5e Subclasses Bard Bardic College: The Dirgesinger Bards of the College of the Dirgesingers play tunes of melancholy and death in contrast to the pleasant music of most bards. Dirgesingers embrace death into their music and channel powers of the grave into their works. Dirgesingers sing the tales of Fallen Heroes, and of tragedies. A dirgesinger embraces the dark side of things. Dirgesong Beginning at 3rd level you learn how to channel the powers of death into your songs. As a bonus action, you may expend a use of your bardic inspiration and choose any one creature (Including yourself). The chosen individual then deals additional necrotic damage on their next weapon attack which hits, the damage is equal to your bardic inspiration die plus half your bard level. Necromantic Secrets At 6th level, you have unlocked the knowledge of necromancy. You may select 2 necromancy spells from any spell list and you may learn them. The spells must be of a level which you have spell slots. Necrodancer Beginning at 6th level, your songs call forth the dead. You may expend a use of your bardic inspiration in order to create undead minions. As an action you target a corpse and you are then able to bring the corpse back as an undead of a cr equal to a fourth of your bard level rounded down. For each undead you create, you must spend bardic inspiration each day to keep control of them, expending 1 bardic inspiration allows you to select 2 of any undead you created using this method and the undead remain under your control for the next 24 hours. Whenever you create an undead using this method the undead does not gain any legendary and lair actions and the undead also lose any abilities which reduce ability scores. Also the undead must be of a medium size, and they use your proficiency bonus rather than theirs. You may only control a number of undead equal to your charisma modifier with this ability. Dance of the Dead When you reach 14th level, you gain the ability to empower your undead. As an action you may expend a bardic inspiration die, and when you do so your undead gain a bonus to their damage rolls equal to your charisma modifier. of each of your turns. Bardic College: The College of Mythology Bards of the College of Mythology weave great stories of heroes of the past and heroes to come. These bards live their life in song and eternal music. Recitation of living Mythology Beginning at 3rd level, you know how to focus on the intense moments of action in your story, using your magic to make it even more Epic. You gain the following new ways to use your bardic inspiration. Heat of the Battle. Whenever someone within 30ft of you misses an attack roll, you can use your reaction to spend a bardic inspiration die, adding it to the attack roll, possibly allowing it to hit. Nemesis. Whenever an ally who has bardic inspiration hits an enemy with a melee weapon attack, they can expend the bardic inspiration in order to add it to the damage roll. Heroes of Mythos At 6th level, you gain the ability to focus your legendary orations onto those who you have inspired. Whenever an ally uses your bardic inspiration, you can expend another use of your bardic inspiration to have the number on your bardic inspiration dice become the maximum value rolled for the dice. Inspiration of the One who speaks You have learned to inspire others even when you yourself are running low on hope. Beginning at 14th level, you can still use bardic inspiration even when you have no bardic inspiration left. When you use your bardic inspiration this way, the bardic inspiration die becomes a d4 until you take a short or long rest.

Warlock Patron Otherworldly Patron: The Death Lord Your powers were bestowed onto you by a powerful undead being such as a vampire lord or a Lich. Expanded Spells The necrotic blood flowing through you, give you additional spells which you automatically know when you have the required spell slot required to cast it. These spells work as warlock spells for you but do not count against the number of spells known. Pact Spells Spell Level Spell 1st False Life 2nd Blindness/Deafness 3rd Animate Dead 4th Shadow of Moil 5th Enervation Nature of Undeath Upon taking this otherworldly patron at 1st level, you take on the characteristics of an undead,You do not need to eat, drink, or breathe, and are immune to being magically aged. Upon taking this Patron at 1st level you gain proficiency in martial melee weapons and in medium armor and shields. Death Dealer Beginning at 1st level, once per each of your turns whenever you make a melee weapon or spell attack, or an attack with your eldritch blast, you may deal an additional 1d4 necrotic damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Necrophage Starting at 6th level, your necrotic damage ignores resistances to necrotic damage. Whenever you deal necrotic damage with a spell attack, you may add your charisma modifier to the damage. Eater of Life Beginning at 10th level, whenever you deal necrotic damage to an enemy using your death dealer ability, You may choose to afflict them with one of the following conditions Life Drain. The target's maximum hp is reduced by the necrotic damage you dealt from your Death Dealer ability until they take a long or short rest. Harvester of Souls. Whenever you deal necrotic damage to a target with your death dealer ability, you gain temporary hit points equal to the necrotic damage you dealt.









