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Into The Shadowlands v1.4

Into The Shadowlands is a supplement for the Shadowdark RPG, introducing nine new character classes, including Apothecary, Assassin, and Druid, along with new armor categorization, 81 spells, and various house rules. The document reflects extensive design and playtesting efforts and acknowledges contributions from various individuals. It is an independent publication under the Shadowdark RPG Third-Party License, featuring a range of gameplay mechanics and character options for tabletop RPG enthusiasts.

Uploaded by

Father Eucrow
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100% found this document useful (2 votes)
2K views56 pages

Into The Shadowlands v1.4

Into The Shadowlands is a supplement for the Shadowdark RPG, introducing nine new character classes, including Apothecary, Assassin, and Druid, along with new armor categorization, 81 spells, and various house rules. The document reflects extensive design and playtesting efforts and acknowledges contributions from various individuals. It is an independent publication under the Shadowdark RPG Third-Party License, featuring a range of gameplay mechanics and character options for tabletop RPG enthusiasts.

Uploaded by

Father Eucrow
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
You are on page 1/ 56

Into The

Shadowlands
Written and Designed by House DM

v1.4
T h i s s u p p l e ment to Shadowdark by the Arcane
L i b rar y includes 9 new classes:

A p o t h e c a r y, assassin, barbarian, druid, knight ,


pa l a d i n , ranger, sorcerer, and warlock .

Also, a new method for categorizing armor types,


81 new spells, alternative arcane mishap tables, a
list of spellcasting house rules, useful house rules,
mechanics for exhaustion, temporary hit points,
and corruption, and a small list of diseases.

Check out youtube.com/@HouseDM


and patreon.com/HouseDM
for more tabletop RPG content!
PREFACE

This is my first ever official ttrpg publication.


Dis. Dis right here. Wow!
Hundreds of hours went into designing, tweaking, and
playtesting the content in this document.
With that said, I am still making occasional changes as my
campaigns progress. Especially if we discover ways to break
mechanics in a “not-fun” sort of way. Thank you for tagging
along on the journey and supporting my work!
Mind the version number.

And lastly, a special thanks to Kim, Kory, Ryan, Matt, and


Quentin, for their edits, guidance on tweaking mechanics,
and general publishing best practices.

LEGAL

Into the Shadow Lands is an independent product published under


the Shadowdark RPG Third-Party License and is not affiliated with
The Arcane Library, LLC. Shadowdark RPG © 2023 The
ArcaneLibrary, LLC.

Both the Assassinate and Mount talent’s from Cursed Scroll 2: Red
Sands, used with permission from The Arcane Library.

Cover art masterpiece by Brandon Gillam

Artwork on page 5, 7, 8, 13, 45, 48, 50, and 52 illustrated


by Jason Glover with Grey Gnome Games

Artwork on pages 15, 19, 20, 22, and 26 illustrated


by Jens Hölderle from www.lustigesrollenspiel.de

Old Newspaper Types font © 2023 Manfred Klein


Montserrat font family © 2023 Julieta Ulanovsky
Contents
Intro Magic

Contents 3 Spell Descriptions 29-43

Characters Advanced Spellcasting 44-45

Apothecary 4-5
Arcane Mishap Tables 46

Assassin 6
Devastation Table 47
Barbarian 7
Other
Druid 8-9
Additional Rules 48-50
Knight 10-11
Corruption Rules 51
Paladin 12-13
Diseases 52-53
Ranger 14

Sorcerer 15-16

Warlock 17-20

Spell Lists

Druid 21-22

Priest 23

Sorcerer/Wizard 24-26

Warlock 27-28

3
Apothecary Class
Potion masters, plague doctors, Brew. By spending 3gp worth of
and mad scientists who obsess ingredients, you can begin
over unstable concoctions, strange brewing a single dose of one
liquids, odd herbs, and the secret concoction from the Concoction
sciences of alchemy. List. The process takes 1d6 hours
to co mplete and requires an
Weapons: Club, crossbow, dagger, o p e n f lame.
handaxe, mace, shortsword,
spear, staff O n ce complete, make a DC 15
INT check. If you succeed, your
Armor: Light and medium brew yields +1 dose. If you
succeed with a natural 20, you
Hit Points: 1d6 per level may double one of the numerical
values of each dose created this
Languages. You know one way.
additional common language.

Bandolier. Up to 5 of your
concoctions are free to carry.

APOTHECARY TALENTS
2d6 Effect (Reroll 3-5 if DC would be reduced below DC 9)

2 You brew +1 doses when you use your Brew ability

3-5 Decrease your Brew DC one step (DC 15 to DC 12, etc.)


6-9 +2 to STR, DEX, or INT stat
10-11 +1 to melee or ranged attacks
12 Choose a talent or +2 points to distribute to stats

4
CONCOCTION LIST

1. Heal. I m b i b e r re cove rs H P 11. Jacked Juice. Your STR


ba s e d o n t h e i r l eve l . becomes 18 (+ 4) for 1 minute.
• LV 0-3: 1d4 When this effec t ends, DC 12
• LV 4-6: 2d4 CON or gain 1 exhaustion.
• LV 7-9: 3d4
• LV 10+: 4d4 12. Mana Rocks. G a i n a d va n t a g e
on spellcasting checks for 2d4
2. Bean Tea. Removes 1 point of rounds. For the duration, treat
exhaustion. failed spellcasting checks as
critical failures. When this effect
3. Fire Bomb. Can be thrown up ends, DC 9 CON or gain 1
to near. All within close of the exhaustion and become addicted.
target take 1d8 damage and
flammable objec ts catch fire. 13. Liquid Luck. For 1 hour, if you
fail a d20 check, roll a d6 and
4. Hemoglow. Once shaken, glows add it to your total. If you then
with the light of a torch for 30 succeed, this effect ends.
minutes before dissipating. When this effect ends, DC 15
CON or gain 1 exhaustion.
5. Zephyr’s Elixir. G a i n 2d 4
te m p o ra r y h i t p o i n t s . 14. Olaf’s Regards. A dangerously
unstable concoction capable of
6. Caustik. B u rn s l i ke a ci d fo r destroying structures such as
1d4 damage and melts most bridges, stone walls, and small
metal it touches in 1d4 rounds. buildings. Each dose has a fuse,
takes up 3 gear slots, and costs
7. Flash Bomb. Can be thrown up 50gp to brew instead of 3gp.
to n ea r. A l l w i t h i n n ea r o f t h e
t a rg e t , a n d w h o c a n s e e t h e 15. Nightmare Dust. Can be thrown
f l a s h , a re b l i n d e d a n d h ave up to near. All within near of
disadvantage on attack rolls for target must make a DC 15 WIS or
1 ro u n d . suffer horrific h a l l u ci n a t i o n s fo r
1 d 4 ro u n d s . Roll a d6 for each
8. Frostburn Whiskey. Damage a f fe c te d creature ea ch ro u n d .
you take from fire or cold is • 1, creature does nothing.
reduced by half for 2d4 rounds.
• 2-3, move random direc tion
then do nothing.
9. Invisibility. B e co m e i nv i s i b l e
• 4-5, move and melee attack
for 1 minute or until you attack
on nearest creature.
or cast a spell.
• 6, act normally.
10. Stone Serum. Cures
petrification in 1d4 rounds.
5
Assassin Class
Swift s h a d ows , s u b te r f u g e , Clo a k a nd Sh a dow. You are
and cl o t h -w ra p p e d s c a b ba rd s . a d e p t at steal th and
Exper t d ea t h d ea l e rs w h i l e i n f i l t ra tion and always have
remai n i n g u n s e e n . o n e d agger secreted on your
p e rs o n (it takes up no gear
Wea po ns : C l u b, c ro s s b ow, slots).
dagge r, h a n d a xe , s h o r t b ow,
shor t swo rd You are trained in the following
t a s ks and have advantage on
Ar m o r : L i g h t a rm o r a ny a s sociated checks:
• C l i mbing
Hit Po int s : 1 d 4 p e r l eve l
• S n eaking and hiding
As s a s s ina te. W h e n yo u h i t a n • A p plying disguises
unawa re c rea t u re w i t h a n • D e ception
attack , i f t h e i r l eve l i s 5 or
less, they are instantly killed.

ASSASSIN TALENTS
2d6 Effect (2 duplicate = reroll, 10-11 duplicate = +1 use/day)

2 Assassinate now kills creatures of level 7 or less

3-5 +1 to melee or ranged attacks and damage


6-9 +2 to DEX, INT, or CHA stat
10-11 1/day, teleport to a near distance you can see within range
12 Choose a talent or +2 points to distribute to stats

6
Barbarian Class
Nomadic warriors draped in furs, Relentless. When you are reduced
muscled brutes, or just someone to 0 H P and don’t die outright,
who wants to wield a big-ass make a DC 9 CON check. On a
axe. Death doesn’t come easily to success, you instead go to 1 HP
you, except when dealing it and the DC increases one step.
T h e D C resets to 9 when you
yourself.
co m p l ete a rest .
Weapons: All melee weapons

Armor: Light armor

Hit Points: 1d10 per level

Brutal Strikes. Add your STR to


damage you deal with melee
weapons or objec ts that have
the two -handed, thrown, or
versatile proper ties.

