack damage or
half as much on a success.
                                      Chapter 2 | Subclasses                                                              35
                                                                 ● If transforming the shears into swords: you can
                                                             slide the longsword forward as part of dismounting it,
                                                             making a single melee weapon attack with it. You don’t
     Guillotine Shears                                       add your ability modifier to the damage of the bonus
                                                             attack, unless that modifier is negative. If you have the
 Trick weapon (shortsword & longsword, shears),              Two-Weapon Fighting Style, you can ignore this
 uncommon                                                    limitation.
 The guillotine shears are a wonder of mechanical            Untransformed. Using this pair of weapons together
 engineering, created to tend to Carmella’s garden. Once     requires the longsword to be held in your main hand
 used to cut excess foliage, it has now been repurposed      and the shortsword to be held in your offhand. The
 to sever limbs instead of greenery. This trick weapon       shortsword deals your choice of slashing or piercing
 was given to hunters as a means of containing the           damage each time you hit. If you take the Attack action
 scourge - if they couldn’t kill the beasts, they could at   with the longsword, you can make a single attack with
 least cripple them.                                         the shortsword in your off hand as a bonus action. You
                                                             don’t add your ability modifier to the damage of the
 Trick Weapon. As a bonus action, you can switch             bonus Attack, unless that modifier is negative. If you
 between the transformed and untransformed states of         have the two-weapon fighting style, you can ignore this
 this weapon. In its untransformed state, the guillotine     limitation.
 is two one-handed weapons - a longsword and a
 shortsword. In its transformed state, the weapon is a       Transformed. The shear is a one-handed martial
 single two-handed weapon, shears.                           weapon that deals 1d10 slashing damage on a hit. In
                                                             addition it has the Guillotine property.
    You can use a bonus action to transform these
 swords into the shears, and back into swords,                   Guillotine: Immediately after hitting a target with
 assembling them at the guard. As part of this bonus         the shears, if you have a free hand, you can use your
 action, you can do the following:                           reaction to snap the blades close, pulling the lever,
                                                             dealing an additional 1d12 slashing damage to the
    ● If transforming the swords into shears: you can        target. If the triggering attack was a critical hit, you can
 make a single melee weapon attack with the shears.          roll an additional 1d12 damage when determining the
 You don’t add your ability modifier to the damage of        extra damage. If this attack deals more than a quarter
 the bonus attack, unless that modifier is negative and      of the creature’s hit points total you also chop off one
 can’t use the Guillotine property on this attack.           the creature's limbs (anything but the head) at the
                                                             GM’s discretion. If this attack reduces a creature to 0
                                                             hit points, it is decapitated.
36                                                                                                     Art by Wes Freser
Eldritch Carvings
       “She is the barren desolation of a fallen
       and failed creation. He is the light of a
       thousand dying suns. Your existence is
       nothing but an echo lost in a dying god's
       scream. The unseen converges, surrounds
       you. And it crushes you like the hand of
       an oppressive light.”
               - Account of a survivor of the first seance.
The first eldritch rune was gifted upon the believers
when their leader bowed before the God Shaped Hole.
The apostle’s flesh and bones were mangled, twisted,
before being buried in the ground, in the shape of a
word of power. The ritual site has long since been lost
and buried and of the ones that witnessed the miracle,
few are alive, and fewer still - sane.
Eldritch carvings,“words of power” as they used to be
called, are the transcribed inhuman utterances of the
Great Ones.                                                   Drawn. A creature that has a carving drawn on its flesh
                                                              must succeed on a DC 13 Constitution saving throw at
To be able to inscribe an eldritch carving upon flesh,        the end of the procedure. On a failure they gain a short-
one must possess a deep understanding of the word,            term madness, take 2d10 force damage, and the
and be able to perfectly replicate it in one’s mind. The      carving isn’t drawn.
deeper the understanding, the less destructive the
carving for the host.                                         Tattooed. A creature that has a carving tattooed on its
                                                              flesh must succeed on a DC 20 Constitution saving
Due to the high fatality rate of the practice, new            throw. On a failure they gain a long-term madness, take
methods were devised to extract the power of the              10d10 force damage, and the carving isn’t tattooed.
carvings, and although less efficient, they are far safer.
Carvings can be drawn, for their weakest form and             Scarified. A creature that has a carving scarred on its
lowest power, tattooed, or scarified - a form that            flesh must succeed on a DC 29 Constitution saving
unleashes their full might but presents the highest risk.     throw. On a failure they gain an indefinite madness, take
                                                              25d10 force damage, and the carving isn’t scarified.
 Eldritch Carving Limitations                                    The carving procedure takes 3 hours, and if it is
                                                              interrupted at any moment before the end, it
To apply a carving one must be proficient with leather        automatically fails, inflicting the appropriate damage
working tools. Unlike for regular art, where the artist       and madness to the canvas. If the damage of failing an
determines the quality of the art, for eldritch carvings      eldritch carving reduces a creature to 0 hit points, its
the canvas - the person getting carved - determines the       body is instantly disintegrated into a puddle of blood
quality of the work. The canvas must envision the rune        and gore.
in their mind as best they can, causing their body to
distort under the eldritch pressure. The carver can
then simply apply the necessary tool against the skin
and let the eldritch powers move the brush, needle, or
knife - depending on whether the eldritch carving is
drawn, tattooed or scarified respectively.
