The Riven Lands world illustration - Grimdark theme
Grimdark

The Riven Lands

I
Ithikari

The Riven Lands are a fractured realm born from a magical event, The Sundering which violently pulled people from countless realities into a bleeding scar across existence. Magic here is a vile, twisting curse, its power warping flesh and mind. Its inhabitants, xenophobic and without loyalty, cling to life amidst decaying lands, endless wars, and horrifying Gods that everyone worships in some form. Hope is a lie; only brutal struggle remains in this world drowned in cynicism and sheer cruelty.


Author's Note: 100 NPCs, 300+ POI's, Custom classes, Monsters and items.
Played6 times
Cloned2 times
Created
2 days ago
Last Updated
Yesterday
VisibilityPublic
World's End Prophecy
9

World's End Prophecy

You speak a prophecy of ultimate doom that begins to reshape reality itself. Choose one of the following apocalyptic events to set in motion: Eternal Night: The sun is permanently eclipsed across the entire plane. All plants begin to die within a month, temperatures drop dramatically, and undead become stronger (advantage on all rolls). Plague of Madness: A supernatural madness begins spreading across the world. Every day, 1% of the plane's population gains a permanent random madness. The effect spreads through communities like a disease. Death of Magic: The fabric of magic begins unraveling. Each day, there's a cumulative 1% chance that any spell cast simply fails and can never be cast again by anyone. Reign of the Dead: All graveyards, battlefields, and places of death begin spawning undead continuously. The dead outnumber the living within a year. The prophecy unfolds over the course of several years and cannot be stopped by any magic short of divine intervention.

Patron's True Manifestation
9

Patron's True Manifestation

You tear open reality itself to allow your patron to partially manifest in the material plane. For the duration, a 1-mile radius area around you becomes a realm of cosmic horror where your patron's influence is absolute. Within this area: The sky turns the color of dried blood and distant screaming can be heard All creatures not allied to you must make a Wisdom saving throw each minute or gain a random long-term madness Undead and fiends are constantly summoned from the ground (2d4 appearing every minute) Reality itself becomes unstable—magic behaves unpredictably (DM's discretion) You gain the statistics of a Solar but with the fiend type, and your alignment becomes that of your patron You can cast any spell of 7th level or lower without expending spell slots When the spell ends, you must make a DC 25 Charisma saving throw. On a failure, your soul is claimed by your patron and you become an NPC under the DM's control.

Mass Heretical Conversion
8

Mass Heretical Conversion

You perform a grand ritual that attempts to convert multiple creatures to your patron's service. Choose up to 20 humanoid creatures within range that can hear your words throughout the entire casting. Each target must make a Wisdom saving throw. Those who fail have their alignment permanently shifted toward your patron's (usually chaotic evil or lawful evil) and become fanatically devoted to your cause. They gain the following benefits and drawbacks: Immunity to being charmed or frightened by creatures that don't serve your patron Advantage on saving throws against divine magic from opposing faiths The ability to cast one 1st-level spell of your choice once per day Disadvantage on saving throws against your spells and abilities Compulsion to spread your patron's influence and recruit new followers This conversion can only be undone by wish or divine intervention from a deity of opposing alignment.

Apotheosis of Pain
8

Apotheosis of Pain

You transform a creature into a living embodiment of suffering that spreads agony to all around them. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, they become wreathed in an aura of torment. For the duration: The target takes 4d8 necrotic damage at the start of each turn Any creature that starts its turn within 30 feet of the target takes 2d8 psychic damage Any creature that touches the target or hits them with a melee attack takes 3d6 psychic damage The target's melee attacks deal an additional 3d8 necrotic damage The target cannot be healed by any means The target can repeat the Constitution saving throw at the end of each turn, ending the effect on a success. If the target dies while under this effect, they explode in a burst of agonizing energy, dealing 8d8 psychic damage to all creatures within 60 feet.

Heresiarch's Dominion
7

Heresiarch's Dominion

You establish a zone of your patron's influence over a large area. Choose a 60-foot radius area within range. For the duration, you have the following effects within this area: You can see and hear everything that occurs within the area, even if you're not physically present Any spell you cast that targets a creature within the area has its range extended to anywhere within the dominion Undead and fiends have advantage on all rolls while in the area Living creatures have disadvantage on saving throws against necromancy spells The area becomes lightly obscured by unnatural shadow, and sounds are muffled and distorted

Divine Plague
7

Divine Plague

You infect a creature with a supernatural plague that causes necrotic damage and reduces max HP after 24 hours. The infected creature becomes a carrier, potentially spreading the disease to others nearby. Cure requires remove curse (8th level+) or a special redemption act.

Communion of Agony
6

Communion of Agony

You create a psychic network linking up to six hostile creatures within 120 feet. Connected creatures share pain: when one takes damage, others take half as psychic damage. If one fails a saving throw, others must repeat it or suffer the same effect. Targets can attempt a Charisma save at the end of each turn to end the connection.

Avatar of Suffering
6

Avatar of Suffering

You become a vessel for your patron's power, transforming into a terrifying avatar of divine suffering. For the duration, you gain the following benefits: You become immune to being frightened and have resistance to psychic damage Any creature that hits you with a melee attack takes 2d6 psychic damage as they experience a fraction of your eternal torment Your touch attacks deal an additional 2d8 necrotic damage You can walk on any surface, including walls and ceilings Your voice carries supernatural authority—creatures have disadvantage on saving throws against your spells However, you also take 1d6 psychic damage at the start of each of your turns as the patron's power courses through your mortal form.

Unholy Revelation
5

Unholy Revelation

You reveal a fragment of your patron's true nature in a 30-foot cone. Creatures must make a Wisdom saving throw or take 6d8 psychic damage and be stunned until the end of their next turn. Creatures that fail by 5 or more also gain a random short-term madness. Creatures with Intelligence 4 or lower are immune.

Mass Siphon
5

Mass Siphon

You drain life force from up to six creatures within 60 feet, designating each as a donor or recipient. Donors take 4d6 necrotic damage, and recipients heal hit points equal to the total necrotic damage dealt divided among them. Donors reduced to 0 HP die instantly and turn to dust. This spell does not affect constructs or undead.

Blessing of Corruption
4

Blessing of Corruption

You touch a creature, granting immunity to disease and poison for 24 hours. The target has advantage on Constitution saving throws but their body visibly decays, causing disadvantage on Charisma checks with non-evil creatures and spoiling any food or drink they touch.

Prophet's Condemnation
4

Prophet's Condemnation

You invoke divine judgment, targeting up to four creatures within 90 feet. Each must succeed on a Wisdom saving throw or become frightened and restrained by invisible chains of guilt, taking 2d8 psychic damage at the start of each of their turns. The effect lasts up to 1 minute with concentration, and targets can repeat the saving throw at the end of each turn to end the effect.

Heretic's Transformation
3

Heretic's Transformation

You touch a creature, granting it a blasphemous transformation that increases its Strength, giving advantage on Strength checks and saving throws, and adding 1d6 damage to melee attacks. The target's appearance becomes subtly monstrous, imposing disadvantage on Charisma checks with non-corrupted creatures. Each time the target kills a living creature, it must succeed on a Wisdom saving throw or suffer short-term madness.

Martyr's Communion
3

Martyr's Communion

You create a spiritual link between yourself and up to three willing creatures within 30 feet. Damage taken by one is equally distributed among all linked creatures, and when one takes damage, others regain 1 hit point. The bond is detectable by divine magic.

Corrupt Sanctuary
2

Corrupt Sanctuary

You create a 10-foot radius sphere of corrupted sanctuary at a point you can see within range. Creatures you choose can rest there, regaining max HP from Hit Dice but reducing their max HP by 1d4 until a long rest outside the sanctuary. Undead and fiends regain 1 HP per minute inside, treating it as consecrated ground.

Suffering's Blessing
2

Suffering's Blessing

You bless a creature with your patron's twisted gift, granting resistance to one damage type of your choice. The target must make a DC 12 Constitution saving throw when taking any damage or suffer 1 psychic damage, and gains advantage on Constitution saves to maintain concentration.

Heretical Whisper
1

Heretical Whisper

You whisper blasphemous truths that shake a creature's faith. The target must succeed on a Wisdom saving throw or suffer disadvantage on saving throws against being frightened and risk failing divine or conviction-based abilities for 1 minute.

Patron's Mark
1

Patron's Mark

You brand a creature with your patron's unholy sigil, visible only to servants of dark powers. You know the marked creature's location on the same plane, and undead or fiends have advantage on attacks against them. The mark lasts 24 hours and can be removed by remove curse.

Reality Bleed
9

Reality Bleed

You permanently alter reality in a 1-mile radius, turning water to blood, the sky red with blood rain, plants carnivorous, and the ground spongy and bleeding. Undead are drawn to the area, regenerating 1 HP per minute, and creatures dying here have a 50% chance to rise as undead within 24 hours. Magic is unstable; on a spell cast, a d20 roll of 1 causes spell failure and 2d6 necrotic damage to the caster. You can sense creatures and telepathically communicate with undead within the area.

Blood God's Ascension
9

Blood God's Ascension

You transform into a vessel for an ancient blood deity for 24 hours, gaining fiend type, Huge size, AC 20 minimum, +200 HP max, immunity to necrotic damage, resistance to other damage, flight 60 ft, extra 4d6 necrotic on melee attacks, and control over zombies from nearby deaths. Casting requires a blood vial or 8d8 necrotic damage and 13 consumed sentient hearts worth 1,000 gp each. At spell end, DC 20 Charisma save or become chaotic evil under DM control; success causes permanent exhaustion level.

Master of Blood
8

Master of Blood

You gain absolute control over the blood of up to four creatures within range. Each target must make a Constitution saving throw. Those who fail are subject to your will for the duration. On each of your turns, you can use your action to command all affected creatures to take one of the following actions: Move up to their speed in any direction (including into hazardous areas) Make a weapon attack against a target of your choice Take the Dodge or Help action Drop prone or stand up Additionally, as a bonus action, you can cause one affected creature to take 3d6 piercing damage as you manipulate their blood violently. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Crimson Cataclysm
8

Crimson Cataclysm

You unleash a devastating explosion of blood magic at a point within 300 feet. Creatures in a 60-foot radius must make a Constitution save or take 10d8 necrotic damage and be stunned until the end of their next turn; on a success, they take half damage and aren't stunned. Creatures killed by this spell explode, dealing 3d6 piercing damage to nearby creatures. The area remains saturated with blood magic for 1 hour, causing necrotic damage spells cast there to deal maximum damage.