Berserker’s Might. Yo u h ave


advantage on all non-attack STR
checks.

BARBARIAN TALENTS
2d6 Effect (2 duplicate = +1 use/day)

2 1/day, immune to damage for 1 round

3-6 +1 to melee and thrown weapon attacks


7-9 +2 to STR, DEX, or CON stat
10-11 Gain +3 to your max HP
12 Choose a talent or +2 points to distribute to stats

7
Druid Class
Wild speakers, storm callers, Spellcasting. You can cast druid
and primordial shamans who spells you know. You know two
act as stewards of land, water, tier 1 spells of your choice from
and sky. the druid spell list.

Weapons: club, dagger, handaxe, Each time you gain a level, you
javelin, shortbow, spear, staff choose new druid spells to learn
a cco rd ing to the Druid Spells
Armor: Light and wood shields Known table. You may change
your known spells after resting.
Hit Points: 1d4 per level

To cast a druid spell you know,


Languages. You know Primordial
and th e s e c re t l a n g u a g e o f m a ke a spellcasting check by
the d r u i d s , D r u i d i c . ro l l i n g d20 + WIS . The DC to
successfully cast a spell is 10 + the
Naturalist. You can identify all spell’s tier.
plant s a n d a n i m a l s f ro m yo u r
native p l a n e o f ex i s te n ce , a n d
you c a n d i s ce rn p u re wa te r.

You are trained in the fo l l ow i n g


tasks a n d h ave a d va n t a g e o n
any a s s o ci a te d a b i l i ty ch e cks :
• Tra ck i n g
• Fo ra g i n g
• Nav i g a t i o n
• Wi l d A n i m a l s

Wild Form. Yo u kn ow t h e Wi l d
Form spell. I t d o e s n’ t co u n t
toward your number of known
spells .

8
DRUID SPELLS KNOWN
Spells Known By Spell Tier

Level 1 2 3 4 5

1 2 - - - -

2 3 - - - -

3 3 1 - - -

4 3 2 - - -

5 3 2 1 - -

6 3 2 2 - -

7 3 3 2 1 -

8 3 3 2 2 -

9 3 3 2 2 1

10 3 3 3 2 2

DRUID TALENTS
2d6 Effect

2 Learn two additional druid spells of any tier

3-5 Learn one additional druid spell of any tier you know
6-9 +2 to WIS stat or +1 to druid spellcasting checks
10-11 Gain advantage on casting one spell you know
12 Choose a talent or +2 points to distribute to stats

9
Knight Class
Hono r- b o u n d f i g h te rs , sw i f t Martial Adept. Choose one type
cavaliers, and heavily armored of weapon, such as longswords.
soldie rs w h o d raw s te e l w i t h You gain +1 to attack and damage
focus and purpose. rolls with that weapon type.

Weapons: All weapons Armor Mastery. While wearing


a rm o r, you gain a +1 bonus to
Armor: All armor and shields your AC and it takes up -2 gear
s l o t s (minimum 0).
Hit Points: 1d8 per level
Knighthood. Knight’s of 1st and
Mount. You have a common, but 2nd level are known as “squires”.
reliable, mount. It comes when
you call and never spooks. You At 3rd level, you may be knighted
can only have one such mount by another knight, or your liege,
at a time. and gain the following benefits.
• For Honor: 1/day, gain
While ri d i n g yo u r m o u n t , yo u
advantage on any roll.
both g e t a b o n u s to AC e q u a l
to half your level (round down). • Hospitality: You can expec t
Your mount has additional levels h o spitality and aid from
equal to half your level (round nobles and other knights of
similar alignment or social
down). You can freely leap on or
a f f iliation. A knight is
off your mount once per round.
ex pec ted to extend such
h o spitality in kind.
If you lose your mount, you can
use your downtime to acquire and
train another. Pass a DC 15 CHA
check for the new creature to
become your mount. Lower the
DC one step each attempt .

10
COMMON MOUNTS

Camel Mastiff
AC 10, HP 1 2 , ATK 1 h o o f +3 ( 1 d 6 ) AC 11, HP 4, ATK 1 bite +1(1d6), MV
or 1 spit (near) +0 (1d4), MV double n ea r, S +1, D +1, C + 0, I -2 , W +1,
near, S +3, D +0, C +3, I -2 , W +1, Ch -2, AL N, LV 1
Ch -3, AL N, LV 2

Horse Mule
AC 11, HP 11, ATK 1 hoof +3(1d6), MV AC 10, HP 7, ATK 1 hoof +2(1d4), MV
double near, S +3, D +1, C +2, I -3, near, S +2 , D + 0, C +2 , I -3, W +1,
W +1, Ch -2, AL N, LV 2 Ch -2 , AL N, LV 1

UNCOMMON MOUNTS

Elk Ram
AC 12 , HP 1 1 , ATK 1 h o o f +3 ( 1 d 6 ) , A C 1 2 , H P 12 , AT K 1 ram +3( 1d8),
MV double near, S +3, D +2, C +2, MV double near, S +3, D +1, C +2 ,
I -2, W +2, Ch +0, AL N, LV 2 I -3, W +1, Ch -2 , AL N, LV 2

Giant Frog Wolf


AC 12 , HP 10, ATK 1 tongue and 1 A C 1 2 , H P 10, AT K 1 bite +2( 1d6),
bite +2 (1d6), MV near, S +2, D +2, MV double near, S +2 , D +2 , C +1,
C +1, I -3, W +0, Ch -3, AL N, LV 2 I -2 , W +1, Ch + 0, AL N, LV 2

Tongue. 1 c rea t u re i n n ea r D C 1 2 Pack Hunter. Deals +1 damage


D EX o r p u l l e d to cl o s e while an ally is close

KNIGHT TALENTS
2d6 Effect

2 Improve your martial adept bonus by +1 and choose an


additional weapon type

3-5 +1 to melee attacks or damage


6-9 +2 to STR, CON, or CHA stat
10-11 Choose 1 kind of armor. You get +1 AC from that armor
12 Choose a talent or +2 points to distribute to stats
11
Paladin Class
Lawfu l wa rri o rs , ri g h te o u s Lay on Hands. You have a pool of
leaders, and divine protectors healing power that can restore
who will stop at nothing to fulfill up to your level x 2 HP.
their d u ty to s t re n g t h , h o n o r,
courage, and most importantly, As a n ac tion you can touch a
their s a c re d oa t h s . creature and restore a number
of hit points up to the maximum
Weapons: All weapons remaining in your pool.

Armor: All armor and shields Yo u r h ealing pool replenishes


w h e n you complete a rest .
Hit Points: 1d8 per level
Smite. You have 3 smite charges.
Sacred Oath. Co rr u p t i o n i s t h e When you hit a creature with a
antithesis of your sacred oath. melee weapon attack , you can
expend a smite charge to deal
If you commit an evil or heinous an extra 1d8 damage to the
act, or gain a point of corruption, target.
you randomly lose access to one
of your abilities: Turn Undead, The damage increases by 2d8 if
Lay on Hands, Smite, or Divine the target is undead or a fiend.
Resistance. You cannot use that Yo u re gain expended charges
ability o r b e n e f i t f ro m i t u n t i l w h e n you complete a rest .
you co m p l e te ri t u a l i s t i c
penan ce a n d re s t . Divine Resistance. You have
a d va n t age on rolls to resist
Turn Undead. You know the Turn the effects of poison and
Undead spell. To cast this spell, co n t ra c ting diseases.
make a s p e l l c a s t i n g ch e ck by
rollin g d 20 + WI S . T h e D C to
successfully cast a spell is 10 +
the sp e l l ’s t i e r.

12
PALADIN TALENTS
2d6 Effect

2 Your smite deals an extra 1d8 damage

3-5 +1 to melee attacks or damage


6-9 +2 to STR, CON, or WIS stat
10-11 Choose 1 kind of armor. You get +1 AC from that armor
12 Choose a talent or +2 points to distribute to stats

13
Ranger Class
Tracke rs , ex p e r t g u i d e s , a n d Craft Salve. Make a DC 15 WIS
vigila n t wa tch e rs , s k i l l e d a t check to craft a salve from nearby
navig a t i n g t h e b o rd e rl a n d s o f flora or fungi. The salve has one
civiliz a t i o n . of the following properties and
expires in 1 day :
Weapons: All weapons • Restores 1d6 hit points

Armor: Light and medium • Stops the ef fec t of poison

Hit Points: 1d8 per level On a failure, you cannot craft a


salve again until you complete a
Languages. Yo u kn ow o n e rest.
additional common language.
Quarry. You may mark a creature
Tracker. Yo u a re tra i n e d i n t h e you can see as your quarry. For the
follow i n g t a s ks a n d h ave next hour, whenever you hit your
advan t a g e o n a ny a s s o ci a te d quarry with a weapon attack, roll
ability ch e cks : your weapon damage dice with
• Navigation advantage.

