Castlevania: Symphony of the Night and Beyond world illustration - Horror theme
Horror

Castlevania: Symphony of the Night and Beyond

V
Vanatosis

Castlevania, the Castle of Dracula, which is rumored to appear once every century, suddenly maerializes to show you the way. The time has once again come for the forces of Good and Evil to engage in their ancient battle. Draculas's castle beackons for you... And no man can say who shall emerge victorious. Join the battle, taking on the role of the hero or the villain, each vying for control. “What is a Man?!? A miserable little pile of secrets!” ~Dracula, to Richter Belmont


Author's Note: This is a Castlevania based RPG with heavy influences from the Symphony of the Night video game. This is a nod to a classic game but an equally intriguing story, one that has stood the test of time.
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Abyssal Tendrils
1

Abyssal Tendrils

You summon dark, writhing tendrils from the abyss that lash out at your enemies. Choose up to three creatures within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 necrotic damage and is restrained until the end of your next turn. On a successful save, a target takes half as much damage and is not restrained.

Aura of Dread
1

Aura of Dread

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

Back Stab
1

Back Stab

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

Beast Tongue
0

Beast Tongue

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

Binding Dark
4

Binding Dark

The caster raises both arms, drawing huge black chains up from the earth in violent eruptions, the chains surge towards all targets, dealing 4d8 bludgeoning damage on impact and immobilising them. The chains then tighten, dealing 6d10 necrotic damage. Each round the targets make a strength save (DC 15) to break the chains, success frees them and failure means they take another 6d10 necrotic damage. This persists until the target breaks their chains with the strength save (DC 15)

Biting Wrath
3

Biting Wrath

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

Blinding Speed
2

Blinding Speed

You harness the power of speed, allowing you to move with incredible swiftness. For the duration of the spell, your movement speed is doubled, and you can take an additional action on each of your turns, which can only be used to take the Dash action. Additionally, your dexterity is increased by +5.

Blizzard
3

Blizzard

The caster calls down a flurry of frostbolts, knocking down targets of medium or smaller size, and dealing 4d8 cold damage.

Blood Empowerment
2

Blood Empowerment

This is a passive self-buff spell. While at least one enemy within 60 feet is affected by the bleeding condition, you gain the following benefits: – +2 bonus to all spell damage rolls – Regain 1 HP at the start of your turn These effects end immediately if no enemy is bleeding. This spell is not an attack, and it does not require any roll to activate. It is conditional and passive in nature.

Blood Feast
0

Blood Feast

You grapple a target and bite them, dealing 1d8 necrotic damage each turn. You regain HP equal to the necrotic damage dealt. The target can attempt a DC 16 Strength saving throw each turn to break free. This attack can be maintained until the target reaches 0HP, If this should happen and the target fails a death saving throw they return the next night as a vampire.

Blood Manipulation: Spear
2

Blood Manipulation: Spear

You create a spear of solidified blood and hurl it at your target. For each additional target, you create an additional spear, each dealing 2d8+20 piercing damage.

Blood Ritual
2

Blood Ritual

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

Blood Summon
2

Blood Summon

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

Bloodbind Chains (Blood Mage)
3

Bloodbind Chains (Blood Mage)

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

Bloodforged Aegis (Blood Mage)
8

Bloodforged Aegis (Blood Mage)

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

Bone Spike Growth
4

Bone Spike Growth

You've given up your look of humanity, you manipulate your bones to protrude from your skin, creating armor. Gain +2 AC, resistance to nonmagical damage, with bone spikes. Creatures that hit you take 1d6 damage. As an action, extend bones to deal 2d8 to nearby enemies.

Burn Immunity
0

Burn Immunity

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

Command Shadow
5

Command Shadow

You seize control of the target's shadow, causing it to disorient and panic the target. This spell is especially potent against shadow magic users, undermining their power and dealing heavy psychic damage as their mind unravels. The target's shadow will obey your whims, your thoughts.

Command Undead
2

Command Undead

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

Cornered Savagery
1

Cornered Savagery

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

Crimson Dominion (Blood Mage)
6

Crimson Dominion (Blood Mage)

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

Crimson Lash (Blood Mage)
1

Crimson Lash (Blood Mage)

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

Cursed Arsenal
1

Cursed Arsenal

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

Danse Macabre (5th Level)
5

Danse Macabre (5th Level)

Spell Name: Danse Macabre (5th Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V, S Duration: 1 Hour School: Necromancy Attack/Save: None Damage/Effect: Control (…) Description: You raise up to five Small or Medium corpses within range as undead. Choose zombie or skeleton stats; each gains a bonus to attack and damage rolls equal to your spellcasting modifier. As a bonus action, command all created undead within 60 ft., either with individual direction or general orders. Without orders, they only defend themselves. They remain animated until the spell ends. At Higher Levels: Animate two additional corpses per spell slot above 5th. Available to: Warlock, Wizard

Dark Blessing
0

Dark Blessing

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

Dark Glicel
4

Dark Glicel

Direct a surge of sharp, jagged ice, threaded through with black veins, to erupt like a jagged wave from the ground in a wide arc. The ice wave impales everything in the area of effect. The ice deals 2d10 piercing damage and 6d10 cold and 3d10 necrotic damage.