Avatar of Blood
7

Avatar of Blood

You transform into a terrifying avatar of blood magic. For the duration, you gain the following benefits: Your size increases to Large and your reach increases by 5 feet You gain resistance to necrotic and piercing damage Your melee attacks deal an additional 2d6 necrotic damage You can move through other creatures and objects as if they were difficult terrain, taking 1d6 force damage if you end your turn inside an object Any creature that starts its turn within 10 feet of you takes 1d6 necrotic damage When you take damage, you can use your reaction to cause all creatures within 15 feet to make a Constitution saving throw or take 2d6 piercing damage as blood sprays from your wounds When the spell ends, you take 6d8 necrotic damage as your body violently returns to normal.

Blood Storm
7

Blood Storm

You conjure a 40-foot radius, 100-foot high storm of razor-sharp blood droplets centered on a point within 150 feet. The area is heavily obscured and becomes difficult terrain as the ground is slick with blood. Creatures entering or starting their turn in the storm must make a Dexterity save or take 4d6 slashing and 2d6 necrotic damage, half on a success. The storm grows by 5 feet in radius (up to 60 feet) each time a creature dies within it.

Soul Siphon
6

Soul Siphon

You create a blood-red tendril connecting you to a creature within 60 feet, draining their essence. The target makes a Charisma save; on failure, a crimson cord links your hearts. Each of the target's turns, they make a Constitution save: on failure, max HP is reduced by 2d6 and you regain that HP; on success, they take 2d6 necrotic damage. The cord stretches up to 120 feet; if exceeded, the spell ends. If max HP drops to 0, the target dies and you gain +1 Constitution (max 20).

Crimson Plague
6

Crimson Plague

You infect a creature with a virulent blood disease. The target must succeed on a Constitution saving throw or contract Crimson Plague. After 1 hour, the disease manifests with bloody pustules and bleeding from eyes and mouth. Diseased creatures have disadvantage on Constitution saves and lose 2d6 maximum HP at the end of each long rest. If reduced to 0 max HP, they die and their blood becomes contagious, potentially infecting others on contact or when the infected takes damage in combat.

Blood Mirror
5

Blood Mirror

You create a blood duplicate of yourself within 60 feet that has your appearance and uses your statistics but has half your current hit points and cannot cast spells above 2nd level. The duplicate acts on your initiative, follows your mental commands, can speak and interact with objects, and can be seen as unnatural with a Wisdom (Insight) check. Damage to the duplicate is halved and shared with you, and if destroyed, you take 3d8 necrotic damage.

Mass Hemorrhage
5

Mass Hemorrhage

You cause up to six creatures within 90 feet that have taken damage since their last turn to bleed uncontrollably. Affected creatures take 2d6 piercing damage at the start of each of their turns, have disadvantage on Constitution saving throws, and cannot regain hit points while bleeding. The effect lasts up to 1 minute with concentration. A Medicine check (DC 17) can stop the bleeding as an action.

Blood Boil
4

Blood Boil

You cause a creature's blood to literally boil within their veins. Choose one creature within range that has blood. The target must make a Constitution saving throw. On a failed save, the creature is wracked with excruciating pain as their blood superheats. The target takes 3d8 fire damage and is incapacitated until the end of their next turn. For the duration, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Sanguine Familiar
4

Sanguine Familiar

You create a grotesque familiar from your blood, resembling a bat-spider hybrid made of hardened blood and sinew. It uses the imp stat block with changes: it's a construct, deals piercing damage, regains 1 HP on damage to living creatures, shares senses and telepathic communication within 1 mile. If destroyed, you take 2d8 necrotic damage and cannot resummon for 24 hours.

Crimson Explosion
3

Crimson Explosion

You cause the blood within a creature to violently expand and burst. The target must make a Constitution saving throw or take 5d8 piercing damage, and creatures within 10 feet must make a Dexterity saving throw or take 2d6 piercing damage. Damage increases by 1d6 for each slot level above 3rd.

Blood Puppet
3

Blood Puppet

You manipulate the blood of a humanoid within 60 feet, gaining partial control over their body. The target must succeed on a Constitution saving throw or be controlled for up to 1 minute (concentration). Each turn, you can force the target to move up to their speed or make one weapon attack. The target is aware but cannot resist the compulsion. The target can repeat the saving throw at the end of each of its turns to end the effect.

Vampiric Weapon
2

Vampiric Weapon

Imbue a weapon with blood magic for 1 hour. When the weapon deals damage to a living creature, the wielder regains 1 hit point. Critical hits cause the target to bleed, taking 1d6 piercing damage at the start of their next turn, increasing by 1d6 per slot level above 2nd.

Blood Scrying
2

Blood Scrying

You create a magical connection to a creature through their blood, allowing you to see and hear through their senses for up to 10 minutes. The target is unaware unless they succeed on a Wisdom (Perception) check against your spell save DC, sensing a foreign presence. While scrying, you are blinded and deafened to your surroundings. If the target takes damage, you take 1d4 psychic damage and the connection ends.

Hemorrhage
1

Hemorrhage

You cause a creature that has taken damage since its last turn to bleed profusely. The target must succeed on a Constitution saving throw or take 1d6 piercing damage at the start of each of its turns for up to 1 minute. Magical healing ends the spell. An action and a DC 15 Medicine check can stop the bleeding.

Crimson Bonds
1

Crimson Bonds

You conjure ethereal chains of hardened blood to bind a creature's limbs. The target must succeed on a Strength saving throw or be restrained by invisible crimson shackles, taking 1d4 piercing damage at the start of each of its turns. The restrained creature can use its action to attempt a Strength check against your spell save DC to break free. The spell requires concentration, lasting up to 1 minute.

World Bog
9

World Bog

You transform a vast area into a primordial bog that existed before the dawn of civilization. The spell permanently alters the landscape within a 10-mile radius, turning it into an ancient, cursed marshland filled with prehistoric dangers. All existing structures sink into the bog and are consumed within days. The water is toxic to most life—non-bog creatures that drink it must make a Constitution saving throw or die within 24 hours as their organs dissolve. The bog is inhabited by prehistoric creatures and malevolent spirits that attack any intruders. Plants in the area become carnivorous and hostile to warm-blooded creatures. The bog also warps time and space—creatures may find themselves lost for days when they thought they'd only walked for minutes, and some areas loop back on themselves infinitely. The bog actively resists attempts to drain or alter it, regenerating any damage within a day. Weather in the area becomes permanently overcast and oppressive, with frequent toxic fogs.

Eternal Drowning
9

Eternal Drowning

You curse a creature to eternally experience drowning across all planes. On a failed Constitution save, the target takes 10d10 necrotic damage and begins drowning regardless of breathing needs. The creature stabilizes at 1 HP if reduced to 0 and takes 5d10 psychic damage each turn, incapacitated by the terror. The curse persists beyond death, manifesting the soul as a tortured spirit until ended by wish or divine intervention.

Apocalyptic Marsh
8

Apocalyptic Marsh

You create a catastrophic flood of cursed bog water that devastates the landscape. Choose a point within range. A massive marsh begins expanding from that point at a rate of 100 feet per minute until it reaches a maximum radius of 1 mile. The entire area becomes difficult terrain filled with murky, toxic water that's 5-10 feet deep in most places. All structures in the area begin to sink and decay rapidly. Living creatures that enter the water or start their turn in it must make a Constitution saving throw or take 4d6 necrotic damage and be poisoned until they leave the water. The poisoned water also carries a virulent plague—creatures that fail their save by 5 or more contract a wasting disease that reduces their maximum hit points by 1d10 each day until cured by greater restoration or similar magic.

Mass Soul Harvest
8

Mass Soul Harvest

You attempt to reap the souls of up to six creatures within 120 feet, dealing 8d8 necrotic damage with a Constitution saving throw for half damage. For each creature killed, you regain 20 hit points and gain a soul fragment that orbits you, which can be used within 24 hours to cast a spell of 3rd level or lower without expending a spell slot. Creatures killed by this spell cannot be revived except by a wish spell.

Marsh of the Damned
7

Marsh of the Damned

Transforms a 120-foot radius area into a cursed marsh with difficult terrain and supernatural mist. Creatures dying there rise as hostile wraiths until the spell ends. Living creatures must make a Wisdom save every minute or gain exhaustion. Hostile undead have advantage on tracking within the marsh.

Soul Drowning
7

Soul Drowning

You attempt to drown a creature's soul in spiritual darkness. The target takes 6d10 necrotic damage and is stunned while struggling to escape. The target can repeat a Charisma save each turn to end the effect. Three failed saves cause instant death, unrecoverable except by wish or divine intervention.

Withering Curse
6

Withering Curse

You curse a creature within 90 feet, causing it to slowly waste away. The target must succeed on a Charisma saving throw or become cursed. While cursed, at the end of each long rest, the target must make a Constitution saving throw or suffer a 2d6 reduction to its hit point maximum and a 1 point decrease to an ability score of your choice. If any ability score or hit points reach 0, the creature dies and crumbles to dust. The curse lasts until dispelled by remove curse (7th level or higher), greater restoration, or wish.

Spectral Bog
6

Spectral Bog

You conjure a 60-foot radius area of phantom marshland filled with ghostly mist, creating difficult terrain and heavy obscurity. Creatures entering or starting their turn in the bog must succeed on a Wisdom save or become frightened; failing by 5 or more causes paralysis until their next turn. At the start of each of your turns, roll a d4; on a 3 or 4, a hostile specter emerges to attack the nearest living creature.

Plague of Leeches
5

Plague of Leeches

You conjure spectral leeches that attach to up to three creatures within 90 feet, draining their life force. Affected creatures take 3d6 necrotic damage at the start of their turns, have their speed reduced by 15 feet, and suffer disadvantage on Constitution saving throws. You regain hit points equal to half the total necrotic damage dealt each round. Targets can use an action to attempt a Constitution saving throw to end the effect early.

Drowning Memories
5

Drowning Memories

You flood a creature's mind with the terrifying final moments of drowning victims, incapacitating them and causing psychic damage each turn. The target believes they are underwater, unable to speak or cast spells with verbal components.

Bone Marsh
4

Bone Marsh

Transforms a 30-foot radius area into difficult terrain filled with grasping skeletal hands. Creatures entering or starting their turn in the area must make a Dexterity save or be grappled, taking 2d4 necrotic damage each turn. Grappled creatures can use an action to break free with a Strength check. Creatures dying in the marsh are pulled beneath and cannot be raised unless their body is recovered.

Swamp Gas Explosion
4

Swamp Gas Explosion

You create a volatile pocket of swamp gas that explodes at a point within 120 feet, dealing 6d6 poison damage and poisoning creatures in a 20-foot radius on a failed Dexterity save. The explosion leaves a 20-foot radius toxic cloud for 1 minute, causing creatures entering or starting their turn in it to make a Constitution save or take 2d6 poison damage.

Soul Siphon Moss
3

Soul Siphon Moss

You cause spectral moss to grow on a creature within 90 feet, draining their life essence. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage at the start of each of their turns, while you regain hit points equal to half the damage dealt. The target can use an action to attempt to end the effect with a Constitution save. If the target drops to 0 hit points, the moss spreads to creatures within 10 feet, forcing Constitution saves to avoid the effect.