• Tracking You may only have one creature


• Stealth marked at a time. If they drop to
• Wild animals 0 hit points, you may immediately
m a rk a new creature.

RANGER TALENTS
2d6 Effect (2 duplicate = reroll)

2 Gain advantage on initiative rolls

3-6 +1 to melee or ranged attacks and damage


7-9 +2 to STR, DEX, or WIS stat
10-11 Your Craft Salve ability DC is reduced one step
12 Choose a talent or +2 points to distribute to stats

14
Sorcerer Class
Mages, conjurer’s, and arcane Sorcery. You have a number of
freaks, who seek to conquer their mana points (MP) equal to your
powe rs b e fo re t h e i r p owe rs sorcerer level x 2 that can help
consu m e t h e m . you empower or unleash your
spells.
Weapons: Dagger, staff
As an action, you can recover 1
Armor: None MP. You regain all of your MP
when you complete a rest.
Hit Points: 1d4 per level • Empower: You may spend MP
to boost a failed spellcasting
Spellcasting. Yo u c a n c a s t check and turn it into a
sorcere r s p e l l s yo u kn ow. success. Each 1 MP spent,
increases your spellcasting
You know two tier 1 spells of your check by 1.
choice from the sorcerer spell list. • Unleash: When you succeed
on a spellcasting check, you
Each time you gain a level, you may spend 5 MP to change
choose new sorcerer spells to your roll into a natural 20.
learn according to the Sorcerer If you do, succeed on a
Spells Known table. DC 18 CON check or gain 1
exhaustion. If you fail by 10
To cast a sorcerer spell you know, or more, you also gain +1
corruption.
make a s p e l l c a s t i n g ch e ck by
rollin g d 20 + C H A . T h e D C to
succe s s f u l l y c a s t a s p e l l i s 1 0
+ the s p e l l ’s t i e r.

If you ro l l a n a t u ra l 1 o n a
spellcasting check, you must also
roll o n t h e co rre s p o n d i n g
arcan e m i s h a p s t a b l e fo r t h e
spells t i e r.

15
SORCERER SPELLS KNOWN

Spells Known By Spell Tier

Level 1 2 3 4 5

1 2 - - - -

2 3 - - - -

3 3 1 - - -

4 3 2 - - -

5 3 2 1 - -

6 3 2 2 - -

7 3 3 2 1 -

8 3 3 2 2 -

9 3 3 2 2 1

10 3 3 3 2 2

SORCERER TALENTS
2d6 Effect

2 Learn one sorcerer spell of any tier, gain +5 to your max


MP, and gain +2 corruption

3-5 Learn one additional sorcerer spell of any tier you know
6-9 +2 to CON or CHA stat, or +3 to your max MP
10-11 Gain +5 to your max MP
12 Choose a talent or +2 points to distribute to stats

16
Warlock Class
Schol a rs , u rch i n s , m e rch a n t s Spellcasting. You can cast
and soldiers, all are welcome to warlock spells you know. At 1st
make d ea l s fo r d a rk a n d level, choose INT or CHA to be
powe r f u l g i f t s . your spellcasting ability score.

Weapons: Dagger, staff You know two tier 1 spells of


your choice from the warlock
Armor: Light armor spell list.

Hit Points: 1d4 per level Each time you gain a level, you
choose new warlock spells to
Languages. Yo u kn ow o n e learn according to the Warlock
additi o n a l l a n g u a g e re l eva n t Spells Known table. You may
to you r pa t ro n . change your known spells after
resting.
Pact Boon. Your patron bestows
a gift u p o n yo u fo r yo u r l oya l To cast a warlock spell you know,
ser vice . Yo u g a i n o n e o f t h e make a spellcasting check by
follow i n g pa c t b o o n s : rolling D20 + your spellcasting
• Arcane Pact ability score. The DC to successfully
cast a spell is 10 + the spell’s tier.
• Blood Pact
• Grave Pact If you roll a natural 1 on a
• Steel Pact spellcasting check, you must also
ro l l o n the corresponding
See Pa c t B o o n d e s c ri p t i o n s a rc a n e mishaps table for the
on Pa g e 1 9. s p e l l s tier.

17
WARLOCK SPELLS KNOWN

Spells Known By Spell Tier

Level 1 2 3 4 5

1 2 - - - -

2 3 - - - -

3 3 1 - - -

4 3 2 - - -

5 3 2 1 - -

6 3 2 2 - -

7 3 3 2 1 -

8 3 3 2 2 -

9 3 3 2 2 1

10 3 3 3 2 2

WARLOCK TALENTS
2d6 Effect

2 Learn one additional spell of any tier, from any spell list,
and gain +2 corruption
3-5 Gain advantage on casting one spell you know
6-8 +2 to CHA or INT stat, or +1 to spellcasting checks
9-11 Gain your pact boon enhancement
12 Choose a talent or +2 points to distribute to stats

18
PACT BOONS

Whether it came to you from Steel Pact. You gain training in


patient study and observation, all weapons and medium
sheer dedication and loyalty, or armor. As an ac tion, you can
you just got lucky, you have conjure a pac t weapon to your
discovered how to improve the hand from beyond. You can use
power of your Pact Boon into yo u r s pellcasting ability mod
that of Pact Mastery. fo r a tt ack rolls made with this
wea p o n. A magic weapon you
Arcane Pact. Yo u c a n co n j u re a ow n m ay become your pac t
far ranged arcane blast of magic; wea p o n after completing a 1
D20 + your spellcasting ability h o u r ri tual.
modifier to hit for 1d6 damage. • Enhancement: +1 damage
• Enhancement: +1 to hit with with your pact weapon.
your arcane pac t blast .

Blood Pact. Yo u kn ow t h e F i n d
Familiar spell and it doesn’t count
toward yo u r n u m b e r o f kn ow n
spells . Yo u r fa m i l i a r h a s h i t
points e q u a l to 5 + yo u r l eve l ,
can lev i t a te , a n d fo l l ows yo u r
commands telepathically. You can
cast spells through your familiar.
• Enhancement: + 5 m a x h i t
po i n t s to yo u r b l o o d pa c t
fa m i l i a r.

Grave Pact. 1/day if you begin


dying, you instead roll a d4 and
get up with 1 hit point in that
many rounds. During this time,
you are immune to damage dealt
to you while dying and for 1
round after you get up.
• Enhancement: +1 use per day.

19
PACT MASTERY

You have discovered an arcane Grave Pact Mastery. At 8th level,


lock that prevents you from fully yo u c a n remove the lock by
realiz i n g yo u r p owe rs . I f yo u bringing yourself back from the
remove it, you can improve the dead. To do this, you must recover
power of your Pact Boon into that 1 hit point by rolling a natural 20
of Pact Master y. while dying.

Arcane Pact Mastery. At 8th level, T h e ve i l between worlds is


you c a n re m ove t h e l o ck by thinnest when one is near death.
succeeding on six DC 18 INT or While you are at 1 hit point, your
CHA checks. If you fail a check, AC is 20.
gain +1 corruption.
Steel Pact Mastery. At 8th level,
When all six checks succeed, your yo u c a n remove the lock by
arcane pact gains the following s u m m oning and defeating a
benefits: mirror copy of yourself that fights
• Damage increases to d10 to the death.

• On a hit , you can push/pull D e fea t them in single combat


creatures up to near away/
w i t h s teel, to gain the benefit
towards you if the target is
of adding your CHA or INT to the
Lv 9 or less
damage you deal with your pact
Blood Pact Mastery. At 8th level, weapon.
you c a n re m ove t h e l o ck by
performing a permanent ritual,
binding your life essence to your
familiar.

The ritual takes 8 hours and once


complete, grants you the power
to cast 2 spells per turn, 1 from
yourself and 1 from your familiar.

You then evenly redistribute the


sum o f yo u r m a x h i t p o i n t s
between you and your familiar.
If one of you dies, you both die.

