Shroud world illustration - Eldritch theme
Eldritch

Shroud

J
Jetlove

The Wake does not welcome travelers. It does not warn them, either. It simply watches. And somewhere, beneath it all, something is waiting and watching. Welcome To Sallow Wake.


Author's Note: The land shifts in ways it shouldn’t. Shadows linger where there is no light. The maps no longer match the roads. Places appear where none should exist, and voices speak from behind doors that were never built. The scholars say history is unraveling, folding in on itself, changing in ways no one understands. The prophets whisper that nothing was ever whole to begin with The sky still holds, the earth still stands—but somewhere, something is watching, waiting for the pieces to settle. They never do.
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25 days ago
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Bone Shatter
4

Bone Shatter

You make an unarmed strike against a target. On a hit, the target takes 3d6 necrotic damage and must succeed on a Constitution saving throw or suffer additional effects, such as being incapacitated for one round as their bones crack under the strain.

Power Surge
2

Power Surge

Unleash a 15-foot cone of raw arcane force, channeling your inner Ki to create a devastating wave of energy. Creatures caught in the area must make a Dexterity saving throw, taking 1d8 force damage for each Ki point spent on the spell, or half as much on a successful save.

Vitality Strike
1

Vitality Strike

When you reduce a creature to 0 hit points with an unarmed strike, you regain hit points equal to your Wisdom modifier plus your Monk level. This effect can be used once per short rest, allowing you to sustain yourself in battle as you dispatch your foes.

Mournstrike
3

Mournstrike

You deliver a precise blow to a target's nerve points, causing temporary paralysis or disorientation. The target must succeed on a Constitution saving throw or be paralyzed for the duration, experiencing a sense of overwhelming dread.

Silent Gale
1

Silent Gale

A swift and silent kick that slices through the air, creating a wave of force that disrupts the balance of the target before impact. The target must make a saving throw or be knocked prone and take damage from the sudden force of the kick.

Ruin Palm
2

Ruin Palm

A focused strike that targets structural weaknesses in armor, weapons, or even bone, causing them to falter and weaken upon impact. The target must make a saving throw or suffer damage and a reduction in effectiveness for a short duration.

Veilstep
1

Veilstep

The monk flickers between steps, creating an illusion of multiple positions for a brief moment. This unpredictable movement makes it difficult for enemies to target the monk accurately, granting them a momentary advantage in combat.

Echo Strike
2

Echo Strike

A rapid melee attack that strikes the target twice in quick succession. The second impact reverberates through the target's body, causing additional damage and potential disorientation.

Burn Away the Lies
5

Burn Away the Lies

The lantern releases a purging flame that devours deception, erasing enchantments, illusions, and even memories. Those caught in its glow may forget lies they once believed, unraveling falsehoods from existence without harming the body.

The Final Light
6

The Final Light

The bearer invokes the true lantern flame, exposing everything around them as it truly is. Gods, monsters, and mortals alike stand stripped of deception—no disguise, illusion, or forgotten truth can survive its gaze, revealing the essence of all beings.

The Forgotten Beacon
4

The Forgotten Beacon

The bearer casts their lantern’s light across the battlefield, briefly revealing visions of the past and possible futures to all who stand within its glow. Those affected may glimpse things they were not meant to know, leading to both enlightenment and dread.

Shroud of the Lantern
2

Shroud of the Lantern

The bearer envelops themselves in a veil of fractured light, becoming nearly impossible to track. They phase between bursts of dim radiance, slipping between known existence and evading detection.

Beacon of the Unseen
1

Beacon of the Unseen

A mystical lantern burns with a light that reveals hidden truths, exposing invisible creatures, illusions, and entities not meant to be perceived. The flame flares black for a moment, twisting shadows unnaturally before revealing what lurks in unseen places.

Guiding Ember
0

Guiding Ember

A small spectral flame leaves the caster’s lantern, hovering near an ally and illuminating hidden paths. It whispers advice, but only the bearer can hear its words, guiding them through darkness and uncertainty.

The Blackened Aegis
5

The Blackened Aegis

The paladin summons an impenetrable shield, forged from the remnants of something that no longer exists. This void-like shield devours all force against it, erasing incoming damage from reality, creating a jagged wound in space that swallows anything that touches it. (AC Goes to 20 for the remaining encounter)

Veilpiercer Smite
1

Veilpiercer Smite

When the paladin strikes with this spell, their weapon ignores all forms of reality, bypassing both magical and physical defenses. The attack lands at the target's most vulnerable point, striking twice: once in the present and once in a moment before the swing, leaving a shimmering afterimage in its wake.

Stalker's Lament
1

Stalker's Lament

You mark a target with a curse of forgotten prey, binding them to the hunt. The marked creature feels an unsettling presence, as shadows lengthen around them and distant howls echo in the air, giving them the constant sensation of being watched. The ranger gains advantage on attack rolls against the marked creature.