Dark Immortality
1

Dark Immortality

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

Dark Matter
3

Dark Matter

Harness the unseen forces of the universe to manipulate gravity and create a field of dark matter. This spell can either pull enemies towards a central point or push them away, causing disorientation and potential damage.

Dark Meteor Storm
8

Dark Meteor Storm

The caster's eyes glow with intense violet energy and they rise a few inches from the ground as the spell is unleashed. The spell causes dozens of black meteors, wreathed in violet flames to smash down in the area, shattering structures and devastating any targets in the vicinity, dealing 10d10 bludgeoning damage, 10d10 fire damage and 20d10+20 necrotic damage.

Darkfire Bolt
0

Darkfire Bolt

You conjure a bolt of dark, flickering flames that streaks toward your target. Upon impact, it explodes in a burst of necrotic energy, draining life from the target.

Darkstar Calamity
9

Darkstar Calamity

The caster lifts into the air, twirling as black and purple magic swirls around them before unleashing the most devastating expression of dark magic. The spell shatters the very air, along with the ground with catastrophic erruptions of necrotic energy, each causing 20d10 necrotic damage.

Death’s Embrace (Necromancy)
5

Death’s Embrace (Necromancy)

School: Conjuration, Necromancy Effect: You teleport to a shadow within range, and upon arrival, necrotic energy bursts from you in a 15-foot radius. Each creature in that area takes 6d10 necrotic damage and must make a Constitution saving throw or be frightened of you until the end of your next turn. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Devouring Darkness
5

Devouring Darkness

The caster unleashes a swirling flow of darkness, extinguishing both light sources and shadows, both magical and mundane. Within the darkness is the gleam of eyes, hundreds of eyes, inflicting maddening terror on targets trapped within it's cloying, smothing embrace. Dark impulses surge through the darkness, causing 15d10 necrotic damage to anything trapped inside.

Dissonant Whispers (1st Level)
1

Dissonant Whispers (1st Level)

Spell Name: Dissonant Whispers (1st Level) Casting Time: 1 Action Range/Area: 60 ft. Components: V Duration: Instantaneous School: Enchantment Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: You whisper a discordant melody to one creature in range. It must succeed on a Wisdom saving throw or take 3d6 Psychic damage and immediately use its Reaction, if available, to move as far from you as possible using the safest path. On a successful save, the target takes half damage and doesn’t move. At Higher Levels: Damage increases by 1d6 for each spell slot level above 1st. Available to: Bard, Sorcerer – Aberrant Sorcery, Warlock – Great Old One Patron

Electric Blood
3

Electric Blood

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

Exsanguinate Cataclysm (Blood Mage)
9

Exsanguinate Cataclysm (Blood Mage)

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

Flood of Darkness
6

Flood of Darkness

The caster rises into the air and raises their arms with a roar, unleashing a flood of enervating darkness, crashing over the target and everything in 50 ft around like a tidal wave, it in a torrent of darkness. Deals 10d10 cold and 10d10 necrotic damge. No saving throw.

Forge Master's Craft
1

Forge Master's Craft

(Devil Forge Master) You enchant an arcane object, tool, or weapon binding it with your soul and will to create monsters from fresh corpses less than three days old. The created monsters' challenge rating (CR) scales with your character level, requiring concentration and time proportional to 1 hour of the monster's CR to animate.

Health of Decay
4

Health of Decay

You gain the ability to heal from ongoing damage caused by Necrotic, Acid, and Poison attacks and spells. This spell must be cast before you begin to take gradual damage from these sources, allowing you to convert the harmful effects into healing instead.

Hemorrhagic Pulse (Blood Mage)
5

Hemorrhagic Pulse (Blood Mage)

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

Howl
1

Howl

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

Life Drain
2

Life Drain

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

Lunar Rage
0

Lunar Rage

(Werewolf Ability) For the duration of the night until sunrise, the werewolf's Strength and Dexterity scores each increase by 4, enhancing physical prowess and agility.