20
Druid Spell List
TIER 1 TIER 2
• Alarm • A n i mal Messenger

• Cure Wo u n d s • Au g ur y

• Ent a n g l e • B a rkskin

• Fae ri e F i re • Ea r t hbind

• Fog • F l a me Blade

• Loc a te P l a n t s o r A n i m a l s • G u s t of Wind

• Mu d • H ea t Metal

• Poi s o n D a r t • I nv i s ibility

• Pro d u ce F l a m e • Lo c a te Objec t

• Res i s t Co l d • N a t u re’s Grasp

• Shi l l e l a g h • Rust

• Spea k w i t h A n im a l s • S p i ke Grow th

• Wil d Fo rm • Wa rp Wood

21
TIER 3 TIER 5
• Cal l L i g h t n i n g • Awa ken

• Dis p e l M a g i c • Co n t rol Weather

• Fab ri c a te • Ea r t hquake

• Fea r • F i re storm

• Grea te r S h i l l e l a g h • H ea l

• Ice S to rm • N a t u re’s Fur y

• Pro te c t i o n f ro m E n e rg y • Pri m ordial Ward

• Res to ra t i o n • S h a pechange

• Run i c S n a re • S u m mon Extraplanar

• Spea k w i t h D ea d • S u n burst

• Spea k w i t h P l a n t s • Tra n smute Rock

• Wa l l o f Wa te r • Wi n dwalk

• Wa te r B rea t h i n g

TIER 4
• All I s O n e

• Bli g h t

• Com m u n e

• Con t ro l Wa te r

• Dea t h Wa rd

• Hyd ro B l a s t

• Mo o n b ea m

• Pol y m o rp h

• Reg e n e ra te

• Sto n e s k i n

• Tra n s p o r t v i a P l a n t s

• Wa l l o f F i re

• Wa l l o f I ce

22
Priest Spell List
TIER 1 TIER 4
• Cure Wo u n d s • Co m mune

• Hol y Wea p o n • Co n t rol Water

• Lig h t • D ea t h Ward

• Pro te c t i o n f ro m Ev i l • F l a me Strike

• Res i s t Co l d • P i l l a r of Sal t

• Shi e l d o f Fa i t h • R e g enerate

• Turn U n d ea d • Wra th

TIER 2 TIER 5
• Aug u r y • D i v i ne Vengeance

• Bli n d / D ea fe n • D o m inion

• Ble s s • H ea l

• Clea n s i n g Wea p o n • J u d gment

• Glo rb s • P l a n e Shift

• Sm i te • Pro p hecy

• Zon e o f Tr u t h • Wo rd of Recall

TIER 3
• Com m a n d

• Lay to R e s t

• Ma s s Cu re

• Pro te c t i o n f ro m E n e rg y

• Reb u ke U n h o l y

• Res to ra t i o n

• Spea k w i t h D ea d
23
Sorcerer/Wizard
Spell List
TIER 1 TIER 2
• Aet h e r F i e l d • Aci d Arrow

• Ala rm • A l te r Self

• Bu rn i n g H a n d s • D a rkness

• Cha rm Pe rs o n • D e tec t Thoughts

• De te c t M a g i c • Ea r t hbind

• Fas t Fe e t • Fre eze

• Fea t h e r Fa l l • F i xe d Objec t

• Fin d Fa m i l i a r • G u s t of Wind

• Floa t i n g D i s k • G l o rbs

• Fog • H o l d Person

• Ho l d Po r t a l • I nv i s ibility

• Lig h t • Kn o ck

• Ma g e A rm o r • Lev i tate

• Ma g e H a n d • Lo c a te Objec t

• Ma g i c M i s s i l e • M i rror Image

• Mu d • M i s ty Step

• Pro d u ce F l a m e • Rust

• Pro te c t i o n f ro m Ev i l • S co rching Bol t

• Ray o f Fro s t • S h a dow Blade

• Shi e l d • S h a tter

• Sho ck • S i l e nce

• Sle e p • We b

24
TIER 3 TIER 4
• Ani m a te D ea d • A rc a ne Eye

• Dis p e l M a g i c • C l o u dkill

• Fab ri c a te • Co n f usion

• Fea r • Co n t rol Water

• Fire ba l l • D i m ension Door

• Fly • D i v i nation

• Gas e o u s Fo rm • Et h e realness

• Has te • H yd ro Blast

• Ice S to rm • M o d if y Memor y

• Illu s i o n • Pa s swall

• Lig h t n i n g B o l t • Po l y morph

• Ma g i c C i rcl e • R e s i lient Sphere

• No n d e te c t i o n • S to n eskin

• Pro te c t i o n f ro m E n e rg y • Te l e kinesis

• Sen d i n g • Te rror

• Slow • Wa l l of Fire

• Spea k w i t h D ea d • Wa l l of Force

• Wa l l o f Wa te r • Wa l l of Ice

25
TIER 5
• Ant i m a g i c S h e l l

• Cha i n L i g h t n i n g

• Con e o f Co l d

• Crea te U n d ea d

• Dis i n te g ra te

• Do m i n a te Pe rs o n

• Fire s to rm

• Ho l d M o n s te r

• Inv u l n e ra b i l i ty

• Pla n e S h i f t

• Powe r Wo rd K i l l

• Pri s m a t i c O rb

• Scr y i n g

• Sha p e ch a n g e

• Sum m o n Ex t rap l a n a r

• Tel e p o r t

• Tim e s to p

• Wis h

26
Warlock Spell List
TIER 1 TIER 3
• Aet h e r F i e l d • D i s p el Magic

• Bu rn i n g H a n d s • E l d ri tch Hunger

• Cha rm Pe rs o n • Fea r

• Fog • Fly

• Hel l i s h R e b u ke • G a s eous Form

• Hex • M a rked For Death

• Ma g e A rm o r • M a g i c Circle

• Ren d i n g S t ri ke • L i fe Sap

• Pro te c t i o n f ro m Ev i l • S l ow

• Witch B o l t • S p ea k with Dead

TIER 2 TIER 4
• Bli n d / D ea fe n • B l i g ht

• Da rkn e s s • D i m ension Door

• De te c t T h o u g h t s • Et h e realness

• Fla m e B l a d e • F l a me Strike

• Ho l d Pe rs o n • M o d if y Memor y

• Inv i s i b i l i ty • R e g enerate

• Mis ty S te p • Po l y morph

• Sha d ow B l a d e • S h a dow Guard

• Sha tte r • S to n eskin

• Sile n ce • Te rror

27
TIER 5
• Circl e o f D ea t h

• Ho l d M o n s te r

• Inv u l n e ra b i l i ty

• Jud g m e n t

• Pla n e S h i f t

• Powe r Wo rd K i l l

• Scr y i n g

• Sha p e ch a n g e

• Sum m o n Ex t ra p l a n a r

• Tel e p o r t

28
Spells
AETHER FIELD ANIMAL MESSENGER

Tier 1, sorcerer, warlock, wizard Tier 2, druid


Duration: Instant Duration: 7 days
Range: Self Range: Near

A magical force surrounds you Choose a small beast you can


granting 5 temporary hit points. see within range, specify a
previously visited location, and
If a creature hits you with a melee
a recipient who matches a
attack while you have these
general description.
temporary hit points, that creature
takes 1d4 damage. The beast will deliver a 25 word
message to the recipient. If the
messenger does not reach its
destination before the spell
ALL IS ONE ends, the message is lost .
Tier 4, druid
Duration: Focus
Range: Self
AWAKEN

You look into a reflecting pool or Tier 5, druid


open flame, calling up images of Duration: Permanent
a distant place. Range: Close

For the spell’s duration, you can You touch an animal or large tree
see and hear a creature or location and imbue it with sentience.
you choose that is on the same
You can’t cast this again until you
plane.
complete penance.
Each round, creatures you view
• Animal. Their INT, WIS, and
may make a WIS check vs your CHA become 10, they know
last spellcasting check . On a the languages you know,
succe s s , t h ey b e co m e awa re and regard you as friendly.
of you r m a g i c a l o b s e r va t i o n .
• Tree. It becomes a Treant.
You cannot cast this spell again Roll on the reaction table
until you complete a rest. with a +2 bonus to
determine how the Treant
reacts to you.

29
BARKSKIN CHAIN LIGHTNING
Tier 2, druid Tier 5, sorcerer, wizard
Duration: Focus Duration: Instant
Range: Close Range: Far

One creature you touch becomes You shoot a blue-white ray of


protected by regenerating bark. lightning from your hands at a
creature within range dealing
The target gains 5 temporar y
2d10 damage. The lightning
hit points at the beginning of
then jumps to up to three other
each of their turns for the
creatures within near dealing
duration.
2d8 damage to each.

BLIGHT CIRCLE OF DEATH


Tier 4, druid, warlock Tier 5, warlock
Duration: Instant Duration: Instant
Range: Near Range: Self
You afflict a target you can see You unleash a powerful blast of
within range with a terrible lethal necrotic energy in a
blight. If the target is a plant, it near-sized sphere around you.
immediately withers and dies.
Creatures within the area of
Otherwise, it takes 2d8 damage.
effect take 6d8 damage. You
This spell has no effect on gain +1 corruption.
undead or constructs.
Treat a failed spellcasting check
for this spell as a critical failure.