Mire Walker
3

Mire Walker

You touch a willing creature, granting them the ability to move through marshland like a native bog dweller for 8 hours. The target gains swimming speed equal to walking speed, can breathe underwater, ignores difficult terrain from water, mud, or vegetation, leaves no tracks, and has advantage on Dexterity (Stealth) checks in swampland. The target's skin becomes sickly and mottled, and they emit a faint smell of decay, causing disadvantage on Charisma checks with non-native creatures of swampland.

Bog Fever
2

Bog Fever

You inflict a debilitating marsh sickness on a creature within 60 feet. The target must succeed on a Constitution saving throw or contract bog fever, suffering disadvantage on Constitution saves and a 10-foot speed reduction. At the end of each long rest, the creature must make another Constitution save or gain one level of exhaustion. Three successful saves end the disease. The disease can be cured by lesser restoration or similar magic.

Corpse Puppet
2

Corpse Puppet

You animate a humanoid corpse dead no more than 24 hours as a zombie under your control with 1 hit point. It obeys your commands and acts on your initiative. Creatures who knew the person must make a Wisdom save or be frightened when first seeing the corpse. The corpse collapses and can't be reanimated by this spell when it ends.

Drowning Breath
1

Drowning Breath

You fill a creature's lungs with phantom bog water, causing it to begin drowning. The target must hold its breath for 1 + its Constitution modifier rounds, then start suffocating and make Constitution saves to end the effect. Creatures that don't need to breathe are immune.

Marsh Lung
1

Marsh Lung

You fill a creature's lungs with toxic bog spores. The target must make a Constitution saving throw or take 2d8 poison damage and begin coughing up thick, green phlegm as fungal growths spread through their respiratory system. For up to 1 minute, the target takes 1d4 poison damage at the start of each turn and has disadvantage on Constitution saving throws. If the target takes the Dash action or becomes frightened, they must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Grand Hex of Eternal Torment
9

Grand Hex of Eternal Torment

A powerful curse binding a target's soul to eternal suffering, causing progressive debilitating effects over time and corrupting the surrounding area. Requires a personal item of immense value, a trapped innocent soul, and a permanent sacrifice of the caster's life force.

Curse of the Devouring Shadow
8

Curse of the Devouring Shadow

You curse a creature's shadow to turn against them, consuming their life force daily. The target must succeed on a DC 22 Constitution save or be cursed; each dusk they must save DC 20 Constitution or lose 3d10 max HP and 1d4 from a random ability score. If any ability or max HP drops to 0, the target is consumed, and the shadow becomes a malevolent entity. The curse is permanent until dispelled by Wish or destroying the shadow in sunlight when fully manifested.

Hex of Ancestral Shame
7

Hex of Ancestral Shame

You curse a creature to be haunted by dishonored ancestors, imposing disadvantage on all attack rolls, ability checks, and saving throws. The target must succeed on a DC 18 Wisdom save each day or be stunned for 1 hour by visions of ancestral disappointments. The target cannot benefit from long rests, only short rests.

Curse of the Carrion Crown
6

Curse of the Carrion Crown

You place an invisible crown of decay on a creature's head, marking them as a ruler of rot and ruin. The target must succeed on a DC 20 Charisma saving throw or be cursed, emanating a 30-foot aura of death and decay that withers plant life, spoils food, and stagnates water. Creatures starting their turn in the aura must make a DC 16 Constitution save or take 2d6 necrotic damage. The cursed target is immune to this damage but suffers physical decay and causes any creature dying in the aura to rise as hostile undead after 24 hours. The curse is permanent until dispelled by Remove Curse cast at 8th level or higher.

Hex of the Bleeding Soul
5

Hex of the Bleeding Soul

You wound a creature's soul, causing it to bleed spiritual essence visible as a dark mist. The target's max HP decreases by 1d4 after each long rest, they cannot regain spell slots or limited-use abilities during rest, and undead sense and are drawn to them within 1 mile. The target has disadvantage on Wisdom and Charisma saving throws. The curse lasts until dispelled by Greater Restoration or Remove Curse (7th level+).

Affliction of Hollow Bones
4

Affliction of Hollow Bones

You curse a creature's skeleton to become brittle and hollow, reducing its max HP by 2d10 and making it vulnerable to bludgeoning damage. If the target takes more than 10 damage from a single source, it must make a Constitution save or have its speed reduced by 10 feet until a long rest. The curse causes visible aging and can be removed only by Remove Curse cast at 6th level or higher.

Curse of Kinslayer's Mark
3

Curse of Kinslayer's Mark

You curse a creature as a kinslayer, causing all blood relatives to become hostile and gain advantage on attacks against the target. The target suffers nightmares, losing benefits of long rests until succeeding on a Wisdom save. The curse spreads to blood relatives within 100 feet after 24 hours. Removed only by Remove Curse cast at 5th level or higher.

Hex of Bitter Sustenance
2

Hex of Bitter Sustenance

You curse a creature's ability to derive nourishment from food. The target must succeed on a DC 17 Constitution saving throw or be afflicted with Bitter Sustenance, causing food and drink to provide no nourishment, imposing disadvantage on Constitution saving throws, and causing weight loss each day. The curse lasts until dispelled by Remove Curse cast at 4th level or higher.

Withering Touch
1

Withering Touch

You curse a creature's flesh to slowly decay. The target must succeed on a DC 16 Constitution saving throw or be afflicted. While cursed, the target's skin is pale and cold, they cannot regain hit points from natural healing, and creatures touching their bare skin must save or take necrotic damage. The target has disadvantage on Charisma (Persuasion) checks. The curse lasts until dispelled.

Reality's Funeral
9

Reality's Funeral

You conduct a funeral for reality itself in a 10-mile radius, blurring life and death. Creatures reduced to 0 HP become conscious corpses, magic has a 50% failure chance, time flows unevenly, and natural laws like gravity and water flow behave erratically. The effect is permanent until the caster's body is destroyed or a deity of life intervenes.

Theater of Endings
7

Theater of Endings

You create an illusory theater within a 90-foot radius centered on yourself, where each chosen creature sees tragic visions of their own demise or failure. At the start of each of their turns, affected creatures must succeed on a Wisdom saving throw or take 5d6 psychic damage and suffer further effects if they fail by 5 or more.

Labyrinth of Mirrors
8

Labyrinth of Mirrors

You create a 100-foot radius illusionary maze of mirrors reflecting observers' fears and failures. Creatures entering or starting their turn in the area must make a Wisdom save or take 6d8 psychic damage and become incapacitated until they succeed on a save. Those who succeed have halved movement speed and disadvantage on attack rolls.

Soul Apocalypse
9

Soul Apocalypse

You invoke the true name of Death, forcing all living creatures within a 1-mile radius to make a Wisdom saving throw. Those who fail have their souls consumed, dying instantly and irreversibly; those who succeed take 10d10 necrotic damage and age 2d10 years. The area is permanently tainted, preventing new life for 100 years. Casting causes 18 hours of insanity with hallucinations and voices.

Soul Auction
7

Soul Auction

You create an illusion that the target's soul is being auctioned to invisible bidders. The target hears bidding calls and must succeed on a Wisdom save or believe their soul is being sold. While affected, each action requires a Constitution save or the target loses 1 point from a random ability score (minimum 1).

Hollow Promises
3

Hollow Promises

You implant a compelling false hope in a creature within 60 feet that can hear you. On a failed Wisdom save, the target becomes obsessed with achieving a specific goal you describe, prioritizing it above all else, even their own safety, until the spell ends or the goal is proven impossible.

Gallery of the Damned
6

Gallery of the Damned

You create a 30-foot radius illusionary gallery depicting each observer's worst fears and failures. Creatures entering or starting their turn in the area must make a Wisdom save or take 4d8 psychic damage, be frightened until their next turn, and have their movement speed halved while inside.

Memories of Ash
4

Memories of Ash

You corrupt a creature's memories, replacing positive moments with visions of loss and destruction. The target has disadvantage on Charisma checks and saves and takes psychic damage each turn.

Crown of Thorns
5

Crown of Thorns

You place an invisible crown of thorns on a creature's head, causing psychic pain when they attempt to lead or command. The target takes psychic damage each turn and additional damage plus a chance to be stunned if they try to give orders or cast spells on allies.

Philosopher's Poison
6

Philosopher's Poison

You speak nihilistic truths that poison a creature's will to live. One creature within 90 feet that understands you must succeed on a Wisdom saving throw or suffer disadvantage on all d20 rolls and be unable to regain hit points for 24 hours. The creature takes unnecessary risks but won't actively harm itself.

Tapestry of Sins
5

Tapestry of Sins

You create an illusionary tapestry displaying the worst acts of every creature within 60 feet. Each affected creature sees haunting images of their darkest deeds, forcing a Wisdom saving throw or becoming incapacitated with overwhelming guilt and shame. Affected creatures can repeat the save at the end of each turn, but do so with disadvantage if they have truly regretted acts.

Web of Whispers
4

Web of Whispers

You create invisible threads connecting up to six creatures within 120 feet, causing them to hear each other's darkest secrets as whispers. Affected creatures have disadvantage on attack rolls and ability checks, and any lies they tell are revealed to all connected creatures.

Architect's Regret
8

Architect's Regret

You curse a creature to bear the crushing weight of every consequence their actions have caused, inflicting psychic torment and guilt. The target takes 2d6 psychic damage daily and suffers a permanent curse until significant harm is undone or 9th-level magic removes it.

Crawling Dread
1

Crawling Dread

You create an aura of unsettling dread around a creature or object within 60 feet. Creatures entering within 10 feet must succeed on a Wisdom saving throw or be compelled to move away by the safest route and avoid approaching again unless they succeed on another save at the start of their turn.

Screaming Void
3

Screaming Void

You create an illusion of a tear in reality revealing an endless void filled with screaming souls. Creatures in a 20-foot radius must make a Wisdom save or take psychic damage and be stunned.

Bloodline Curse
2

Bloodline Curse

You curse a creature's bloodline, causing them to hear the disappointed voices of their ancestors. The target has disadvantage on all ability checks and saving throws while hearing constant whispers. Blood relatives within 30 feet have disadvantage on concentration saves due to faint whispers.

Feast of Sorrow
2

Feast of Sorrow

You create an illusion of a grand banquet table with rotting food and ghostly forms of lost loved ones within 15 feet. Creatures of your choice must succeed on a Wisdom saving throw or be unable to take actions other than weeping, seeing deceased loved ones beckoning them. Affected creatures can repeat the saving throw at the end of each of their turns.