Maddening Darkness (8th Level)
8

Maddening Darkness (8th Level)

Spell Name: Maddening Darkness (8th Level) Casting Time: 1 Action Range/Area: 150 ft. (60 ft. Sphere) Components: V, M* (a drop of pitch mixed with a drop of mercury) Duration: 10 Minutes School: Evocation Attack/Save: WIS Save Damage/Effect: Psychic Tags: DAMAGE, CONTROL Description: Magical darkness fills a 60-foot-radius sphere, spreading around corners. Darkvision can’t penetrate it, and light from 8th level or lower spells can’t illuminate it. Shrieks and mad laughter echo within. Creatures starting their turn in the area must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half on success. Available to: Warlock, Wizard

My Mind to Your Mind
0

My Mind to Your Mind

(Devil Forge Master) Establish a telepathic link with a monster you have created, allowing you to issue commands telepathically for the duration. The target must be within 120 feet and able to understand your commands.

Necrotic Aura (Necromancy)
2

Necrotic Aura (Necromancy)

School: Necromancy Effect: You create an aura of power around you, giving all allies within 30 feet +2 AC and advantage on attack rolls for 1 round.

Necrotic Shield
1

Necrotic Shield

You conjure a swirling shield of necrotic energy that envelops you, absorbing damage and draining life from attackers. Any creature that hits you with a melee attack takes necrotic damage equal to your spellcasting ability modifier.

Numbing Curse
1

Numbing Curse

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

Poison Stake
1

Poison Stake

You conjure a jagged stake made of dark, twisted wood that is imbued with toxic energy. When thrown, it impales a target, dealing poison damage and potentially poisoning them for a short duration, able to be summoned and duplicated.

Reaping Darkness
9

Reaping Darkness

A flood of tendrils of pure solid shadow surge forwards, striking everything in a 120ft range with the devastating power of pure, ancient darkness. Targets get a dexterity save vs DC 15 if they succeed they only take half damage.

Reveal Illusion
1

Reveal Illusion

This spell allows the caster to unveil hidden illusions within a specified area, exposing any creatures or objects that are magically concealed. The caster can choose to reveal illusions in a 30-foot radius, making them visible for a duration of 1 minute.

River of Lost Souls
7

River of Lost Souls

You create a spectral river filled with the wailing souls of the lost and damned, flowing within a 60-foot radius centered on you. The area becomes filled with ghostly water, phasing through solid objects and living creatures alike. This river pulls at the very souls of those caught within it, attempting to drown them in spiritual torment. Each creature of your choice within the domain must make a Wisdom saving throw at the start of their turn. On a failed save, they take 3d10 necrotic damage as their life force is drained by the lost souls and are also restrained by ghostly hands pulling them toward the depths of the river. On a successful save, they take half damage and are not restrained. Creatures killed by this effect have their souls trapped within its endless waters, returning as a ghost to fight for the caster. Ghost Stats: Armor Class: 11 Hit Points: 30 Speed: 40 ft. (hover) STR: 7 DEX: 13 CON: 10 INT: 10 WIS: 12 CHA: 17 Withering Touch: Melee Weapon Attack:(3d6 + 3)

Sanguine Burst (Blood Mage)
2

Sanguine Burst (Blood Mage)

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

Sanguine Tempest (Blood Mage)
7

Sanguine Tempest (Blood Mage)

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

Shadow Blade (2nd Level)
2

Shadow Blade (2nd Level)

Spell Name: Shadow Blade (2nd Level) Casting Time: 1 Bonus Action Concentration Spell Range/Area: Self Components: V, S Duration: 1 Minute School: Illusion Attack/Save: None Damage/Effect: Psychic Tags: CREATION, DAMAGE, COMBAT Description: You form a sword of solidified gloom in your hand. It lasts for the duration and counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage and has the finesse, light, and thrown (20/60) properties. You gain advantage on attack rolls made in dim light or darkness. If you drop or throw it, it vanishes at turn’s end. You may use a bonus action to resummon it. At Higher Levels: When cast using a 3rd or 4th level slot, damage increases to 3d8. At 5th or 6th level, damage increases to 4d8. At 7th level or higher, damage increases to 5d8. Available to: Sorcerer, Warlock, Wizard

Shadow Clone
0

Shadow Clone

(Shadow Whisperer Ability) Summon a shadowy doppelganger of yourself, complete with your appearance, equipment, spells, and racial abilities. This clone embodies the spirit of a deceased warrior, possessing its own personality while obeying your commands. The shadow clone lasts until it is destroyed or the end of combat, and can also be summoned outside of combat until it is defeated.

Shadow Flare
7

Shadow Flare

The caster draws a dark sigil in the air, triggering a blast of necrotic damage to erupt from the targets dealing 10d12 necrotic damage in a ferocious blast of darkness.