Phantom Trail
1

Phantom Trail

The ranger leaves behind false echoes of their movements, creating ghostly footprints that flicker along multiple diverging paths. Creatures attempting to follow the ranger must succeed on a Wisdom saving throw or become confused, struggling to determine which route is real, as some paths lead nowhere while others loop endlessly.

Eldritch Singularity
6

Eldritch Singularity

You create a swirling black hole at a point you can see within range. The black hole pulls in all nearby creatures and objects, dealing 5d10 force damage to those who fail a Dexterity saving throw.

Infinite Paradox
6

Infinite Paradox

You trap a creature in an endless time loop, forcing it to relive the same moment over and over. The target must make a Wisdom saving throw of 10; on a failure, it becomes incapacitated and unable to escape the loop until the spell ends or it succeeds on a subsequent saving throw at the end of each of its turns.

Unmake Existence
6

Unmake Existence

You reach out with dark energy, attempting to erase a creature from reality itself. The target must make a Charisma saving throw of 15; on a failure, they vanish from existence for 1 minute, unable to interact with or be interacted by anything.

Mass Warp Flesh
6

Mass Warp Flesh

You twist the flesh of up to five creatures within range, causing their bodies to contort and writhe in agony. Each target must make a Constitution saving throw or take 8d6 necrotic damage as their flesh warps and tears.

Soul Fracture
5

Soul Fracture

You attempt to split the very essence of a creature's soul, causing it to experience a deep, paralyzing fear. The target must make a Wisdom saving throw or suffer the frightened condition permanently, as their soul is fractured by your dark magic.

Reality Shudder
5

Reality Shudder

Warp the fabric of space within a 60-foot cube, creating difficult terrain and unpredictable teleportation hazards. Creatures moving through this area must navigate the warped space, risking sudden teleportation to random locations within the cube.

Eclipse of Reason
4

Eclipse of Reason

A dark wave of energy envelops the area, causing all creatures within a 30-foot radius to experience a momentary lapse in their magical abilities. Those affected must make an Intelligence saving throw or forget how to cast spells for 1 round, leaving them vulnerable and confused.

Become the Abyss
3

Become the Abyss

Transform into a swirling mass of eyes and tentacles, gaining the ability to fly and perceive your surroundings with blindsight. While in this form, your melee attacks deal 3d10 force damage, embodying the chaotic nature of the abyss.

Summon Dimensional Shambler
5

Summon Dimensional Shambler

You call forth a CR 5 extraplanar aberration known as a Dimensional Shambler to aid you in battle. The shambler appears in an unoccupied space within range and acts on your initiative, obeying your commands until dismissed or defeated.

Eldritch Dominion
5

Eldritch Dominion

You exert your will over aberrations and alien entities, charming them to see you as a trusted ally. For the duration, affected creatures regard you as a friend and will not attack you unless provoked.

Dread Cacophony
5

Dread Cacophony

Unleash a terrifying chorus of alien voices that fills the area with a deafening sound. Creatures within range must make a Constitution saving throw or take 5d10 thunder damage, becoming deafened for 1 minute on a failed save.

Consume Essence
5

Consume Essence

You reach out with dark energy, draining the life force of a creature within range. The target must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much on a success, and you regain hit points equal to the damage dealt.

Warping Curse
4

Warping Curse

A malevolent curse that causes a creature's body to twist and contort painfully. The target must make a Constitution saving throw or suffer 4d8 necrotic damage and have its speed halved for the duration of the curse.

Rend the Veil
4

Rend the Veil

Open a temporary portal to a location you can see within range, allowing you and up to three willing creatures to step through. The portal lasts for one minute, providing a brief but effective means of travel across distances.

Eyes of the Old Ones
4

Eyes of the Old Ones

You gain the ability to see through illusions and perceive the Ethereal Plane for the duration of the spell. Your vision pierces the veil of reality, revealing hidden creatures and objects that are normally obscured.

Black Hole Sigil
4

Black Hole Sigil

You create a 10-foot-wide gravity well at a point you can see within range. Creatures within the area must make a Dexterity saving throw or take 4d10 force damage, being pulled toward the center of the well.

Summon Starspawn
3

Summon Starspawn

You conjure a minor alien horror from the depths of the cosmos, manifesting as a CR 1 aberration. The creature obeys your commands and fights for you until it is dismissed or defeated.

Shroud of R’lyeh
3

Shroud of R’lyeh

You envelop yourself in a dark, eldritch mist that renders you invisible to the naked eye. As you move, you leave behind illusory duplicates of yourself that confuse and mislead your enemies, making it difficult for them to discern your true location.

