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.
Played3 times
Cloned1 times
Created
Yesterday
Last Updated
Yesterday
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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.

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.

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.

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.

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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