Toxin Incarnate Vessel
9

Toxin Incarnate Vessel

You create a colossal avatar of poison by distilling the toxicity of thousands of creatures into a vessel and shattering it, releasing a permanent toxic abomination that spreads contamination and death. Armor Class 22, 666 hit points Movement speed 60 feet, flight speed 120 feet Strength 30, Dexterity 20, Constitution 28, Intelligence 25, Wisdom 22, Charisma 30 Immunity to necrotic, acid, and poison damage; resistance to all others Toxic Aura: All creatures within 300 feet must save or be poisoned and take ongoing poison damage Contamination: Deaths within 1 mile pollute the area permanently with deadly toxins Reality Corruption: Can transmute matter into poisonous substances at will The avatar exists only to spread toxicity and death across the world. It can only be destroyed by purifying an entire region of all poison and corruption, requiring immense magical power and sacrifice to achieve.

Plague Pathogen Bomb
6

Plague Pathogen Bomb

You hurl a large glass vessel containing concentrated plague cultures up to 1 mile away. Upon shattering, it releases a virulent plague infecting a target creature who must succeed on a Constitution saving throw or become infected with a deadly wasting disease that spreads through physical contact. Infected creatures lose 1 point from all ability scores daily, and the disease spreads exponentially through contact. Infected creatures can attempt a weekly Constitution saving throw to halt progression; failure worsens the condition. Only powerful healing magic can cure the disease.

Apotheosis Elixir
8

Apotheosis Elixir

You drink a master alchemical elixir that kills and resurrects you as an undead alchemical master. You gain immunity to aging, disease, poison, and exhaustion; can cast any Scourge-Brewer spell of 5th level or lower once per long rest without slots; create any alchemical substance as an action; do not need food, water, or sleep but must consume fresh blood monthly or deteriorate; vulnerable to radiant damage; living creatures fear and distrust you.

Bone-Dissolving Flask
4

Bone-Dissolving Flask

You throw a vial that shatters, releasing acid that dissolves bones in a 20-foot radius. Creatures must make a Constitution save or take 6d6 acid damage and suffer ongoing effects including halved speed, disadvantage on Strength checks and saves, and 2d6 acid damage at the start of each turn. The effect ends early if the creature succeeds on two consecutive Constitution saves.

Paralysis Gas Grenade
5

Paralysis Gas Grenade

You throw a grenade that releases a paralytic gas in a 30-foot radius sphere. Creatures starting their turn in the area must make a Constitution saving throw or take 4d8 poison damage and become paralyzed until the start of their next turn. Creatures that die in the area have their nervous systems destroyed, preventing any form of animation.

Nerve Agent Capsule
2

Nerve Agent Capsule

You throw a vial that releases nerve-sensitizing gas in a 15-foot radius sphere. Creatures in the area must make a Constitution saving throw or take increased damage, have disadvantage on Constitution saves to maintain concentration, and receive half healing due to hypersensitive nerves.

Contagion Bomb
3

Contagion Bomb

You throw a glass orb filled with concentrated disease cultures that explodes in a 15-foot radius, infecting creatures with a wasting plague. Infected creatures take 1d4 necrotic damage at the start of each turn and have their maximum hit points reduced by the same amount. The disease spreads to creatures that touch infected ones, requiring a new Constitution saving throw. The plague lasts 8 hours or until cured by powerful healing magic.

Cannibalism Catalyst
4

Cannibalism Catalyst

You throw a vial that bursts on a creature within 30 feet, coating them in primal hunger-inducing compounds. The target must succeed on a Wisdom saving throw or gain a bite attack dealing 1d6 + Strength modifier damage and regain 1d4 hit points when biting humanoids. Each turn, the affected creature must make a Wisdom save or spend its action attempting to bite the nearest humanoid, taking 1d4 poison damage if none are in reach due to unfulfilled hunger.

Organ Failure Flask
5

Organ Failure Flask

You throw a flask that explodes in a 20-foot radius, releasing toxins that cause organ failure. Creatures in the area must make a Constitution save or take 6d6 necrotic damage, become poisoned, and have their speed halved. At the start of each affected creature's turn, they make another Constitution save or take 3d6 necrotic damage. Two consecutive successful saves end the effect.

World-Poison Dispersal
9

World-Poison Dispersal

You create a catastrophic alchemical weapon that poisons reality in a 10-mile radius, spreading 1 mile daily. Water becomes lethal poison, air toxic causing exhaustion, plants and animals mutate into hostile aberrations, dead rise as shambling horrors, magic becomes unstable, and disease spreads rapidly. Only powerful divine intervention can halt but not reverse the spread.

Necrochemical Genesis Bomb
8

Necrochemical Genesis Bomb

You perform an 8-hour ritual detonating your lab and 100 humanoid corpses to create a colossal undead horror. The beast has AC 22, 400 HP, high physical resistances, necrotic breath, and can raise slain humanoids as undead servants. It serves you for one year and one day before becoming independent.

Metabolic Overdrive Injector
6

Metabolic Overdrive Injector

You inject a stimulant cocktail that enhances your metabolism and alchemical prowess. For 1 hour, when a creature dies within 60 feet, you can use a reaction to harvest their essence, gaining benefits for 10 minutes: +1d6 poison damage on thrown spell attacks, resistance to one damage type of your choice, and +1 to spell save DC (max +3). You take 2d6 poison damage each turn as the stimulants tax your body.

Suffering Transmutation Sphere
7

Suffering Transmutation Sphere

You cast a massive sphere that corrupts life in a 500-foot radius, transforming plants and animals into pain-inducing versions. The area deals 2d6 necrotic damage per round to creatures within, who must make hourly Constitution saves or gain exhaustion from toxic exposure. The corruption spreads 10 feet daily and lasts until dispelled.

Gangrenous Grenade
2

Gangrenous Grenade

You throw a vial filled with necrotic bacteria that explodes in a 10-foot radius. Creatures in the area who have taken damage in the last minute must succeed on a Constitution saving throw or suffer festering wounds that prevent healing and deal 1d6 necrotic damage at the start of each turn for up to 1 minute. The infected creatures emit a nauseating odor.

Vial of Blood Boiling
1

Vial of Blood Boiling

You throw a vial that shatters on impact, causing the target's blood to superheat. On a hit, the target takes fire and necrotic damage and must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Flesh-Melting Dart
3

Flesh-Melting Dart

You hurl an alchemical dart that pierces flesh and releases tissue-dissolving compounds. On a hit, the target takes 4d8 acid damage and suffers ongoing acid damage for up to 1 minute, which can be ended early by a successful Constitution saving throw.

Addiction Philter
1

Addiction Philter

You throw a vial that bursts, releasing addictive vapors in a 5-foot radius. Creatures in the area must succeed on a Constitution saving throw or become euphoric, gaining advantage on one ability check within the next hour but becoming chemically dependent. Addicted creatures have disadvantage on Constitution saving throws and take 1d4 psychic damage each hour they don't inhale another dose. The addiction lasts 24 hours or until magically purged.

Cascade Corpse Catalyst
7

Cascade Corpse Catalyst

You throw a container of alchemical catalyst mixed with innocent blood at a corpse that died within the last minute, causing it to explode and deal 8d6 necrotic damage to all creatures within 20 feet (Dexterity save for half). Each creature killed by the explosion also explodes in the same manner, continuing until no new deaths occur. The area becomes cursed, causing any creature dying there within the next year to explode when exposed to alchemical compounds.

Shadow Shard
1

Shadow Shard

Conjure and hurl a shard of hardened darkness at a creature within 30 feet. On a hit, the shard deals piercing damage that scales with your spell level.

Siphon Vitality
1

Siphon Vitality

You draw life essence from one creature to heal another. One creature within 60 feet takes 2d6 necrotic damage, and another creature regains hit points equal to half the damage dealt. Ineffective on constructs and undead. Higher spell slot levels increase damage by 1d6.

Soul Rend
5

Soul Rend

You tear at the very essence of a creature's being, dealing 6d8 psychic damage if failing a charisma saving throw or half of much on success and reducing its maximum hit points until it finishes a long rest.

Soul Weave
5

Soul Weave

Take 3d6 damage or use a Blood vial then touch a corpse and attempt to draw its soul back, restoring it to life with 1 hit point. You attempt to draw a soul back into a deceased body. The target corpse immediately returns to life with 1 hit point. However, the process is volatile and risks drawing a foreign essence. The creature must make a Charisma saving throw. On a success, the creature's original soul returns, and it is itself. On a failed save, a random, lost soul from the blighted lands (determined by the DM, often a tormented or malevolent spirit) inhabits the body. This new soul has its own personality, alignment, and possibly memories, but it retains the original creature's statistics. The creature is effectively a new NPC under the DM's control, often hostile or deeply disturbed. This spell cannot return to life a creature that has died of old age, nor can it restore missing body parts.

Soul's Crucible
8

Soul's Crucible

You create a dormant, featureless translucent humanoid vessel called a Soul's Crucible in an unoccupied space you touch. Linked to a willing creature, it matures over 120 days into a perfect inert duplicate. If the linked creature dies while the Crucible is matured and intact on the same plane, its soul transfers to the Crucible, restoring it to full health and ending conditions. The Crucible has AC 10, 10 HP, immunity to poison, psychic damage, and all conditions, speed 0, and cannot move. The spell consumes a blood vial or deals 4d8 necrotic damage to you, and a flawless crystal worth 1,000 gp.

Soul-Sapping Effigy
5

Soul-Sapping Effigy

You create a cursed effigy of a creature using their blood or hair and a black pearl, draining their chosen ability score by 1d4 permanently after each long rest. The target must succeed on a DC 19 Charisma saving throw or be cursed, becoming pale and unable to regain hit points or temporary hit points until the curse is removed.

Suffocating Plume
5

Suffocating Plume

Conjure a 40-foot radius, 20-foot high cylinder of thick, noxious smoke centered on a point within 120 feet. The area is heavily obscured. Creatures starting their turn or entering the smoke must make a Constitution save or take 4d8 poison damage and suffocate; on a success, they take half damage and do not suffocate. Smoke moves 10 feet away from you each turn. Creatures not breathing or immune to suffocation only take poison damage.

Suffocating Sludge
1

Suffocating Sludge

You conjure a 10-foot square of thick, clinging sludge within 30 feet. The area is difficult terrain. Creatures entering or starting their turn in the area must succeed on a Strength saving throw or become restrained. Restrained creatures can use their action to make a Strength check against your spell save DC to free themselves.

Summon Abyssal Horror
7

Summon Abyssal Horror

You summon a terrifying abyssal horror from a blighted dimension at a point within 60 feet. The horror appears in an unoccupied space, acts as your ally, and obeys your verbal commands. It uses the Gibbering Mouther stat block with attacks dealing necrotic damage and resistance to non-magical bludgeoning, piercing, and slashing damage. Without commands, it attacks the nearest creature. At higher levels, its hit points increase by 25 per slot level above 7th.