CALL LIGHTNING
Tier 3, druid
Duration: Focus
Range: Far

If stormy weather or thunder


clouds are present above, you
can call down a bolt of
lightning to strike a target you
can see within range dealing
2d6 damage.

30
CONE OF COLD DEATH WARD
Tier 5, sorcerer, warlock, wizard Tier 4, druid, priest
Duration: Instant Duration: 10 rounds
Range: Self Range: Close

An extreme blast of icy air A creature you touch gains a


erupts from your hands. Each protective ward against death.
creature in a near-sized cone
For the spell’s duration, the
takes 2d8 damage and must
creature gains the following
succeed on a CON check vs
benefits:
your spellcasting check or be
frozen in ice for 1d4 rounds. • The next time they would
drop to 0 hit points from
damage, they drop to 1 hit
point instead and the spell
CONTROL WEATHER ends.
Tier 5, druid • The next time they would
Duration: 8 hours be killed instantly by an
effect, negate that effect
Range: Far
and the spell ends.
You alter the weather within a
5 mile radius by changing the
precipitation, temperature,
DOMINATE PERSON
and/or wind. You must be
outdoors to cast this spell. Tier 5, sorcerer, wizard
The change takes ef fec t over Duration: 10 rounds
the next 1d4 x 10 minutes. Range: Near

One humanoid of Lv 9 or less


you can see within range must
DARKNESS succeed on a WIS check vs your
Tier 2, sorcerer, warlock, wizard spellcasting check or become
charmed by you and under your
Duration: 10 rounds
control for the duration.
Range: Near
You decide their actions during
Magical darkness spreads from a their turn.
point you see within range, out to
a near distance. Casting this spell while
dominating another humanoid
If the point you chose was an immediately ends this effect.
object, the darkness moves with
that object. The darkness blocks
both normal sight and that of
darkness adapted creatures.

31
DRUID GROVE EARTHQUAKE
Tier 5, druid Tier 5, druid
Duration: 12 hours Duration: Focus
Range: Close Range: Far

You open a portal to a natural, You tap into the primeval force of
abundant, and protected nature to cause an earthquake in
pocket dimension where you a double near-sized circle.
may rest safely. None may enter
Creatures that enter the area or
without your blessing.
begin their turn within take 1d12
You can’t cast this again until damage, fall to the ground, and
you complete penance. must move near to stand up.
Focusing on the spell longer
increases its effec t:
EARTHBIND • 2 Rounds. Buildings and
structures begin to collapse.
Tier 2, druid, sorcerer, wizard Any inside or close take 2d12
Duration: Instant damage.
Range: Far • 5 Rounds. The earth cracks
One flying creature you can see and deep fissures open that
within range is immediately swallow all within range.
pulled to the ground by strands You can’t cast this again until
of magical energy. Creatures you complete penance.
grounded this way do not take
fall damage.
ELDRITCH HUNGER
Tier 3, warlock
Duration: Focus
Range: Far

You create a near-sized sphere


of dark unspeakable horrors.
Creatures within the sphere are
blinded, can only move through
the area at half speed, and take
2d6 damage at the beginning
of each of their turns.

32
ENTANGLE FAST FEET
Tier 1, druid Tier 1, sorcerer, wizard
Duration: 3 rounds Duration: 5 rounds
Range: Near Range: Close

You e n t a n g l e a c rea t u re w i t h A creature you touch can move


animated vines or roots. The double near and still use their
creature can’t move and must action on their turn for the
succeed on a STR check vs your duration of the spell.
spellcasting check to free itself.

FEAR
ETHEREALNESS
Tier 3, sorcerer, warlock, wizard
Tier 4, sorcerer, warlock, wizard Duration: Instant
Duration: 10 rounds Range: Near
Range: Self
You create a terrifying illusory
You immediately vanish and enter effect. All creatures of LV 3 or
the Ethereal Plane. less within range must
immediately make a morale
For the duration, you move at half
check (DC 15 WIS).
speed, can only affect and be
affected by other creatures on the This spell does not affect
Ethereal Plane, and you can move creatures that are immune to
through objects you perceive from morale checks.
the prior plane.

FIND FAMILIAR
FAERIE FIRE
Tier 1, sorcerer, warlock, wizard
Tier 1, druid Duration: Instant
Duration: Focus Range: Close
Range: Far
You gain the service of a 1 hit
Each creature and object within point spirit that takes the form
a near-sized sphere sheds a blue, of an animal no larger than a
green, or violet glowing light out house cat. It can perform
to a close distance. simple tasks for you and as an
action, you can see and hear
They cannot benefit from being
through your familiar’s senses.
invisible and attacks made
against affected creatures are If your familiar dies, you take
made with advantage. 1d6 damage.

33
FIRESTORM FREEZE
Tier 5, druid, sorcerer, wizard Tier 2, sorcerer, wizard
Duration: Focus Duration: Varies
Range: Far Range: Near

You conjure a raging storm of You conjure a frigid blast of cold


fire that can be directed at any energy capable of freezing a
number of targets you can see creature or small body of water.
within range. Each target takes • Creature. For 5 rounds, a
4d6 damage. frozen creature can’t move
and must succeed on a STR
check vs your spellcasting
check to break free.
FLAME BLADE
• Water. You immediately
Tier 2, druid, warlock freeze a double-near sized
Duration: 10 rounds body of water for 1 hour.
Range: Self

You conjure a long blade of flame GLORBS


in your hand. The blade deals 1d10
damage, has the finesse property, Tier 2, sorcerer, wizard
and is magical. Duration: 1 hour real time

You are trained with this weapon Range: Far


and, for the duration, can conjure Summon 2 hovering orbs of light.
the blade back to your hand if you Each illuminate out to a near
are disarmed. distance for 1 hour of real time.
You can move each orb up to a
far distance from you.
FOG
Tier 1, druid, sorcerer, warlock,
wizard GREATER SHILLELAGH
Duration: Focus
Tier 3, druid
Range: Far
Duration: 5 rounds
You summon a cloud of thick Range: Self
fog to obscure visibility. All
checks to perceive creatures A staff you wield is imbued with
within the fog are made with intense primal energy and
disadvantage and attacks becomes magical. You can use your
against creatures in the fog are spellcasting modifier for attack
made with disadvantage. rolls you make with it, the damage
die becomes a d12, and you roll
your damage die with advantage.

34
GUST OF WIND HELLISH REBUKE
Tier 1, druid, sorcerer, wizard Tier 1, warlock
Duration: 2 rounds Duration: 10 Rounds
Range: Near Range: Self

You call for th a burst of strong The next time you would be hit
wind capable of dispersing gas by an attack, you can immediately
or vapor, shutting doors, or end this spell to deal 1d12 damage
extinguishing candles, torches, to the attacker.
and similar unprotected flames.

HEX
HASTE Tier 1, warlock
Tier 3, sorcerer, wizard Duration: Focus

Duration: Focus Range: Far

Range: Close You place a curse on a creature


you can see within range. Until
A willing creature you touch
the spell ends, whenever you
gains +2 AC , can move double
hit that creature with an attack
near, and can take an additional
or spell, they take an additional
action on their turn.
1d8 damage.
When the spell ends, until the
end of that creature’s next turn,
they cannot take an action and
can only move at half speed. HYDRO BLAST
Tier 4, druid, sorcerer, wizard
Duration: Instant
HEAT METAL
Range: Near
Tier 2, druid A high pressure blast of water
Duration: Focus erupts from you dealing 2d6
Range: Near damage to a target you can see
within range.
A metal object you can see within
range begins to glow red hot. A If you are focusing on a Control
creature in contact with it at Water spell, you have advantage
the beginning of their turn on your check to cast this spell
takes 1d8 damage. and it deals an extra 2d6 damage.
If a creature is holding or wearing
the object, they must succeed on
a CON check vs your spellcasting
check or drop it if possible.