Maddening Glimpse
3

Maddening Glimpse

You force a creature to perceive the chaotic truths that lie beyond reality, overwhelming their senses. The target must make a Wisdom saving throw or become stunned for 1 round, unable to act as they grapple with the maddening visions.

Grasp of Cthulhu
3

Grasp of Cthulhu

You summon giant spectral tentacles that emerge from the ground, grappling your foes in a terrifying display of eldritch power. Each creature in a 20-foot radius must succeed on a Strength saving throw or take 4d6 bludgeoning damage and become restrained for the duration.

Bend Reality
3

Bend Reality

This spell allows you to manipulate fate by forcing a reroll of any d20 roll made within 60 feet of you, whether it belongs to you or another creature. The new result replaces the original roll, potentially altering the outcome of critical moments in battle or skill checks.

Eldritch Beacon
2

Eldritch Beacon

You summon a glowing sigil that radiates an otherworldly light, attracting aberrations within a specified range. The sigil remains for the duration, drawing the attention of nearby aberrations and potentially causing them to converge on its location.

Warp Space
2

Warp Space

You manipulate the fabric of reality to swap places with a creature within 30 feet. This sudden shift can disorient foes and create tactical advantages in battle.

Unseen Maw
2

Unseen Maw

An invisible mouth manifests in the air, biting down on a target. The target must make a Dexterity saving throw to avoid the full force of the attack, or suffer the consequences of the unseen assault.

Hastur’s Whisper
2

Hastur’s Whisper

Invoke the name of a dark entity, sending a wave of psychic energy to your target. The target must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much on a success.

Feast of Minds
2

Feast of Minds

You reach into the mind of a creature, attempting to steal a fragment of their memories. The target must make an Intelligence saving throw or lose proficiency in one skill of your choice for 1 hour, as their memories are temporarily clouded.

Renewal Through Decay
4

Renewal Through Decay

The caster allows their ally to die for a brief moment before pulling them back, forcing the body into a state stronger than before. Those revived gain unnatural resilience but may see glimpses of something beyond the veil, experiencing a brief connection to the void. (Half heal with advantage throws to constitution)

The Blackened Star
6

The Blackened Star

The caster summons a dying sun, its charred remains descending upon the battlefield, burning everything in a wave of collapsing energy. The ground fractures, and the sky holds a moment of silence before the burn truly begins, unleashing waves of searing anti-light.

Maw of the Infernal Rift
4

Maw of the Infernal Rift

A blazing mouth of pure voidfire erupts beneath enemies, consuming them with unnatural flames that cannot be extinguished in normal ways. The fire burns concepts, not just bodies, causing illusions and enchantments to unravel.

Breath of the Forgotten Pyre
3

Breath of the Forgotten Pyre

The caster exhales a fire that never belonged to this world, engulfing targets in flames that burn with the memories of a long-extinct civilization. Those affected are not only scorched but also suffer visions of ancient, forgotten realms, leaving them disoriented and haunted by what could have been.

Unravel the End
4

Unravel the End

This spell rewinds the target's injuries, restoring them to a state before they were wounded. As their wounds reverse and flesh knits together, they experience brief flashes of a past version of themselves from a timeline that never occurred. (Full Heal)

Pulse of the Hollow
0

Pulse of the Hollow

The caster draws life essence from nearby remnants of existence, healing minor wounds. The healed flesh never looks quite the same—scars shift, colors darken, and echoes of the void linger, creating an unsettling appearance.

Echo of the Far Realm
1

Echo of the Far Realm

You unleash a haunting echo that resonates with the target's mind, revealing a chilling prophecy of doom. The target must make a Wisdom saving throw or become frightened for the duration, experiencing visions of their impending fate.

Warp Flesh
1

Warp Flesh

Twist and contort a creature's body, causing intense pain and disfigurement. The target must make a Constitution saving throw or suffer 2d6 necrotic damage and become disfigured for 1 minute, suffering disadvantage on Charisma checks during this time.

Call of the Void
1

Call of the Void

You create a rift in space that pulls a creature within range 10 feet closer to it. The target must make a Strength saving throw; on a failure, they are pulled and fall prone at the rift's edge.

Void Lash
0

Void Lash

A tendril of darkness lashes out from your hand, striking a target within range. The tendril deals necrotic damage and can siphon life energy from the target, potentially healing you for a portion of the damage dealt.

Gaze of the Abyss
0

Gaze of the Abyss

Your eyes glow with an eerie light, instilling fear and doubt in those who meet your gaze. Creatures that see your glowing eyes have disadvantage on their next Intimidation or Deception check against you.

Flicker Between Realities
0

Flicker Between Realities

You momentarily phase out of existence, becoming difficult to target. This grants you a +2 bonus to your Armor Class until the start of your next turn, as you flicker between the material and ethereal planes.