Summon Bog Strangler
5

Summon Bog Strangler

You summon a grotesque, vine-covered abomination from the ground or water within 60 feet. It appears in an unoccupied space, acts as your ally using the Ogre Zombie stat block with necrotic damage attacks, and resists poison and non-magical bludgeoning damage. It obeys your verbal commands and defends itself if none are given. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the summoned creature's hit points increase by 20 for each slot level above 5th.

Summon Dark Legion
6

Summon Dark Legion

You can summon one of the following: One Strzyga Soul-Reaver (CR 8) OR two Fomorian Grotesques (CR 6 each) OR 1d4 + 1 Grim-Iron Guardians (CR 4 each)

Summon Dread Guardians
7

Summon Dread Guardians

You can summon one of the following: One Kościej's Dread Sentinel (CR 10) OR two Strzyga Soul-Reavers (CR 8 each) OR 1d4 + 1 Fomorian Grotesques (CR 6 each)

Summon Grave Minions
2

Summon Grave Minions

You can summon one of the following: One Animated Corpse-Pustule (CR 1) OR two Grave-Stalker Zombies (CR 1/4 each) or two Ghastling Sprites (CR 1/4 each)

Summon Gravebound Minions
3

Summon Gravebound Minions

You summon undead minions to fight for you. Choose one: a Corpse-Bound Sentinel (CR 2), two Animated Corpse-Pustules (CR 1 each), or 1d4 + 1 Grave-Stalker Zombies or Ghastling Sprites (CR 1/4 each). These minions obey your commands for the spell's duration.

Summon Ironbound Sentinels
5

Summon Ironbound Sentinels

You can summon one of the following: One Fomorian Grotesque (CR 6) OR two Grim-Iron Guardians (CR 4 each) OR 1d4 + 1 Corpse-Bound Sentinels (CR 2 each)

Summon Legendary Guardians
9

Summon Legendary Guardians

You can summon one of the following: One Uktena Disease-Bearer (CR 12). OR two Gorynych Elder (Storm Aspect) (CR 11 each) or two Blood-Soaked Fir Bolgs (CR 11 each). OR 1d4 + 1 Kościej's Dread Sentinels (CR 10 each).

Summon Putrid Husk
3

Summon Putrid Husk

You summon a shambling putrid husk from the ground or water within 60 feet. It uses the Zombie stat block but deals necrotic damage and has resistance to poison damage. It obeys your verbal commands and defends itself if no commands are given. Duration is concentration, up to 1 hour. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the summoned husk's hit points increase by 15 for each slot level above 3rd.

Summon Slavic Guardians
8

Summon Slavic Guardians

You can summon one of the following: One Gorynych Elder (Storm Aspect) (CR 11). OR one Blood-Soaked Fir Bolg (CR 11). OR two Kościej's Dread Sentinels (CR 10 each). OR 1d4 + 1 Strzyga Soul-Reavers (CR 8 each).

Summon Undead Guardians
4

Summon Undead Guardians

You can summon one of the following: One Grim-Iron Guardian (CR 4) OR two Corpse-Bound Sentinels (CR 2 each) OR 1d4 + 1 Animated Corpse-Pustules (CR 1 each)

Sundering Judgment
9

Sundering Judgment

The Executioner channels the land's malice into a devastating overhead strike, making one melee weapon attack that deals an additional 8d12 bludgeoning damage. If this attack reduces the target to 0 hit points, the target is pulverized into dust with no remains.

Taming the Blight
1

Taming the Blight

You attempt to permanently subjugate a blighted beast or humanoid within 30 feet, forcing it into grim companionship. The target must be blighted and feral, and its CR must not exceed the limit based on the Taming Slot Level expended. The target makes a Wisdom saving throw; on failure, you make a contested Wisdom (Animal Handling) check against its Wisdom (Insight). On a win, the creature becomes your permanent companion, retaining its blighted nature and driven by a hunger for raw flesh. You can only have one such companion at a time. If the companion dies, you suffer one level of exhaustion and cannot use this ability for 24 hours.

The Gods Whisper
0

The Gods Whisper

You whisper a fragment of your patron's maddening truth into the mind of one creature within 30 feet. The target must succeed on a Wisdom saving throw or take psychic damage and have disadvantage on its next attack roll before the end of its next turn. Damage increases at higher levels.

Thundering Shield-Slam
7

Thundering Shield-Slam

You channel unyielding force through your shield to slam a creature within 5 feet, dealing 6d8 bludgeoning damage. The target must make a Strength saving throw or be knocked prone and pushed 15 feet, taking an additional 2d6 bludgeoning damage if they collide with a solid object or creature.

Toxin Trace
0

Toxin Trace

You coat your hand in a mild toxin and make a melee spell attack against a creature within reach. On a hit, the target takes poison damage. For 1 minute, any creature that touches the target takes 1 poison damage. At Higher Levels: This spell's initial damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The lingering damage remains 1.

Transference of Agony
7

Transference of Agony

You link the suffering of two creatures within 90 feet. When one linked creature takes damage, the other takes half that damage of the same type, ignoring resistance and immunity. The link ends if either drops to 0 HP or moves beyond 90 feet.

Twist Reality (Blood)
9

Twist Reality (Blood)

You warp reality in a 30-foot radius sphere, turning the ground into difficult terrain of pulsating flesh and blood. Creatures entering or starting their turn in the area must make a Wisdom save or take 8d6 piercing damage and be poisoned with disadvantage on attacks. Creatures that die here rise as Blood Golems under your control, using Ogre Zombie stats but immune to poison, resistant to necrotic, and vulnerable to radiant. Blood Golems deal piercing damage and dissolve when leaving the area or when the spell ends.

Unbreakable Conviction
3

Unbreakable Conviction

Gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks permanently.

Universal Delirium
8

Universal Delirium

You create a 30-foot radius sphere of illusory chaos within 150 feet. Creatures in the area must make a Wisdom saving throw or take 6d6 psychic damage at the start of each turn and have disadvantage on saving throws and ability checks. On a successful save, they take half damage and no disadvantage. Affected creatures can repeat the save at the end of each turn to end the effect. The spell lasts 1 minute with concentration. Casting causes 16 hours of hallucinations and hearing voices.

Unyielding Despair
1

Unyielding Despair

As a bonus action, enter a state of grim resolve for 1 minute. Gain resistance to bludgeoning, piercing, and slashing damage, bonus to damage rolls with two-handed melee weapons equal to proficiency bonus, advantage on Wisdom saves against being frightened or charmed, and can use reaction to make a melee attack when damaged. Ends early if unconscious, no attack or damage taken since last turn, or by bonus action. Gain 1 exhaustion level when it ends. (Change Damage roll to reflect weapon i.e 1d8/1d10/1d12)

Vial of Accelerated Decay
3

Vial of Accelerated Decay

You throw a vial that shatters, releasing a wave of necrotic energy in a 10-foot radius sphere within 30 feet. Creatures in the area must make a Constitution saving throw or take 5d6 necrotic damage and suffer a reduction in maximum hit points equal to the damage taken until they finish a long rest. Constructs and undead are immune. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.

Vile Transfiguration
7

Vile Transfiguration

You perform a 1-day ritual consuming a piece of monstrous flesh and the target's flesh or hair to inflict a permanent, grotesque mutation on a creature. The target must succeed on a DC 21 Constitution saving throw or suffer a random mutation with significant drawbacks and permanent disadvantage on Charisma checks. The curse lasts until dispelled by Wish or Greater Restoration at 9th level.

Visions of Impending Doom
6

Visions of Impending Doom

You utter a chilling prophecy that plants terrifying visions in one creature's mind within 90 feet. The target must succeed on a Wisdom saving throw or suffer disadvantage on all attack rolls and saving throws for up to 1 minute, concentration. The target can repeat the save at the end of each of its turns to end the effect early. Casting this spell causes you to hear voices and hallucinate for 12 hours.

Volley of Withering Truths
9

Volley of Withering Truths

Unleash a devastating volley of arrows or bolts in a 20-foot cube within 120 feet. Each creature must make a Dexterity saving throw or take piercing and psychic damage and become Frightened until the end of their next turn. Half damage and no Frightened on a successful save. Usable once per long rest.

Wall of Blazing Volatiles
7

Wall of Blazing Volatiles

You create a wall of alchemical flames on a solid surface within range, up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall 20 feet in diameter and 20 feet high. The wall emits bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures in the wall's area when it appears must make a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half on success. Creatures take 5d8 fire damage when entering or ending their turn in the wall.

Whirlwind of Malice
7

Whirlwind of Malice

The Executioner spins in a wide arc, their two-handed axe slashing all creatures within 10 feet. Each creature must make a Dexterity saving throw or take heavy slashing damage, half on a success.

Whisper of Paranoia
1

Whisper of Paranoia

You plant a seed of insidious doubt in a creature's mind. The target must succeed on a DC 16 Wisdom saving throw or become afflicted with Whispering Paranoia, suffering disadvantage on Wisdom (Insight) checks and Charisma checks with untrusted creatures. At the end of each long rest, the target makes a DC 12 Wisdom save or gains one level of exhaustion until the curse is removed. The curse lasts permanently until dispelled by Remove Curse cast at 3rd level or higher.

Whispers from the Mire
0

Whispers from the Mire

You utter a guttural croak, causing a single creature within 30 feet to hear maddening bog gurgles. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll or ability check before the end of its next turn.

Whispers of Doubt
0

Whispers of Doubt

You whisper a subtle, unsettling phrase to one creature within 30 feet. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll or ability check before the end of its next turn.

Whispers of Oblivion
8

Whispers of Oblivion

You unleash maddening whispers from your patron in a 30-foot radius sphere within 120 feet. Creatures must make a Wisdom saving throw or take 8d6 psychic damage and be confused until the start of their next turn; on a success, they take half damage and are not confused.

Whispers of the Loom
6

Whispers of the Loom

You weave a dormant illusion within a 30-foot cube that activates upon a specific visual or audible trigger within 30 feet, performing a scripted macabre scene for up to 5 minutes. The illusion is intangible and can be discerned with an Intelligence (Investigation) check against your spell save DC, revealing its hollow nature.

Wilderness's Grasp
7

Wilderness's Grasp

You cause thorny vines and blighted roots to erupt in a 20-foot radius around a point within 60 feet, turning the area into difficult terrain. Creatures starting their turn in the area must make a Strength saving throw or become restrained by the necrotic vines, taking piercing damage if they move or remain restrained.

Willbreaker's Command
4

Willbreaker's Command

You issue a direct, undeniable command to one creature within 30 feet that can hear you. The target must succeed on a Wisdom saving throw or immediately use its reaction to move up to its speed and make one weapon attack against a target of your choice, then becomes charmed by you for 1 hour, following your non-harmful suggestions.

Abyss of Despair
7

Abyss of Despair

You create a powerful illusion that traps one creature within 60 feet in a personal nightmare, rendering it incapacitated and unaware of its surroundings for up to 1 week. The target must succeed on a Wisdom saving throw or be trapped, repeating the save at the end of each turn to end the effect. Taking damage also ends the spell. Casting causes the caster to hear voices and hallucinate for 14 hours.