35
ICE STORM LOCATE OBJECT
Tier 3, druid, sorcerer, wizard Tier 2, druid, sorcerer, wizard
Duration: Focus Duration: Focus
Range: Far Range: Self

You conjure a storm of jagged You can sense the direction of one
ice to rain down on a near-sized familiar object within 1,000 ft.
cube within range.
Creatures can only move
through this area at half speed. LOCATE PLANTS OR ANIMALS
Creatures that enter the area or Tier 1, druid
begin their turn within take 2d6
Duration: Focus
damage.
Range: Far

You can sense the direction of a


INVULNERABILITY non-magical, non-sentient plant
or animal within 120ft.
Tier 5, sorcerer, warlock, wizard
Duration: Focus
Range: Near MAGE HAND
A creature you can see within Tier 1, sorcerer, wizard
range becomes immune to all
Duration: 5 rounds
damage for the duration.
Range: Far
Treat a failed spellcasting check
for this spell as a critical failure. You conjure an invisible hand
within range that can
manipulate objects, open doors
and containers, stow or retrieve
LIFE SAP items, or pull levers. The hand
cannot carry more than 10
Tier 3, warlock
pounds.
Duration: Instant
Range: Near

You engulf your hands in


shadow magic that deals 2d6
damage to a creature you can
see within range. You regain hit
points equal to half the
damage dealt.

36
MARKED FOR DEATH MUD
Tier 3, warlock Tier 1, druid, sorcerer, wizard
Duration: Focus Duration: 5 rounds
Range: Near Range: Near
You mark a creature with the Turn a near-sized cube section
Doom. That creature takes 1d12 of ground into slick mud.
damage at the beginning of Creatures can only move through
each of their turns for the this area at half speed.
duration.
Bipedal creatures that enter
the area or begin their turn
within must succeed on a DEX
MODIFY MEMORY check vs your spellcasting
Tier 3, druid, sorcerer, wizard check or fall to the ground and
must move near to stand up.
Duration: 1 hour
Range: Near

You alter a single memory of a NATUREʼS FURY


humanoid you can see within
range. Tier 5, druid
Duration: 5 rounds
The target truly believes the new
memory for the duration and Range: Near
knows you magically enchanted You call forth vines and roots to
it after the spell ends. entangle creatures you can see
A critical spellcasting check within range. At the beginning of
changes the duration to each entangled creature’s turn,
permanent and can only be they take 2d6 damage.
removed by Dispel Magic or Entangled creatures can’t move
Restoration. and must succeed on a STR
check vs your spellcasting check
to free themselves. Creatures LV
MOONBEAM 7 or less make their STR check
with disadvantage.
Tier 4, druid
Duration: Focus
Range: Far

A beam of concentrated moonlight


strikes one creature within range
for 2d8 damage. You may choose
a different creature each round.

37
NATUREʼS GRASP PRIMORDIAL WARD
Tier 2, druid Tier 5, druid
Duration: 3 rounds Duration: 10 rounds
Range: Near Range: Close

You call forth vines and roots to You call on the primeval forces of
entangle creatures in a near- the land to infuse one creature
sized cube within range. you touch with the power of the
ancients.
Entangled creatures can’t move
and must succeed on a STR The target gains a luck token
check vs your spellcasting check and at the start of each of their
to free themselves. turns, they gain 1d12 temporary
hit points.

NONDETECTION
PRODUCE FLAME
Tier 3, sorcerer, wizard
Duration: 1 day Tier 1, druid, sorcerer, wizard
Range: Close Duration: Varies
Range: Self
You hide a creature or near-sized
area from scrying magic . The You conjure a small flame in
creature or area can’t be your hand to be used as light
perceived by scrying magic for or to ignite.
the duration. • Light. Sheds light to a near
distance for 30 minutes.
• Ignite. Hurl the flame at a
POISON DART target up to near for 1d6
damage.
Tier 1, druid
Duration: Instant
Range: Near
RAY OF FROST
You conjure a shard soaked in
Tier 1, sorcerer, wizard
poison and shoot it at a creature
within range for 1d4 damage. Duration: Instant
They take 1 damage at the Range: Near
beginning of their turn, for 1d4 A ray of frost streaks from your
rounds. open palm at a creature within
range for 1d6 damage. That
creature moves at half speed
until the end of their next turn.

38
RENDING STRIKE RUST
Tier 1, warlock Tier 2, druid
Duration: Instant Duration: Instant
Range: Near Range: Close

With ethereal leonine claws, you A non-magical metal object you


slash at a creature dealing 2d4 touch immediately rusts and
damage. disintegrates.

RESIST COLD SCORCHING BOLT


Tier 1, druid, priest Tier 2, sorcerer, wizard
Duration: 10 minutes Duration: Instant
Range: Near Range: Far

You and up to 4 other creatures You conjure 3 bolts of flame and


within range are unharmed by hurl them at creatures you can
nonmagical freezing see within range.
temperatures.
You can hurl the bolts at one,
two, or three targets. Each bolt
deals 1d4 damage and ignites
RUNIC SNARE flammable objects.

Tier 3, druid
Duration: 1 hour SHADOW BLADE
Range: Close
Tier 2, sorcerer, warlock, wizard
Mark an area you can see within
Duration: 5 rounds
range with a small rune. After 1
Range: Self
minute, the next creature to come
within close of the rune will You summon a short blade made
become restrained by magical of shadows to your hand. Use your
tethers. spellcasting modifier for attack
rolls you make with this weapon.
The restrained creature can’t
The blade deals 1d6 damage, has
move and must succeed on a
the thrown property, and is
STR check opposed by your
magical.
spellcasting check to free itself.
The restrained creature makes You are trained with this weapon
this check with disadvantage. and, for the duration, can conjure
the blade back to your hand if you
are disarmed.

39
SHADOW GUARD SHILLELAGH
Tier 4, warlock Tier 1, druid
Duration: 5 rounds Duration: 5 rounds
Range: Self Range: Self

You conjure shadowy beings who If you are wielding a staff, it


protect you for the duration. becomes magical and is imbued
with primal energy. You can use
At the beginning of each of your
your spellcasting modifier for
turns, you gain 5 temporary hit
attack rolls you make with it and
points and whenever you are
the damage die becomes a d8.
hit with a melee attack , the
shadows lash out at that
creature for 2d6 damage.
SHOCK
Tier 1, sorcerer, wizard
SHATTER
Duration: Instant
Tier 2, sorcerer, warlock, wizard Range: Close
Duration: Instant
You touch one creature and shock
Range: Near
them for 1d6 damage.
Choose a point within range to Creatures made of metal or
erupt in a micro-explosion of wearing armor made of metal
intense force. Creatures and take an additional 1d6 damage.
objects within a close -sized
sphere take 1d8 damage.
Creatures and objects made of SLOW
mostly metal or stone take 2d8
damage instead. Tier 3, sorcerer, warlock, wizard
Duration: Focus
Range: Near
SHIELD Slow time for all creatures
Tier 1, sorcerer, wizard within a near-sized sphere.
Their AC is reduced by 2 and
Duration: 10 rounds
they may only take an ac tion
Range: Self
or move per round, not both.
For the duration, if you would
be hit by an attack, you can
immediately end this spell to
force that attack to miss
instead.

40
SPEAK WITH ANIMALS TERROR
Tier 1, druid Tier 4, sorcerer, warlock, wizard
Duration: 10 minutes Duration: Instant
Range: Near Range: Near
You can communicate with one You conjure a powerful illusion
type of animal within range. of terror. Up to 1d4 creatures of
LV 8 or less within range must
immediately make a morale
SPIKE GROWTH check with disadvantage (DC
15 WIS).
Tier 2, druid
This spell does not affect
Duration: Focus
creatures immune to morale
Range: Near
checks.
Sharp spikes and thorns rise from
the ground in a near-sized cube.
Creatures can only move through TIMESTOP
this area at half speed. Creatures Tier 5, sorcerer, wizard
that enter the area or begin their
Duration: Focus
turn within take 2d4 damage.
Range: Near

You stop time within a near-sized


sphere at a point you can see
SUNBURST
within range.
Tier 5, druid Treat a failed spellcasting check
Duration: Instant for this spell as a critical failure,
Range: Far and roll the mishap with
disadvantage.
You conjure a powerful ball of
sunlight that explodes in a near-
sized sphere.
TRANSMUTE ROCK
Creatures inside the area take
2d8 damage and are blinded Tier 5, druid
for 1d4 rounds. Duration: Instant
Oozes and undead take 4d8 Range: Close
damage instead. Up to a near-sized section of rock
becomes mud. Creatures can only
move through this area at half
speed.

41
TRANSPORT VIA PLANTS WALL OF ICE
Tier 4, druid Tier 4, druid, sorcerer, wizard
Duration: Focus Duration: 10 rounds
Range: Close Range: Far
You touch a large plant, opening You conjure a wall of ice up to
a magical portal to another large 60 ft long, 20 ft high, and 1 ft
plant on the same plane of thick. You choose its shape.
existence.
When conjured, creatures close
You must have seen or touched to it take 2d6 damage.
the destination plant at least
The wall is solid, has AC 12, and
once before.
30 hit points.
Any creature that steps through
the portal instantly teleports to
the destination plant. WALL OF WATER
Tier 3, druid, sorcerer, wizard
WALL OF FIRE Duration: Focus
Range: Far
Tier 4, druid, sorcerer, wizard
Duration: Focus You conjure a wall of water up to
30 ft long, 10 ft high, and 1 ft thick.
Range: Far
You choose its shape.
You conjure a wall of fire up to
Creatures can only move through
60 ft long, 20 ft high, and 1 ft
this area at half speed. Ranged
thick. You choose its shape.
weapon attacks that would enter
When conjured, creatures close to the wall’s space are made with
it t a ke 3 d 6 d a m a g e . disadvantage and damage from
If a creature moves through or fire is halved if it must pass
begins their turn within the wall, through the wall.
they take 3d6 damage.