Shadow Puppets
0

Shadow Puppets

(Shadow Whisperer Ability) You manipulate residual shadows to create small, animated figures, creatures or objects that act out scenes of your choosing. The shadows can perform simple or complex actions, providing entertainment or distraction. The only limitation is the shadows cannot physically interact with anything but themselves. User Note, include the description of what you want to create in your spell cast.

Shadow Travel
2

Shadow Travel

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

Shadow flame
3

Shadow flame

The caster unleashes a spray of black flames from their outstretched palm, dealing 8d8 necrotic damage and inflicting fear on the targets. The target is affected by fear unless they make a wisdom save (DC 10)

Shadow of Moil (4th Level)
4

Shadow of Moil (4th Level)

Spell Name: Shadow of Moil (4th Level) Casting Time: 1 Action Concentration Spell Range/Area: Self Components: V, S, M* (an undead eyeball encased in a gem worth at least 150 gp) Duration: 1 Minute School: Necromancy Attack/Save: None Damage/Effect: Necrotic Description: Flame-like shadows wreathe your body, making you heavily obscured. They turn dim light within 10 ft. into darkness and bright light into dim. You gain resistance to radiant damage. When a creature within 10 ft. hits you with an attack, the shadows lash out, dealing 2d8 necrotic damage. Available to: Warlock

Smite Good
0

Smite Good

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

Soul Reaver (Necromancy)
5

Soul Reaver (Necromancy)

School: Necromancy Effect: You target a creature's soul directly. The target must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage, and if reduced to 0 hit points, their soul is absorbed into your weapon or body, granting you temporary hit points equal to half the damage dealt. On a successful save, they take half damage and no soul absorption occurs.

Summon Fiend (6th Level)
6

Summon Fiend (6th Level)

Spell Name: Summon Fiend (6th Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (a bloody vial worth 600 gp) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: You summon a Fiendish Spirit (Demon, Devil, or Yugoloth) in an unoccupied space. It shares your initiative but acts after you. It obeys verbal commands or defaults to Dodge. The creature uses the Fiendish Spirit stat block, scaling with spell level. If reduced to 0 HP, it vanishes. At Higher Levels: Use the spell slot’s level to scale the fiend’s stats. Available to: Warlock, Wizard

Summon Lesser Demons (3rd Level)
3

Summon Lesser Demons (3rd Level)

Spell Name: Summon Lesser Demons (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 60 ft. Components: V, S, M* (a vial of blood from a humanoid killed within the past 24 hours) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Tags: SUMMONING Description: Utter foul words to summon demons from the Abyss. Roll a d6 to determine what appears: 1–2: two demons (CR 1 or lower), 3–4: four demons (CR 1/2 or lower), 5–6: eight demons (CR 1/4 or lower). You choose their location; the DM chooses the demon type. Demons act on their own initiative and attack the nearest non-demons, including you. Optionally, draw a blood circle to prevent demons from leaving or attacking within it. At Higher Levels: At 6th or 7th level, summon twice as many demons. At 8th or 9th level, summon three times as many. Available to: Warlock, Wizard

Summon Shadowspawn (3rd Level)
3

Summon Shadowspawn (3rd Level)

Spell Name: Summon Shadowspawn (3rd Level) Casting Time: 1 Action Concentration Spell Range/Area: 90 ft. Components: V, S, M* (tears inside a gem worth at least 300 gp) Duration: 1 Hour School: Conjuration Attack/Save: None Damage/Effect: Summoning Description: You call forth a shadow spirit in an unoccupied space within range. Choose an emotion: Fury, Despair, or Fear. The creature uses the Shadow Spirit stat block, modified by the chosen emotion, and vanishes at 0 HP or when the spell ends. The spirit acts on your initiative, taking its turn after yours. It obeys your verbal commands or defaults to Dodge. At Higher Levels: When cast using a spell slot of 4th level or higher, use the higher slot level wherever the spell’s level appears in the stat block. Available to: Warlock, Wizard

Umbral Ice
8

Umbral Ice

The caster twirls on the spot, sparkling flurries of ice trailing from their hands mixed with shards of black. The spell surges outwards in a swirling storm of enervating ice and darkness dealing 15d10 cold and 15d10 necrotic damage in it's wake.

Underworld Banishment
3

Underworld Banishment

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

Veinreaver Strike (Blood Mage)
1

Veinreaver Strike (Blood Mage)

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

Vital Siphon (Blood Mage)
4

Vital Siphon (Blood Mage)

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

Whisper of Death
5

Whisper of Death

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

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