World-Wither
9

World-Wither

Unleash a wave of blight in a 1-mile radius around you, causing all non-magical flora to wither, water to stagnate, and air to thicken with noxious haze. The area becomes difficult terrain, and creatures starting their turn or entering the area must make a Constitution save or take necrotic damage and suffer a temporary hit point maximum reduction. Summon 2d4 shambling mounds each turn that obey your commands and dissolve if they leave the area or the spell ends.

Abyssal Mire's Maw
9

Abyssal Mire's Maw

You conjure a gaping maw of mire beneath a creature within 60 feet. The target must succeed on a Dexterity saving throw or be swallowed, taking 10d10 bludgeoning damage and becoming blinded, restrained, and suffocating. While swallowed, it takes 5d10 necrotic damage at the start of each turn. The creature can attempt a Strength (Athletics) check to escape. If the creature dies inside, its body is consumed. The maw leaves a 10-foot diameter pit of difficult terrain if on solid ground.

Affliction of the Blighted Eye
4

Affliction of the Blighted Eye

You curse a creature's vision with a horrifying affliction. The target must succeed on a DC 18 Constitution saving throw or have its vision reduced to 10 feet and be blinded beyond that range, suffer disadvantage on sight-based Perception checks and attack rolls relying on sight. Once per day, it must make a DC 15 Wisdom save or suffer long-term madness. The curse lasts until dispelled by Remove Curse cast at 6th level or higher.

Alchemical Confinement
9

Alchemical Confinement

You conjure a shimmering, intangible 10-foot cube cage around a creature within 90 feet. The target must succeed on a Strength saving throw or be trapped inside, unable to move or take actions requiring movement. The cage blocks all passage, has AC 20, 100 HP, is immune to all damage except force damage, and is vulnerable to force damage. The cage lasts until dispelled by a 9th-level Dispel Magic or destroyed.

Alchemical Stasis Field
7

Alchemical Stasis Field

You create a 20-foot radius sphere of rapidly hardening alchemical residue that becomes difficult terrain. Creatures entering or starting their turn in the area must succeed on a Strength saving throw or be restrained. Restrained creatures can use their action to attempt a Strength check to break free and move at half speed.

Apocalyptic Revelation
9

Apocalyptic Revelation

You open a rift to your patron's domain, revealing cosmic horror. Creatures in a 60-foot radius must make a Wisdom save or take 12d8 psychic damage, become frightened of you for 1 minute, and stunned until the end of their next turn. On a success, they take half damage and suffer no other effects. Frightened creatures can retry the save at the end of each turn.

Architect of Ruin
9

Architect of Ruin

You unravel the target's will and form, dealing 8d8 psychic damage and potentially confusing them. The target must succeed on a Wisdom saving throw or be Confused until the end of its next turn. Usable once per long rest.

Aura of Despair
3

Aura of Despair

You emit an aura of profound hopelessness in a 15-foot radius. Hostile creatures starting their turn in the aura must succeed on a Wisdom saving throw or have disadvantage on attack rolls against you until their next turn.

Binding Effigy
2

Binding Effigy

You create a cursed effigy from the target's hair, blood, or clothing, binding the creature with invisible shackles. The target must succeed on a DC 17 Strength saving throw or be cursed, reducing its speed by 20 feet (minimum 5 feet), imposing disadvantage on Dexterity (Acrobatics) and Strength (Athletics) checks, and causing bludgeoning damage and attack disadvantage if it moves more than half its speed each turn. The curse lasts until dispelled and requires a Remove Curse cast at 4th level or higher to remove.

Blight-Hunter's Infusion
3

Blight-Hunter's Infusion

As a bonus action, infuse your next crossbow bolt or arrow with spreading blight. On hit, it deals an extra 2d6 necrotic damage and forces a Constitution save or the target becomes Poisoned until the end of its next turn. Usable twice per long rest.

Blighted Edge
3

Blighted Edge

As a bonus action, coat your next light melee or ranged weapon attack with a paralyzing blight. On a hit, the attack deals an extra 2d6 poison damage and forces the target to make a Constitution saving throw or be poisoned until the end of its next turn. Usable twice per long rest.

Blighted Ground
4

Blighted Ground

You corrupt a 30-foot radius area within range, turning the ground into difficult terrain covered with foul slime and grasping weeds. Creatures starting their turn or entering the area must make a Constitution save or take 2d8 necrotic damage and have their speed halved until their next turn; on a success, they take half damage and speed is unaffected.

Blood Coated Weapon
2

Blood Coated Weapon

You coat one non-magical weapon you touch with your congealed blood. For 1 minute, attacks with this weapon deal an additional 2d6 piercing damage. Casting with a spell slot 3rd level or higher increases the extra damage by 1d6 per slot level above 2nd. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional piercing damage increases by 1d6 for each slot level above 2nd.

Blood Curse
4

Blood Curse

Take 2d6 damage or use a blood vial then curse a creature within 60 feet, causing it to take 2d6 piercing damage at the start of its turns and suffer disadvantage on one type of roll of your choice. The target must succeed on a Wisdom saving throw or be cursed for up to 1 minute, concentration. The curse can be ended early by a successful save at the end of the target's turns.

Blood Vial
0

Blood Vial

You take 1d8 percing damage and fill a small vial with your blood. This vial can be used as a special component for other Blood Witch spells that require a blood component. The vial's potency lasts for 48 hours, after which it becomes inert. At Higher Levels: The percing damage taken increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Blood Ward
1

Blood Ward

You create a crimson shield of congealed blood, take 1D4 damage and get a shield that is twice the number rolled + CON bonus as temporary hit points. Melee attackers take 1d4 piercing damage when hitting you while you have these temporary hit points. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d4 for each slot level above 1st. The piercing damage from hitting you increases by 1d4 for every two slot levels above 1st.

Blood-Bound Ward
8

Blood-Bound Ward

Conjure a 30-foot radius crimson aura that protects up to six chosen creatures, granting them 4d6 temporary hit points at the start of each turn. Hostile creatures starting or entering the ward must succeed on a Wisdom save or have their speed halved until their next turn. The ward is opaque to enemies but transparent to allies.

Bloodied Flurry
3

Bloodied Flurry

When you hit a creature with a melee weapon attack using a heavy weapon, you can use a bonus action to make an additional melee weapon attack against the same target. On a hit, this attack deals an extra 1d6 slashing damage and causes the target to bleed, taking 1d4 necrotic damage at the start of its next turn. This bleeding effect can only occur once per target per turn. Usable twice per long rest.

Bog's Embrace
6

Bog's Embrace

Transforms a 40-foot radius area into a deep bog, creating difficult terrain. Creatures starting their turn or entering the bog must succeed on a Strength save or sink 10 feet and become restrained. They can use an action to attempt a Strength check to escape and move 5 feet to solid ground. Fully submerged creatures begin to suffocate.

Call Lesser Shamblers
1

Call Lesser Shamblers

You tear a minor spiritual fissure in the ground, summoning 1d4 + 1 Grave-Stalker Zombies or Ghastling Sprites to shamble forth within range. These lesser horrors obey your verbal commands for the duration. Summons 1d4 + 1 Grave-Stalker Zombies (CR 1/4 each) or 1d4 + 1 Ghastling Sprites (CR 1/4 each).

Call of the Carrion Hound
5

Call of the Carrion Hound

You summon a spectral carrion hound using Dire Wolf stats but as an undead creature. It appears within 30 feet, acts immediately after you, is immune to frightened and poisoned conditions, and its bite deals an extra 1d4 necrotic damage. The hound lasts 10 minutes or until reduced to 0 hit points.

Cleaving Ruin
3

Cleaving Ruin

Unleash a devastating 15-foot cone arc with a heavy axe or sword, forcing creatures in the area to make a Dexterity saving throw. On a failed save, targets take 4d10 slashing damage; half damage on a success.

Compel Anarchy
3

Compel Anarchy

You deliver a chaotic, maddening oration. Choose up to three creatures within 60 feet that can hear you. Each must succeed on a Wisdom saving throw or use its reaction to make a melee attack against a random creature within reach, or move towards the closest creature and attack if possible.

Corrosive Vomit
1

Corrosive Vomit

You expel a stream of corrosive bile in a 15-foot line. Each creature in the line must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much on a success. Non-magical armor worn by creatures that fail the save suffers a permanent -1 AC penalty; armor reduced to 10 + Dex modifier is destroyed.

Corrupted Earth
8

Corrupted Earth

You corrupt a 60-foot radius area within range, creating a living bog that is heavily obscured and difficult terrain. Creatures starting their turn or entering the area must make a Constitution save or take 4d8 necrotic damage, be poisoned and restrained until their next turn; on a success, they take half damage and suffer no conditions. At the start of each of your turns, 1d4 shambling mounds rise from the bog, obeying your commands and dissolving if they leave the area or the spell ends.

Corrupted Tendrils
4

Corrupted Tendrils

Writhing tendrils of dark, corrupted energy erupt in a 20-foot radius sphere within range. Creatures entering or starting their turn in the area must succeed on a Strength saving throw or take necrotic damage and have their speed reduced to 0 until their next turn.

Corrupting Bloom
1

Corrupting Bloom

You cause a patch of virulent, sickly fungi to erupt from the ground at a point you can see within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and isn't poisoned.

Create Disease: Bog Blight Consumption
6

Create Disease: Bog Blight Consumption

You afflict a creature within 60 feet with Bog Blight Consumption. The target must succeed on a Constitution saving throw or contract a deadly disease with a 1d4 day incubation. Symptoms include pale skin, festering sores, fatigue, muscle aches, and a hacking cough. At each long rest, the infected must save or gain exhaustion; at 6 exhaustion levels, the creature dies. The disease reduces hit point maximum by 1d8 each long rest. It spreads to humanoids or beasts within 5 feet or by contact with bodily fluids. Cure requires Greater Restoration at 6th level or a special ritual.

Crimson Sacrament
7

Crimson Sacrament

You perform a grim sacrament, take 3d6 piercing damage or use a blood vial, then, empower up to three willing creatures within 30 feet with 8d6 temporary hit points and advantage on saving throws against poison and necrotic damage. Each affected creature takes 1d6 necrotic damage at the start of their turn; if any drop to 0 HP from this damage, all temporary hit points granted by the spell vanish.

Crushing Impact
5

Crushing Impact

As an action, make one melee weapon attack. On a hit, deal an additional 3d10 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

Crushing Presence
0

Crushing Presence

You focus your oppressive presence on one creature within 30 feet that can see you. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll or ability check before the end of its next turn.

Curse of Barren Earth
3

Curse of Barren Earth

You curse a 60-foot radius area of land, preventing any plant growth and causing water sources to become stagnant and undrinkable. Creatures spending over 24 hours in the area gain exhaustion daily and have disadvantage on Wisdom (Survival) checks for food and water.

