In Castlevania, horror is not only in the monsters you face—but the truth they reflect. Every corner holds despair and beauty, pain and power. It is a world where the brave may find glory, the desperate may find damnation, and all must walk the line between hunter and hunted. Enter if you dare. And remember: evil never dies—it only sleeps. 🦇 “No man knows till he has suffered from the night how sweet and dear to his heart and eye the morning can be.” ~Bram Stoker
Played | 25 times |
Cloned | 1 times |
Created | 15 days ago |
Last Updated | Yesterday |
Visibility | Public |

Cursed Arsenal
For the next 24 hours any cursed weapon used by the Blackguard gets a +1 bonus to hit and deals an additional 1d6 of it's damage type in combat. Any combat attack roll that is a 19 or 20 is an automatic critical hit causing the cursed weapon to deal double damage on that attack. The Blackguard does not suffer from any negative effects from the cursed weapon and can unequip it at any time.

Shadow Travel
You meld into the shadows, allowing you to teleport to a location within your line of sight that is also in dim light or darkness. Upon arrival, you leave behind a shadowy afterimage that lingers for a brief moment before dissipating.

Electric Blood
You infuse your blood with electrical energy, allowing you to channel powerful shocks through your body. As a bonus action, you can deal lightning damage to a creature that hits you with a melee attack, or you can choose to release a surge of electricity in a 10-foot radius, dealing damage to all creatures within range.

Biting Wrath
Unleash a torrent of spectral fangs that bite at your enemies, dealing damage and instilling fear. The fangs swarm around a target, causing pain and terror with each bite.

Life Drain
You siphon the life essence from a creature you can see within 30 feet. The target must succeed on a Constitution saving throw of DC 15 or take 2d6+4 necrotic damage, and you gain temporary hit points equal to the damage dealt. If the target is Charmed or Seduced, no saving throw is required.

Dark Immortality
Upon reaching 1 HP or less, a vampire Dark Lord can transform into a mist, retreating to its coffin or chosen sanctuary to regenerate. This process takes 1d4 days unless the vampire is reduced to ashes by fire, staked through the heart, impaled with silver, or exposed to direct sunlight, which prevents its return.

Blood Summon
You draw upon your own life force to summon a spectral creature from your blood. The creature acts as a temporary ally, fighting alongside you for a short duration before dissipating back into the ether.

Beast Tongue
You gain the ability to comprehend and verbally communicate with beasts for the duration. You have advantage on all Charisma checks you make to influence beasts for the duration.

Howl
Unleash a terrifying howl that resonates with primal energy, instilling fear in your enemies and empowering your allies. Creatures within range must succeed on a Wisdom saving throw or become frightened for the duration, while allies gain temporary hit points equal to your spellcasting ability modifier.

Cornered Savagery
Adrenaline surges within as you lash out in a frenzied whirlwind. All creatures of your choice within a 10-foot radius from you must make a Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning or slashing damage (your choice) and gains either 1 rank of Bruised (if bludgeoning damage) or Bleeding (slashing damage). If this spell is cast while gaining the benefits of your Bestial Transformation feature, the damage die becomes a d10 and creatures that fail the save by 5 or more also gain the frightened condition against you.

Whisper of Death
You utter a chilling whisper that resonates with the essence of death itself. A target within range must make a saving throw or either suffer necrotic damage, be frightened for the duration, or drop to the ground dead.

Back Stab
When a blackguard catches an opponent off guard, they can strike a vital spot, dealing extra damage. If the target is denied their Dexterity bonus to AC, the blackguard's attack deals an additional +1d6 damage at 4th level, increasing by +1d6 for every three levels thereafter.

Blood Ritual
You perform a dark ritual that requires a drop of your own blood, channeling its power to enhance your spells. For the next however long you would like, your spellcasting ability is heightened, allowing you to add your spellcasting modifier to the damage of your spells, but you take 1d4 Piercing damage for as long as the spell is active.

Burn Immunity
This spell grants the target complete immunity to fire damage for the duration of the spell. Additionally, any fire-based spells cast by the target will have their damage increased by 1d6.

Command Undead
You gain the ability once per day to target a single undead creature to bring under your control. The command works on a single undead creature with a Challenge Rating equal to half your character level, up to a maximum of CR 10. Intelligent undead, such as vampire spawn, can make a Wisdom saving throw to resist your command.

Dark Blessing
The blackguard channels their dark power, applying their Charisma modifier as a bonus to all saving throws. This blessing enhances their resilience against magical and physical threats, reflecting their sinister connection to dark forces.

Numbing Curse
You inflict a debilitating curse on a target, causing their limbs to feel heavy and unresponsive. The target must succeed on a saving throw or suffer from reduced mobility and impaired actions for the duration of the spell.