WARP WOOD
Tier 2, druid
Duration: 5 rounds
Range: Near

A rigid wooden objec t of your


choice warps into a floppy useless
form.

42
WATER BREATHING WIND WALK
Tier 3, druid Tier 5, druid
Duration: 1 hour Duration: 10 rounds
Range: Close Range: Self

You and up to 3 other creatures You change your form into that
w i t h i n ra n g e c a n b rea t h e of the wind. You can fly double
under water. near, hover in place, and cannot
be brought below 1 HP for the
spell's duration.

WILD FORM You cannot cast this spell again


until you complete penance.
Tier 1, druid
Duration: Varies
Range: Self WITCH BOLT
You and your gear transform into Tier 1, warlock
a small 2 hit point animal for a
Duration: Focus
number of hours equal to your
Range: Near
level. You can end this effect at
any time. You release a beam of energy at a
While in wild form, you retain your creature within range for 1d4 damage
stats and AC and your melee a round. You have advantage on
attacks use your WIS , dealing each focus check.
1d4 damage on hit. If the creature moves far from you,
If your hit points drop to 0 while the beam breaks and the spell ends.
in wild form, you revert to your
normal form and take any carry
over damage. WORD OF RECALL
Tier 5, priest
Duration: Instant
Range: Close

You and any willing creatures you


choose within range magically
teleport to a previously
designated sanctuary.
You can designate a sanctuar y
by inscribing a glyph at that
location. Casting this spell
without a designated sanctuary
has no effect .

43
Advanced
Spellcasting
Natural 20. When rolling a Pay Tribute
spellcasting check, if you roll a
Druid, Paladin, Priest
natural 20, choose one of the
following benefits from the list When you roll a natural 1 on a
below and add it to your spell. spellcasting check, you lose the
ability to cast that spell again until
• Double Dice. Double the
you pay tribute. This failure can
number of damage dice
rolled. be explained as having angered
your deity or offset the balance
• Double Targets. Double the of nature.
number of targets affected.
To pay tribute, you must bring
• Double Duration. Double the
an offering to a place deemed
duration of the spell.
relevant to the source of your
• Recovery. Recover one of magic . For Priests, maybe it's a
your failed spells. temple or shrine dedicated to
your deity. For Druids, perhaps
a particular grove in the woods
Natural 1. Generally speaking,
or body of water. For Paladins,
this is bad. Depending on your
a shrine or place in memor y or
caster class, you must suffer an
service of your oath. If unsure, ask
Arcane Mishap or Pay Tribute.
your GM.
Consult the Sacrifice Value Table
Arcane Mishap in the Shadowdark core rules to
Sorcerer, Warlock, Wizard determine the value you must pay.

When you roll a natural 1 on a


spellcasting check, you
immediately gain +1 corruption
and trigger an arcane mishap.
When this happens, the GM
either consults the wizard
mishaps table in the
Shadowdark core rules or rolls
2d6 and consults the arcane
mishap tables below.

44
Changing Spells. Druids, priests, Manalith. A manalith, or arcane
and warlocks may change their m o n o l i th, is a mysterious rune
known spells after completing a cove re d stone formation that
rest. hums with arcane power.
They also serve as unexpendable
i n s t r u c tions for learning a
Burning Spells. Anytime you cast
particular spell, notably spells of
a spell, you may bypass the need
tier 3 or higher. They are extremely
for a spellcasting check by burning
rare, ancient, and heavily sought
the spell. A burned spell cannot
after by spellcasters and others
be cast again until you complete
in positions of power.
a rest .
A manalith tends to hum louder
This choice must be made before
if a nearby spellcaster has the
rollin g t h e ch e ck .
stored spell on their spell list .
You may draw on the power of a
Blood Magic. B l o o d M a g i c i s a n manalith and learn the spell within
ancient and dark power that any by absorbing its power for 1 day
class with the spellcasting ability and then succeed on a DC 15 CON
can tap into. check . Spells learned this way
Any time you fail a spellcasting don’t count toward your number
check , you may force the spell of known spells.
to succeed by fueling it with your
own b l o o d a n d g a i n i n g +1
point o f co rr u p t i o n .
Blood M a g i c c a n eve n fo rce a
spellcasting check of a natural 1
to succeed but the caster must
still ro l l o n t h e a rc a n e m i s h a p
table o r m a ke p e n a n ce . Fa i l e d
spells c a s t w i t h b l o o d m a g i c
are no t l o s t .

45
Arcane Mishap
Tables
ARCANE MISHAP TIER 1-2 TABLE

1d6 Effect

1 Caster and each creature within close take 1d10 damage

2-3 Caster takes 1d6 damage


4-5 Add 1 point of exhaustion to your gear slots
6 Caster takes 1d4 damage and has disadvantage on
spellcasting checks for 1d4 rounds

ARCANE MISHAP TIER 3-4 TABLE

1d6 Effect

1 Roll on the devastation table

2-3 Caster takes 2d8 damage


4-5 Add 1 points of exhaustion to your gear slots
6 Caster takes 1d6 damage and has disadvantage on spellcasting
checks for 1d6 rounds.

ARCANE MISHAP TIER 5 TABLE

1d6 Effect

1-2 Roll on the devastation table

3 Caster takes 3d10 damage


4 Add 1 point of exhaustion to your gear slots
5-6 Caster takes 1d8 damage and has disadvantage on
spellcasting checks for 1d8 rounds

46
DEVASTATION TABLE

d12 Effect

1 A pyroclastic explosion deals 8d8 damage to yourself and all other


creatures within near. This explosion is large enough to level
buildings and forms a massive crater in the ground.

2 You summon a demon (Balor). DC 18 CHA or it possesses you and


uses your body to kill your friends. On a success, it stays and fights
to the death.

3 You open a portal to another dimension. Something dreadful comes


through in 1d4 rounds unless you close it with a DC 18 INT check
on your turn.

4 An avatar of Death , in one of their many forms, comes to claim your


soul. Death persists for 10 rounds .
AC 10 HP 1 ATK 1 touch +5 (death) MV near (fly)
Deathʼs Shroud. Only takes damage from an attack or spell
rolled with a natural 20.

5 You immediately gain +6 corruption .

6 You open a por tal to another dimension and are sucked inside.
It closes behind you. Set up a private session with the GM.

7 A powerful curse grips you, leaving its dark mark on the palms of
your hands. While cursed, you make spellcasting checks with
disadvantage.

8 You immediately gain +6 exhaustion .

9 A minor explosion knocks you to the ground. You are unharmed,


but something dark and chaotic found it’s way inside you. In one
year, this entity will consume you.

10 You lose the ability to cast all spells of a random tier. This effect can
only be reversed by absorbing power from a manalith.

11 You lose control of your magic as it triggers a primordial disaster


relevant to your current location. Or the GM can roll a d4 .
1 Tsunami. 2 Earthquake. 3 Volcano. 4 Tornado.

12 You immediately gain +5 exhaustion and +5 corruption .

47
Additional Rules
Temporary Hit Points. Temporary New Armor & Weapon
hit points are not the same as • Helm. Counts as medium
hit points. They merely act as an a rmor, 1 gear slot , 8gp.
additional buffer against damage. Negates all damage from 1
• They are lost first any time critical hit, then destroyed.
you take damage. • Seax. 2gp. M. C. d4 damage.
• They last until depleted or Brutal.
you complete a rest .
• Gaining temporary hit points New Weapon/Armor Properties
while at 0 HP, does not
• Sundering. When you are
st a b i l i ze yo u .
hit with a melee attack, you
• If you gain temporar y hit may choose to destroy this
points while you already have weapon or armor to negate
temporary hit points, you gain all damage from the attack.
or keep the greater amount. Shields, spears, and staff ’s
gain this property.
• Brutal. Roll damage dice
Armor Type. This is a small
w i t h advantage.
adjustment to how Shadowdark
categorizes different armor and
allows players to have more
customization and flavor.
For example, choosing to wear
a gambeson instead of leather
armor. Or choosing brigandine
armor over chainmail.
All chainmail is medium armor,
but n o t a l l m e d i u m a rm o r i s
chain m a i l .
Leather > Light Armor

Chainmail > Medium Armor

Plate Mail > Heavy Armor

48
Equipment. Two small “quality of Default Class Buffs. While I am
life” changes to equipment . s t i l l p l ay testing these new
• Flint and Steel. This tool is classes, here are some minor
quite small and thus no adjustments to each of the four
longer takes up a gear slot. core classes to assist in keeping
Add it to your “Free to Carry” them viable choices.
box instead.
• Gems. Gems are tiny and no Fighter. Gains the Fighting
longer take up a gear slot. Spirit ability.
They are instead added to
• Fighting Spirit. 1/day, as a
your “Free to Carr y ” box.
free action, you can tap
Note that unusually large
into your fighting spirit to
gems may take up a gear gain temporary hit points
slot. If only you were that equal to 1d4 + CON.
lucky.