Curse of the Exile
8

Curse of the Exile

You sever a creature's bonds to society, making them repulsive and untrustworthy to all humanoids. The target has permanent disadvantage on Charisma checks and cannot form alliances or receive aid from humanoids unless compelled by powerful magic. The curse lasts until dispelled by a Wish spell.

Desecrate Ground
6

Desecrate Ground

You corrupt a 30-foot radius area on the ground, turning it into a blighted zone. The area becomes difficult terrain. Non-undead creatures starting their turn in the area take 3d6 necrotic damage and have disadvantage on Wisdom saving throws until their next turn. Undead creatures in the area gain advantage on attack rolls.

Despair's Drowning
8

Despair's Drowning

You flood the mind of one creature within 90 feet with overwhelming despair, causing 10d8 psychic damage and incapacitating it with phantom drowning. The target must make a Wisdom saving throw; on a failed save, it is incapacitated and unable to breathe for up to 1 minute, with a save at the end of each of its turns to end the effect. If the target dies, its body dissolves into foul water and muck.

Despairing Lullaby
4

Despairing Lullaby

You sing a haunting lullaby that targets the deepest anxieties of up to four creatures within 60 feet who can hear you. Those who fail a Wisdom saving throw become incapacitated, unable to move or act, overwhelmed by despair and reliving their worst fears for up to 1 minute with concentration.

Distorting Dirge
2

Distorting Dirge

You chant a mournful, unsettling dirge in a 15-foot cone. Creatures of your choice in the area must succeed on a Wisdom saving throw or perceive their surroundings as distorted and menacing, suffering disadvantage on attack rolls and Wisdom (Perception) checks for 1 minute. Affected creatures can repeat the save at the end of each of their turns to end the effect.

Drain Vitality
3

Drain Vitality

Costs a blood vial or deals 2D6 damage to the Blood Witch. You siphon life force from a creature within 30 feet. The target must succeed on a Constitution saving throw or take 4d6 piercing damage, half of which you gain as temporary hit points, and its hit point maximum is reduced by the damage taken until it finishes a long rest. On a successful save, the target takes half damage with no hit point maximum reduction. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d6 for each slot level above 3rd.

Dread Smite
1

Dread Smite

As a bonus action, your weapon is imbued with chilling dread. Your next melee weapon attack deals an extra 1d6 necrotic damage and forces the target to make a Wisdom saving throw or be frightened until the end of its next turn. Damage increases by 1d6 for each spell slot level above 1st.

Dreadful Croak
2

Dreadful Croak

You unleash a guttural, echoing croak that resonates with primal fear. Choose up to two creatures within 60 feet. Each must succeed on a Wisdom saving throw or take 3d6 psychic damage and be frightened until the end of your next turn. At higher levels, target one additional creature per slot level above 2nd.

Drowning Embrace
4

Drowning Embrace

You summon thick, foul water around a creature within 60 feet, forcing it to make a Constitution saving throw at the start of each of its turns. On a failed save, the target takes 4d6 bludgeoning damage and suffocates; on a success, it takes half damage and does not suffocate. Creatures immune to suffocation or not breathing take damage but do not suffocate. The spell requires concentration, lasting up to 1 minute, and ends if the target moves out of range or concentration is lost. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d6 for each slot level above 4th.

Echoing Terror
1

Echoing Terror

You emit a short, sharp shriek that echoes around a target within 30 feet, forcing it to make a Wisdom saving throw or become frightened for up to 1 minute with concentration. The target can repeat the save at the end of each of its turns to end the effect early.

Echoing Torment
2

Echoing Torment

You fill a creature's mind with echoing screams of despair, causing psychic damage and forcing repeated Wisdom saves each turn to avoid further damage or end the effect. Per start of affected creatures turn it takes 2d6 until it succeeds in a Wisdom Saving Throw.

Elixir of Aberrant Mutation
9

Elixir of Aberrant Mutation

You consume a potent elixir that causes a permanent, excruciating mutation, granting one of five monstrous benefits with unique drawbacks. This spell can only be cast once.

Elixir of False Vitality
5

Elixir of False Vitality

You touch a willing creature, granting 50 temporary hit points and advantage on Strength checks and saving throws for 1 hour. When the spell ends, the target takes 5d10 necrotic damage and its hit point maximum is reduced by the same amount until it finishes a long rest. If reduced to 0 hit points by this damage, the target dies and its body decays rapidly.

Executioner's Sundering Strike
1

Executioner's Sundering Strike

When you hit a creature with a melee weapon attack using a two-handed weapon, you can use a bonus action to make another melee weapon attack against a different creature within 5 feet of the original target, provided you can reach it. You can use this ability a number of times equal to your proficiency bonus per long rest.

Exploiting Truths
7

Exploiting Truths

You force a creature within 30 feet to make a Charisma saving throw. On a failed save, it takes 6d6 psychic damage, you learn one of its resistances, immunities, or vulnerabilities, and it has disadvantage on Intimidation and Persuasion checks for 1 minute.

Exploitive Strike
0

Exploitive Strike

You strike subtly to exploit a foe's distraction. Once per turn, when you hit a creature with a finesse or ranged weapon attack, you deal extra damage if you have advantage on the attack roll, or if another hostile creature is incapacitated within 5 feet of the target. The extra damage starts at 1d6 and increases by 1d6 at levels 3, 5, 7, 9, and beyond.

Firebomb
4

Firebomb

You hurl a glass orb filled with volatile oil and a wick that explodes in a 20-foot radius burst of searing flames. Creatures in the area must make a Dexterity saving throw, taking 6d6 fire damage and catching fire on a failed save, or half damage without catching fire on a success. A burning creature takes 1d6 fire damage at the start of each of its turns until it uses an action to douse the flames. At Higher Levels: When you cast this spell using a spell slot of 5th level, the fire damage increases by 1d6.

Flesh Golem (Temporary)
6

Flesh Golem (Temporary)

You animate a shambling Flesh Golem from a pile of corpses or raw flesh within range. The Golem has temporary hit points equal to your spellcasting ability modifier x 10 and obeys your verbal commands. It defends itself if no commands are given. The Golem collapses into inert flesh when the spell ends.

Flesh Hotel
4

Flesh Hotel

You create a 10-foot house made from pulsating blood and veins around a point you choose, providing a sanctuary that blocks physical and magical passage. Designated creatures can pass freely, gain long rest benefits, and 2d8 temporary hit points after resting inside. Hostile creatures near the sphere's exterior must succeed on a Wisdom save or have their speed halved until their next turn.

Flesh Prison
9

Flesh Prison

You encase a creature within 60 feet in a pulsating prison of flesh. The target must succeed on a Strength saving throw or be restrained and take 8d6 piercing damage at the start of each of its turns. The restrained creature can use its action to attempt another Strength save to end the effect. On a successful initial save, the target takes half damage and is not restrained.

Flesh Rot
0

Flesh Rot

You touch one creature, causing its flesh to briefly wither and decay. The target must succeed on a Constitution saving throw or take necrotic damage, with increased damage if the target is plant-based.

Flesh Weaver's Graft
3

Flesh Weaver's Graft

You touch a creature, mending its wounds through a painful, unnatural process. The target regains 4d6 hit points but takes 1d6 necrotic damage as its body briefly undergoes a grotesque transformation. This spell has no effect on constructs or undead.

Flesh-Warping Tincture
2

Flesh-Warping Tincture

You touch a creature, making a melee spell attack to deal 2d6 necrotic damage. On a hit, the target must succeed on a Constitution saving throw or suffer one of the following effects of your choice for up to 1 minute: speed reduced by 10 feet, disadvantage on Strength (Athletics), Dexterity (Acrobatics), or Wisdom (Perception) checks. The target can repeat the save at the end of each of its turns to end the effect. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd.

Fog Cloud
1

Fog Cloud

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Foul Geyser
5

Foul Geyser

You cause a geyser of corrosive, foul-smelling liquid to erupt in a 10-foot radius, 40-foot high cylinder within range. Creatures in the area must make a Dexterity saving throw, taking 8d6 acid damage on a failed save, or half on success. The ground becomes slick and difficult terrain until the start of your next turn.

Gore Burst
5

Gore Burst

You cause a nearby corpse to explode in a 20-foot radius, dealing 6d8 piercing damage to creatures if failing a dexterity save or no damage if successful (except constructs and undead). The spell requires a blood vial or deals 3d6 piercing damage to you if not provided.

Grand Corruption
8

Grand Corruption

You touch a creature, inflicting debilitating necrotic corruption. The target must succeed on a Constitution saving throw or take 10d8 necrotic damage and be poisoned for 1 minute, suffering disadvantage on attack rolls and ability checks. Constructs and undead are immune.

Grand Hex of the Sundered Soul
9

Grand Hex of the Sundered Soul

A devastating curse cast over 1 day using a piece of the target's soul-bound possession, a vial of your blood, and a 10,000 gp diamond, all consumed. The target must succeed on a DC 23 Charisma save or suffer three escalating effects: immediate permanent HP max reduction by 20d10; after 24 hours, loss of all saving throw and skill proficiencies, alignment shift to chaotic evil, permanent -3d6 Charisma, and vulnerability to necrotic damage; after 7 days, permanent disadvantage on all attacks, checks, and saves, no magical healing or temp HP, and 2d6 necrotic damage each turn until death, leaving a withered husk unrecoverable except by Wish or divine intervention. The curse is permanent until dispelled by Wish or an epic quest.

Grand Orchestration of Ruin
8

Grand Orchestration of Ruin

You perform a 1-hour ritual touching a living creature, shattering its mind and preserving its body in a special container. On a failed Wisdom save, the creature's consciousness is destroyed, and its body is preserved for your future habitation. When your current body dies, your consciousness transfers to the preserved body, gaining its physical stats and memories but retaining your mental stats and class features. The spell consumes costly material components and causes 16 hours of insanity.

Grave's Embrace
2

Grave's Embrace

You summon spectral skeletal hands to restrain a creature within 30 feet. The target must succeed on a Strength saving throw or be restrained and take 2d6 necrotic damage at the start of each of its turns. The target can use its action to attempt a Strength check against your spell save DC to free itself. At higher spell slot increase damage by 1d6.

Grave-Tendril Entanglement
3

Grave-Tendril Entanglement

You summon barbed, decayed tendrils in a 20-foot square within 90 feet, creating difficult terrain. Creatures entering or starting their turn there must make a Strength save or take 4d6 piercing damage and become restrained. A restrained creature can use its action to attempt a Strength check against your spell save DC to free itself. The tendrils vanish when the spell ends.