Smite Good
Once per day, a blackguard of 2nd level or higher can attempt to smite a good-aligned creature with a melee attack. The blackguard adds their Charisma modifier (if positive) to the attack roll and deals an additional point of damage per class level up to a max of +20 points of damage. If the target is not good it still takes 1d8 necrotic damage, but the smite has no effect and is still expended for the day.

Aura of Dread
The blackguard emanates a dark aura that instills fear in the hearts of nearby creatures. All creatures within a 20-foot radius must make a Wisdom saving throw or become frightened for the duration of the spell.

Hemorrhagic Pulse (Blood Mage)
As an action, you slam your hands together, unleashing a pulse of blood magic in a 20-foot radius within 90 feet. Creatures in the area must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 7d10 necrotic damage as their blood vessels rupture, suffering half damage on a successful save. You lose 3d8 HP as your veins throb with the spell’s cost, leaving you dizzy but triumphant.

Bloodforged Aegis (Blood Mage)
As an action, you coat yourself in a shimmering crimson shell, drawing blood from your pores to form a protective barrier. For 1 minute, you gain +5 AC and resistance to necrotic damage, but each attack against you deals 1d10 necrotic damage to you as the aegis consumes your life force. You take 5d10 necrotic damage upon casting, your body trembling with the spell’s toll, a desperate shield in battle.

Veinreaver Strike (Blood Mage)
As an action, you channel blood into your weapon, crimson veins pulsing along its edge, and strike a creature within 5 feet. Make a melee spell attack (Charisma-based); on a hit, deal 3d10 necrotic damage as their blood erupts from the wound, and you take 1d6 necrotic damage. The target must succeed on a Constitution saving throw (DC = 8 + proficiency + Charisma) or have disadvantage on their next attack roll within 1 minute.

Sanguine Burst (Blood Mage)
As an action, you clench your fist, causing blood to pool in your veins before erupting in a 15-foot radius within 60 feet. Creatures in the area must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 4d6 necrotic damage as their blood boils, taking half damage on a success. You lose 1d6 HP, your vitality fueling the spell’s wrath, leaving your hands trembling with power.

Sanguine Tempest (Blood Mage)
You unleash a storm of blood in a 30-foot radius within 120 feet, sacrificing your own vitality to create a devastating effect. Creatures in the area must make a Dexterity saving throw or take 9d10 necrotic damage and be blinded for 1 minute; on a success, they take half damage and are not blinded. You take 4d10 necrotic damage as your vision blurs from the cost of the spell.

Bloodbind Chains (Blood Mage)
As an action, you draw blood from your wrist, forming glowing crimson chains that bind a creature within 60 feet. The target must succeed on a Strength saving throw or take 5d8 necrotic damage and be restrained for 1 minute, their blood vessels tightening. They can repeat the saving throw at the end of each of their turns. You take 2d6 necrotic damage as your life force binds their fate.

Vital Siphon (Blood Mage)
As an action, you extend a hand, crimson tendrils latching onto a creature within 30 feet. They must make a Constitution saving throw (DC = 8 + proficiency + Charisma) or take 6d8 necrotic damage as their blood is drawn into you, healing you for half the damage dealt. You take 2d8 necrotic damage, your body straining under the transfusion’s dark toll.

Crimson Dominion (Blood Mage)
As an action, you pierce your hand, causing your blood to form a glyph that targets a creature within 60 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 8d10 necrotic damage and be charmed for 1 minute, bending their will to yours. They can repeat the saving throw at the end of each of their turns. However, you take 3d10 necrotic damage as your morality frays with each command you issue.

Crimson Lash (Blood Mage)
As an action, you slice your palm, causing crimson droplets to spiral into a whip-like tendril that lashes out at a creature within 30 feet. Make a ranged spell attack using your Charisma modifier; on a hit, the target takes 2d8 necrotic damage as the blood sears their flesh, and you take 1d4 necrotic damage from the sacrifice. The tendril leaves a mark on the target, reducing their next attack roll by 1 within 1 minute.

Exsanguinate Cataclysm (Blood Mage)
You unleash a cataclysmic wave of blood magic in a 60-foot radius within 150 feet, sacrificing nearly all your vitality. Creatures in the area must make a Constitution saving throw or take 12d12 necrotic damage, half on a success. You take 6d12 necrotic damage as your morality and body teeter on the brink of collapse, a final act of devastation.

Underworld Banishment
You invoke the power of the underworld to banish a creature to a shadowy realm. The target must succeed on a Wisdom saving throw or be transported to a temporary pocket dimension, incapacitated and blind for the duration of the spell.