                                                              Art by Roman Kuzmin                                        37
 The DC of the Constitution saving throw can be               Curse of Moon-Blood
 lowered or increased depending on the following
 factors (these factors are not cumulative, only one of      Eldritch Carving, requires attunement (drawn: rare,
 them can be applied at a time):                             tattooed: very rare, carved: legendary)
    ● A creature that has seen the original carving, and     During the initial days of the scourge not all the
 studied it for 8 hours, can lower the DC of the saving      afflicted turned to beasts. Most of them went mad, but
 throw by 15.                                                some unlucky few were devoured but those blood-
                                                             thirsty enough to consume the flesh of both man and
    ● A creature that has seen a perfect copy of the         beast - such hunger irreversibly twisting soul and body.
 original carving, and studied it for 8 hours, can           These cannibals did what they had to in order to
 understand most of the eldritch essence, lowering the       survive but became cursed, turning into the first of the
 DC by 8.                                                    crimson beasts, also known as the Moon-Blooded. The
                                                             fate of a Moon-Blooded was to die an atrocious death,
    ● A creature that has seen a near-perfect copy of        worthy of the weight of their sins.
 the original carving, and studied it for 8 hours, can
 lower the DC of the saving throw by 4.                         Such atrocities didn’t go unnoticed, and one day all
                                                             those who contracted this curse were found dead, their
    ● A creature that has seen an imperfect copy, and        mangled corpses half buried within the ground. Who
 studied it for 8 hours is misguided in their approach       committed such an act? No one knows. In the ensuing
 and the DC of the saving throw increases by 5.              days, those privy to the powers of eldritch carvings
                                                             were quick to notice the pattern amidst the corpses,
 Each specific carving indicates what powers can be          Martyr Tulio first among them.
 drawn from them, and the benefits stack. This means
 that if an eldritch carving is Tattooed on your flesh you   This eldritch rune engraved upon one's flesh allows the
 gain the benefits of it being Tattooed and also those       control of the curse it was created from. The host can
 from it being Drawn.                                        shape their blood into weapons and use it to deflect
                                                             deadly blows. Though powerful, if too much blood is
                                                             spilled, the ancient curse awakens anew, devouring life
                                                             and unleashing the terrifying crimson beast of old.
38                                                                                                 Art by Caio Santos
        Drawn                                                       Scarified
        As a bonus action you unleash the powers held within        When you choose to transform into a crimson beast,
        the carving, transforming into a crimson beast. You         the powers you get access to are enhanced. Choose one
        take necrotic damage equal to one roll of your hit die,     of the following:
        which cannot be reduced in any way, and suffer this
        damage again for each minute the transformation                ● Blood Wings. you sprout wings from your back,
        remains. This transformation ends early if you fall         giving you a flying speed equal to your walking speed.
        unconscious, or end it as a bonus action. The blood you
        lose shapes itself into one of the following powers:            ● Barbed Tail. A bloody tail erupts from your lower
                                                                    spine. As part of transforming and on subsequent turns as
            ● Barbed Tail. A bloody tail erupts from your lower     a bonus action you can make a melee weapon attack with
        spine. As part of transforming and on subsequent turns as   it. The tail is considered a simple melee weapon you are
        a bonus action you can make a melee weapon attack with      proficient with, it has the finesse and reach properties,
        it. The tail is considered a simple melee weapon you are    and deals 3d8 magical piercing damage on a hit.
        proficient with, it has the finesse and reach properties,
        and deals 1d8 magical piercing damage on a hit.                ● Razor Claws. Your hands grow sharp claws which
                                                                    you can climb and kill with. You gain a climbing speed
           ● Razor Claws. Your hands grow sharp claws which         equal to your movement speed, and your unarmed
        you can climb and kill with. You gain a climbing speed      strikes deal an additional 2d6 magical slashing damage.
        equal to your movement speed, and your unarmed
        strikes deal an additional 1d6 magical slashing damage.     In addition, when you are reduced to 0 hit points, you
                                                                    lose control of yourself as your blood takes a life of its
                                                                    own - you go berserk. You regain 1 hit point, and gain a
                                                                    number of temporary hit points equal to your hit point
        Tattooed                                                    maximum. While berserk, you gain all the abilities of
                                                                    your crimson beast transformation and on each of your
        The carving’s power protects your body when the             turns, you attack the nearest creature you can see. If no
        situation is most dire. While attuned to this item, your    creature is near enough to move to and attack, you
        AC increases by 2 while you are below half your hit         attack an object, with preference for an object smaller
        points maximum.                                             than yourself. Once you go berserk, you stay in that
                                                                    state for 1 minute or until you fall unconscious. When it
                                                                    ends you immediately fall to 0 hit points with 2 failed
                                                                    death saving throws. After you’ve gone berserk, you lose
                                                                    all the abilities from the eldritch carving for 1 week.
Art by Caio Santos
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