Grit-Shard Lash
0

Grit-Shard Lash

Imbue your melee weapon with spectral grit. On a hit, the target takes 1d6 piercing damage at the start of its next turn, increasing with your level. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Hallucinogenic Cloud
2

Hallucinogenic Cloud

Conjure a 15-foot radius sphere of shimmering vapor that lightly obscures the area. Creatures entering or starting their turn in the cloud must make a Wisdom save or take 2d8 psychic damage and be confused for one turn; on a success, they take half damage and are not confused.

Hex of Perpetual Agony
6

Hex of Perpetual Agony

You curse a creature with unending pain, imposing permanent disadvantage on attack rolls, ability checks, and saving throws, reducing its speed to 5 feet. The target must make a DC 20 Constitution save or be afflicted. While cursed, spellcasting requires a Constitution save (DC 15 + spell level) or the spell fails and the slot is wasted. At the start of each turn, the target must succeed on a DC 10 Constitution save or fall prone. The curse lasts until dispelled by Remove Curse cast at 8th level or higher.

Inferno of the Soul
8

Inferno of the Soul

You consume a volatile mutagen, transforming your body with chitinous armor, increasing your Strength to 22 if lower, and adding 2d8 necrotic damage to melee attacks. You gain +2 AC, resistance to bludgeoning, piercing, and slashing damage, but take 2d6 psychic damage at the start of each turn. When the spell ends, you suffer three levels of exhaustion and a permanent 10 HP max reduction until a long rest and 6th-level magical healing.

Maddening Glare
0

Maddening Glare

You fix a chilling stare on one creature within 30 feet. The target must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn, with its speed halved and unable to move closer to you.

Maddening Visions
4

Maddening Visions

You force a creature within 60 feet to confront its deepest fears, causing psychic agony. The target must make a Wisdom saving throw or be incapacitated until the start of your next turn and take 4d8 psychic damage on failed saves at the start of its turns. The spell lasts up to 1 minute with concentration.

Manifested Nightmare
9

Manifested Nightmare

You conjure a terrifying illusion of a creature's deepest fear within 30 feet radius. Affected creatures must succeed on a Wisdom save or become stunned and take 6d10 psychic damage at the start of their turns, with the illusion visible only to them. The effect lasts up to 1 minute with concentration, and affected creatures can attempt a save at the end of each turn or when taking damage from other sources to end the effect.

Mark of Decay
0

Mark of Decay

You curse a target hit by your ranged weapon attack with a faint, pulsing sigil of decay for 1 minute or until you mark another creature. The target's natural healing is suppressed and takes 1d6 necrotic damage, and magical healing on it is halved. Only one creature can be marked at a time.

Martyr's Blessing
7

Martyr's Blessing

You touch a willing creature, granting resistance to bludgeoning, piercing, and slashing damage for 1 minute. The first time the target would be reduced to 0 hit points, they instead drop to 1 hit point. When the spell ends, the target takes 8d6 necrotic damage and their hit point maximum is reduced by the same amount until they finish a long rest. If this damage reduces them to 0 hit points, they die.

Master of the Grave
7

Master of the Grave

You charm up to three undead creatures within 60 feet, forcing them to obey your verbal commands for up to 10 minutes. Targets must succeed on a Wisdom saving throw or be charmed; the effect ends if harmed by you or your allies.

Miasmic Veil
2

Miasmic Veil

Conjure a 20-foot radius sphere of noxious greenish-black fog within 90 feet. The area is heavily obscured. Creatures starting their turn or entering the fog must make a Constitution save or take 2d4 poison damage and be blinded until their next turn; half damage and no blindness on a success. The fog can be dispersed by wind.

Mind-Shattering Elixir
3

Mind-Shattering Elixir

You unleash a vial of shimmering, brain-like fluid to overwhelm a creature's mind within 60 feet. The target must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned until the end of its next turn, taking 1d8 psychic damage at the start of each of its turns while stunned. The target can repeat the saving throw at the end of each of its turns to end the effect early.

Mutagenic Burst
4

Mutagenic Burst

You hurl a vial of unstable, multi-colored liquid at a creature within 30 feet, making a ranged spell attack. On a hit, the target takes 4d8 necrotic damage and must succeed on a Constitution saving throw or be transformed into a hideous, weaker form (such as a Giant Centipede or Giant Spider, chosen by the DM) for up to 1 minute, retaining its mental stats and alignment. An unwilling target can make a Wisdom saving throw to avoid transformation. The target's equipment melds into its new form. The spell ends if the creature drops to 0 hit points. At Higher Levels: When you cast this spell using a spell slot of 5th level, the necrotic damage increases by 1d8.

Nightmare Chorus
5

Nightmare Chorus

You create a cacophony of terrifying whispers and wails in a 20-foot radius sphere within 120 feet. Creatures in the area must make a Wisdom saving throw or take 4d8 psychic damage and be frightened for up to 1 minute (concentration). On a successful save, they take half damage and are not frightened. Frightened creatures can repeat the save at the end of their turns to end the effect.

Opiate Fog Bomb
1

Opiate Fog Bomb

You throw a fragile glass orb that shatters, releasing a 5-foot radius cloud of heavy opiate fumes. Creatures in the area must make a Constitution saving throw or take 1d8 poison damage and fall unconscious for up to 1 minute. The unconscious condition ends if the creature takes damage or is shaken awake by another creature's action.

Orator's Domination
5

Orator's Domination

You exert total psychic control over one creature within 60 feet that can hear you. The target must succeed on a Wisdom saving throw or be dominated for up to 1 minute (concentration). While dominated, you can use your action to control the target's actions and movement, including forcing it to harm itself. The target can repeat the saving throw at the end of each of its turns to end the effect.

Patron's Embrace
6

Patron's Embrace

You channel your patron's vile power to heal a creature you touch, restoring 8d8 hit points. The target must succeed on a Constitution saving throw or gain one level of exhaustion. This spell has no effect on constructs or undead.

Patron's Ultimate Gift
9

Patron's Ultimate Gift

You sacrifice a living creature to your patron to restore a recently fallen ally to full health and cure all ailments. The healed creature gains a permanent grotesque mutation and vulnerability to radiant damage, which can only be removed by divine intervention. This spell does not affect constructs or undead.

Permanent Enslavement
9

Permanent Enslavement

You utter a soul-crushing command to sever a creature's will, making it your permanent thrall. The target loses all memories and personality, obeying your commands without question until freed by powerful magic.

Phantom Stampede
3

Phantom Stampede

You create a terrifying illusion of a charging horde in a 30-foot cone. Creatures must succeed on a Wisdom save or use their reaction to move their full speed away by the safest route; if unable to move, they fall prone and are frightened until the end of their next turn.

Pheromonal Panic
6

Pheromonal Panic

You release a 20-foot radius cloud of fear-inducing pheromones at a point within 60 feet. Creatures in the area must succeed on a Wisdom saving throw or be frightened for up to 1 minute, forced to Dash away from the cloud each turn. If a frightened creature ends its turn unable to move away, it takes 2d6 psychic damage. Creatures can repeat the saving throw at the end of each turn to end the effect.

Piercing Advance
1

Piercing Advance

As a bonus action, move up to your speed in a straight line. If you end within 5 feet of a hostile creature, make one melee weapon attack. On a hit, deal an extra 1d8 piercing damage and force a Strength save (DC 13 + proficiency) or push the target 10 feet away.

Plague of the Mire
7

Plague of the Mire

Unleash a wave of virulent disease in a 30-foot radius sphere within 150 feet. Creatures must make a Constitution saving throw or take 10d6 necrotic damage and be afflicted with a debilitating disease until cured. On a successful save, creatures take half damage and are not diseased.

Precision Exploitation
5

Precision Exploitation

Upon hitting a creature with an attack, the caster can use a bonus action to deal an additional 4d6 piercing damage and halve the target's speed until the end of its next turn if it is a living creature. This ability can be used twice per long rest.

Puppet's First String
1

Puppet's First String

You speak soft, cajoling words to a creature within 30 feet that can hear you. The target must succeed on a Wisdom saving throw or be charmed by you for 1 hour, regarding you as a trusted acquaintance. The effect ends if you or your allies harm the target.

Ravaging Delight
9

Ravaging Delight

The caster channels the malice of blighted lands into a devastating overhead melee strike, dealing massive slashing damage and pulverizing the target if reduced to 0 HP, leaving no remains. Usable once per long rest.

Reanimate Corpse
5

Reanimate Corpse

You touch a pile of bones or a corpse of a Medium or Small humanoid within 10 feet, reanimating it as a Zombie or Skeleton under your control for 24 hours or until it drops to 0 hit points. Only one creature can be animated at a time; casting again causes the previous one to fall apart.

Reign of Madness
7

Reign of Madness

You unleash a chaotic, mind-shattering aria that drives up to five creatures within 90 feet to the brink of insanity. Targets must succeed on a Wisdom saving throw or become confused for 1 minute (concentration), forcing them to move toward and attack creatures you designate each turn.

Remove Curse
3

Remove Curse

Take 2d6 piercing damage and touch a creature to end one curse or disease affecting it. To remove a curse from a Hexer spell, the casting slot must be equal or higher than the Hexer spell's level. Does not affect permanent ability score or hit point maximum reductions. At higher levels, remove additional curses or diseases equal to the slot level above 3rd, touching each target.

Rotting Grasp
0

Rotting Grasp

You touch a creature, inflicting necrotic damage with a chilling grasp. Make a melee spell attack; on a hit, the target takes 1d4 necrotic damage, or 1d8 if the target is a plant creature or an organic object. Damage increases at 5th, 11th, and 17th levels.

Sacrificial Bargain
6

Sacrificial Bargain

You touch a willing creature or a freshly dead corpse. A willing creature gains advantage on attack rolls and saving throws but takes 4d6 piercing damage and reduces its hit point maximum by that amount each turn. If the hit point maximum drops to 0, the creature dies. If cast on a fresh corpse, you animate it as a Ghoul under your control. Higher levels increase damage or animate stronger undead.

Sacrificial Vigor
2

Sacrificial Vigor

You touch a willing creature, sacrificing your own vitality to restore theirs. The target regains 3d6 hit points, and you take 1d6+3 damage or use a blood vial for no damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the hit points regained increase by 1d6 for each slot level above 2nd.

Sanguine Lash
0

Sanguine Lash

Take 1d4 piercing damage and then you will conjure a whip of crimson energy and lash out at a creature within 10 feet. Make a melee spell attack; on a hit, the target takes piercing damage as the whip cuts deep. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sanguine Transfer
1

Sanguine Transfer

You transfer your vital essence to a creature within 60 feet, healing them for 1d4 + your Constitution modifier hit points. Casting requires a blood vial or costs you 2 piercing damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points regained increase by 1d4 for each slot level above 1st.

Seeds of Discord
2

Seeds of Discord

You whisper venomous words to incite conflict between two creatures within 60 feet that can hear you. Each must succeed on a Wisdom saving throw or become hostile to each other until the end of your next turn, prioritizing attacks on each other if possible. The effect ends if either takes damage from you or your allies.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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