Eldritch Sigil
0

Eldritch Sigil

You inscribe a glowing rune on a surface within range, creating an eldritch sigil that subtly warps the minds of those nearby. Creatures within 30 feet of the sigil must make a Charisma saving throw or suffer disadvantage on their next attack roll as their thoughts become clouded.

Whispering Madness
0

Whispering Madness

You unleash a haunting whisper that echoes in the mind of a target, causing them to hear faint, sanity-eroding voices. The target must make a Wisdom saving throw or suffer 1d4 psychic damage as the whispers gnaw at their sanity.

Oblivion Rend
4

Oblivion Rend

You tear open reality, creating a black rift that erases creatures, objects, or even concepts from existence. Anything consumed by this void scar ceases to exist in all records, leaving no trace behind.

Nameless Requiem
2

Nameless Requiem

The caster sings a haunting melody that resonates with the fabric of reality, causing all creatures within range to lose their sense of identity. Shadows weep softly as the weight of forgotten realms blankets the battlefield, leaving affected creatures in a state of confusion and despair.

Dimensional Distortion
4

Dimensional Distortion

The caster breaks the border between dimensions, allowing an otherworldly entity to slip through temporarily. Its presence distorts space, forcing creatures within range to perceive illusions of impossible landscapes and watching eyes that do not exist.

Devourer of Sanity
2

Devourer of Sanity

You open the mouth of an ancient horror, unleashing a wave of shifting void tendrils that consume the sanity of those caught within. Creatures in the area must make a Wisdom saving throw or forget their purpose, suffering from confusion as their minds unravel under the weight of the void's hunger.

Price of Knowing
5

Price of Knowing

You unleash a torrent of forbidden knowledge into the mind of a target, overwhelming them with cosmic truths that defy comprehension. The target must make a saving throw or suffer madness, with some becoming vessels for the unknown, forever changed by the experience.

Echo Step
2

Echo Step

The caster's footsteps create illusory footprints that linger in fractured time, disorienting pursuers and leading them astray. For the duration, any creature attempting to track the caster must succeed on a Wisdom saving throw or be confused by the false trails, making it difficult to follow the caster's true path.

Flicker
1

Flicker

The caster momentarily vanishes, creating a shadowy afterimage that lingers in their previous position. Attacks and projectiles aimed at the caster during this brief moment pass harmlessly through the afterimage, allowing them to evade danger with ease.

Silence Between Worlds
1

Silence Between Worlds

This spell creates an eerie bubble of nothingness, where sound is completely absent and perception begins to warp. Within this sphere, creatures experience disorientation, making it difficult to discern direction and distance, as if they are caught between realities.

Fractured Sight
2

Fractured Sight

The target experiences overlapping versions of reality, causing confusion and disorientation. They must succeed on a Wisdom saving throw or be unable to discern the true nature of their surroundings, suffering disadvantage on attack rolls and ability checks until the end of their next turn.

Threads of the Void
3

Threads of the Void

Unseen strands of dark energy connect the caster to a target, forcing their movements to mirror the caster’s own for the duration. The target must succeed on a saving throw or be compelled to mimic the caster's actions, creating a chaotic dance of shadows and will.

Least Echo
1

Least Echo

This spell creates a distorted duplicate of the caster's last action, causing it to echo moments later. If the caster attacked, the strike reverberates, dealing damage again to the same target after a brief delay.

Unmake
4

Unmake

This spell temporarily deletes a non-living object from existence, causing it to vanish completely. Upon its return, the object may exhibit strange traces or markings from a place it never should have been, hinting at its brief journey through the void.

Maw of the Abyss
4

Maw of the Abyss

You summon a void rift that consumes matter and light, briefly forming a shifting mouth that devours the unreal. Creatures and objects caught within its grasp are drawn into the abyss, suffering from the loss of their essence.

Whisper of the Unborn
3

Whisper of the Unborn

You implant a thought from an entity that never existed into the mind of a target, causing them to experience confusion and paranoia. The target must grapple with the unsettling notion that they are being watched by something that should not be, leading to disadvantage on Wisdom saving throws and ability checks for the duration.

Hollow Veil
2

Hollow Veil

Surrounds the caster in an unreal aura, causing them to flicker and become momentarily untouchable to mortal senses. While under the effect of Hollow Veil, the caster gains advantage on Dexterity saving throws and attacks against them have disadvantage until the start of their next turn.

Riftstep
1

Riftstep

The caster steps through a tear in reality, instantly reappearing up to 30 feet away in an unoccupied space they can see. This spell allows the caster to bypass obstacles and evade attacks, creating a brief distortion in the fabric of space.

Grasp of the Forgotten
1

Grasp of the Forgotten

Tendrils of pure void energy lash out, pulling a target slightly out of time, delaying their actions and distorting their form. The target experiences a momentary disconnection from reality, causing them to lose their next action and suffer a distortion effect that hampers their movement and attacks.

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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