Priest. Gains the Divine


Exhaustion. S o m e a b i l i t i e s a n d Resistance ability.
effects may give you a point of • Divine Resistance. You have
exhaustion. Each time you receive advantage on rolls to resist
one, it’s added to your gear slots. the effects of poison and
contracting diseases.
• You die if you ever have 10
gear slots filled with
exhaustion. Thief. Gains the Deep Pockets
• If your gear slots are all ability.
full, you must remove an • Deep Pockets. You may have
item and re p l a ce t h a t s l o t a dagger hidden somewhere
w i t h ex h a u s t i o n . on your person that doesn’t
count towards your maximum
• Co m p l e t i n g a re s t re m ove s number of gear slots.
points of exhaustion equal Additionally, once per rest,
to your CON modifier. you may roll 1d12 and add
that much gold to your
gear slots.
Luck Tokens. Luck tokens can now
be used for one of two purposes:
Wizard. Gains the Arcane Oddity
• Reroll. You can reroll any roll ability.
you just made • Arcane Oddity. You begin
• Advantage. You can give with 1 random magic item
determined by a roll on the
yourself advantage on any
random magic item table
roll you’re about to make. on page 282 in the
Shadowdark core rules.

49
A Note on Initiative. Try your best
to delay rolling for initiative. It
can be frustrating for players to
approach an encounter
diplomatically or strategically
and then be forced into combat
without even a chance to negotiate
or find a way around it.
I personally like to reward creative
thinking and find that it makes
for a richer story.
Give your players a chance to
interact first, even if you intend
for the encounter to be combat.
Your players might surprise you.

Alternative Initiative. O n ce
comba t b e co m e s u n avo i d a b l e ,
roll fo r i n i t i a t i ve !
All players roll a D20 + CHA and
must meet or beat the encounter
initiative DC set by your GM.
• DC 9. Basic, slow, or unaware
enemies.
• DC 12. Average enemies.

• DC 15. Difficult, fast, or alert


enemies.
Then proceed with the following:
1. PC ’s who meet or beat
initiative DC ac t together
2. GM acts for opposing side

3. PC ’s who failed the


initiative DC ac t together.
4. Reroll initiative. Continue
until combat is over.

50
Corruption
Corruption. Corruption can be Tier 1: (1 - 3 points)
gained from: Can be removed with major acts
• Rolling a natural 1 for a of kindness or rare magic.
spellcasting check as a Lawfully aligned NPC’s find you
sorcerer, warlock, or wizard suspicious and may choose to
withhold their services from you
• Committing an evil or
(merchants, smiths, barkeeps, etc).
heinous act
• Failing checks to resist Tier 2: (4 - 6 points)
certain monster attacks, Extremely difficul t to remove
environmental factors, or
and very few, if any, know how.
curses
You can no longer acquire or use
• Rolling a 2 on the sorcerer luck tokens.
or warlock talent table
Tier 3: (7 - 9 points)
If you ever reach 10 corruption Just about permanent. You gain
points, your PC becomes the following:
consumed by darkness and is
• +2 AC
under the control of the GM.
• +10 max HP .
Removing Corruption. At the • +2 bonus to all spellcasting
GM’s discretion, PC’s may be checks or +2 bonus to all
able to find someone who attack and damage rolls.
knows the Corruptum
Incantatem spell. This person
should be very difficult to track
down and will likely ask a heavy
favor of your PC’s.

Corruptum Incantatem. An 8
hour ritual that co n s u m e s
5 0 0 g p wo r t h o f m a te ri a l s a n d
a l u ck to ke n to re m ove o n e
point of tier 1 or tier 2
corruption from another creature.

51
Diseases
Diseases can be contrac ted Grey Scale.
from adventuring in toxic and • Contraction. Any physical
disease-ridden areas or suffering contact with the skin of the
an injury from an infected creature. infected.
• Effect. The skin cracks and
Axox. takes on a gray hue over
the course of d20 days.
• Contraction. By entering After which, the mind
your blood stream, typically
deteriorates and the
a claw or bite from the
infected. infected becomes a savage
and violent grey-scaled
• Effect. Symptoms show up monster that attacks
in 1d6 days after any form of anything on sight.
physical exertion. Whenever
the infected exerts • Known Cures. Seek the aid
themselves by moving more of a priest.
than near or making an
attack, they take 1d6
damage as their bones Maginox.
pierce their innards. • Contraction. Rare deep
earth metals are known to
• Known Cures. Brew a tea of
rutmorg root and askamirr radiate Maginox. Avoid
leaves. Drink two full cups these toxic metals at all
to cure. cost.
• Effect. Symptoms show up
in 1d8 hours as intense
Eye Rot. headaches. After which, the
• Contraction. Drinking infected has disadvantage
infected water or infected on all spellcasting checks.
particles coming into • Known Cures. Proximity to a
contact with ones eyes. Manalith or even a
• Effect. Causes bleeding fragment of one will relieve
from the eyes in 1d4 hours. symptoms. For a full cure,
After which, the infected seek the aid of a priest.
typically goes blind in 1d8
days.
• Known Cures. Distill a serum
of violetti vuori and add 2
drops to each eye.

52
Mindfire. Dranus Gorgus
• Contraction. Inhaling or • Contraction. Most commonly
ingesting spores from the contracted from a wound
infected or directly from made with a rusty weapon.
Mindfire Mushrooms. • Effect. No longer recover to
• Effect. Symptoms show up full HP after resting.
almost immediately. The Instead you recover 1 HP
infected loses the ability to and find yourself regularly
focus, think logically, and reminiscing on the days of
notice their surroundings. old.
Gives disadvantage on all • Known Cures. For a full cure,
INT and WIS checks. seek the aid of a priest.
• Known Cures. Should run its
course in d20 days.

The Scourge.
• Contraction. Eating infected
food or being bit by an
infected dog, rat, flea, or
humanoid.
• Effect. Symptoms show up
in 1d4 days, after which, the
infected cannot gain the
benefits of resting. From
then, in 4d4 days, they die
and rise as a violent zombie
in 1d4 hours.
• Known Cures. None.

53
“There’s nothing better than sitting down at the
table with your best buds, crackin’ open a cold one
with a fresh slice of za, and rolling bones together.

This game isn’t just a game.

I think it’s better described as a sort of collaborative


story-telling experience, with imaginary stakes.

And by Odin’s beard, it’s a damn good time.”

-Jake House DM

54
WE SEARCH THE BODY

d20 Result

1 An old leg of mutton and a cut purse. The coin must’ve fallen out.

2 A charcoal sketch of a young family and a gold wedding ring(1gp).

3 A fine dagger with a chipped point and a brass ring(5sp)

4 A bundle of rope, 3 iron spikes, and a half-full waterskin

5 A small flask of whiskey and a cloth pouch with 23cp and 8sp inside.

6 A piece of chalk, flint & steel, and a small half-broken mirror.

7 A fragile looking glass jar filled with live bees and an oak wood
club with strange markings on it.

8 A bag of caltrops, 3 pearls(40gp each), and a fine shortsword.

9 A torch, a bastard sword, and a set of brigandine armor(medium)

10 A fine crossbow, 5 bolts, and a gold amulet depicting several of


Madeera’s strange symbols(50gp).

11 A tier 1 magic scroll, an iron lantern, and a small flask of oil.

12 An ivory tooth shaped pendant with a tiny emerald embedded


within (60gp).

13 A leather wrapped Potion of Healing and 3sp.

14 A parchment map noting the location of a manalith.

15 A steel helm and a silvered handaxe etched with runes.

16 3 candles, a tier 2 magic scroll, and a sealed letter to a noble.

17 A small sack filled to the brim with 500sp and 100gp.

18 A peculiar platinum coin embossed with the letters V.D. and the
visage of a distillery behind them.

19 An exquisite warhammer with the sigil of Saint Terragnis etched


into the handle and a silver ring inlaid with a topaz(80gp).

20 A small leather pouch containing a pristine ruby(200gp) and a


blood soaked piece of parchment, illegible.

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