Deathly Recovery At 14th level, you are able to siphon the life force from others. Whenever you reduce an enemy to 0 hp, you may use your action to consume the flesh from their body. When you do so, you regain hp equal to half the max hp of the enemy(Up to a max of half of your Max HP) as well as one warlock spell slot. When you use this ability, you may not use it again until you take a long rest. Warlock Invocations Draining Touch Prerequisite: Chill Touch Cantrip and either the Death Lord Patron or being undead Whenever you use the chill touch cantrip, it deals an additional d8 necrotic damage and whenever you successfully hit a creature with your chill touch attack, you may use your bonus action to regain hit points equal to half the damage dealt. Ghostly Touch Prerequisite: Chill Touch Cantrip Whenever you hit any creature with your chill touch that is not an undead, they must make a charisma save against your spell save DC and on a fail they have disadvantage on attack rolls against you Reaching Touch Prerequisite: Chill Touch Cantrip Whenever you hit a creature with the chill touch cantrip, you may choose to pull them 10ft closer to you Infest Prerequisite: Infestation Cantrip Whenever you damage a creature with your infestation, you ignore resistances to poison damage. Also whenever you use the infestation spell you may choose the direction in which the target moves.

Paladin Sacred Oath: Oath of the Night Paladins who follow the Oath of the night are warriors of the darkness who defend the night. When darkness falls onto the world, monsters come out and these warriors are there to defeat the evils of the night. Tenets of the Night The Tenets of the Night revolve around defending the people from the monsters of the night. Remain Vigilant. Always keep a watch for the evils of the darkness. Defend the Resting. Make sure that no harm comes to the sleeping. Fight the Monsters. Defeat the monsters which lurk in the night. Oath Spells You gain oath spells at the levels listed. Spells Paladin Level Spell 3rd Hunter's Mark, Sleep 5th Pass Without a Trace, Darkness 9th Fear, Hypnotic Pattern 13th Banishment, Greater Invisibility 17th Far Step, Modify Memory Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Bringer of Sleep. As an action, you may present your holy symbol and all enemies within a 30ft radius of you must make a constitution saving throw against your paladin spell save DC and on a failed save they fall asleep as if they were affected by the sleep spell. Creatures with the fey ancestry trait as well as any undead, or fiends are affected by this ability. Justice of the Night. As an action, you may present your holy symbol towards a target and for the next 1 minute, you gain advantage on all attack rolls, ability checks, and saving throws against them. Aura of Rest Beginning at 7th level, whenever you hit a creature with a weapon attack, it gains disadvantage on saving throws against being put to sleep until the end of your next turn. Resting Defense Beginning at 15th level. Whenever an enemy attacks you or an ally within 10ft of you, you may use your reaction to force them to make a wisdom saving throw and on a failed save, the enemy falls asleep as if they were affected by the sleep spell. Creatures with the fey ancestry trait as well as any undead, or fiends are affected by this ability.



Veil of the Night At 20th level, as an action you eminate an aura of dreams, sleep, and rest. For 1 minute, a shroud of magical darkness envelopes a 60ft radius of you. Only You are able to see through this darkness as well as any of your allies. Whenever you make an attack against an enemy or an enemy makes an attack against you, one ally of your choice within the radius gets an attack of opportunity against that enemy. This aura lasts for 1 minute and once you use this aura you may not do so again until you take a long rest.

Sorcerer Sorcerous Bloodline: Viscomancy Your sorcerous origins came from a source of Dark abyssal powers within your flesh and blood. Perhaps you were the thrall of a necromancer, or you were tainted by a demon. Your dark heritage grants you the ability to shape flesh and bones and infuse them with necrotic energy. Bone Shell Upon taking this sorcerer subclass, your hit point maximum increases by an amount equal to your sorcerer level Viscous Instinct Beginning at 1st level, you gain the ability to mold and shape your own bones and flesh. You are able to mold your body into a weapon of death. You gain natural weapons which are claws and they deal 1d8 slashing damage. Also, while not wearing armor, your AC becomes 13+your dexterity modifier. Vicissitude Also upon selecting this subclass at first level, you gain the ability to mold your flesh and bones in order to manifest mutated enhancements. As an action, you can enter a state of Vicissitude for 10 minutes, while in this form you gain one of the following benefits

Endurance of Death. You gain temporary hit points equal to 5 times your sorcerer level. Ghoulish Touch. Once per turn whenever you deal damage to a creature with an attack or a spell, you can deal additional damage to them equal to your charisma modifier plus half your sorcerer level. Taker of Mortal Life. Whenever you take the attack action or use an action to cast a spell, you may make an unarmed strike as a bonus action. This form lasts for 10 minutes and you can use this feature twice per long or short rest. Protean Spellcrafting Beginning at 6th level, Your studies in fleshcrafting have allowed you to alter your spells in more varied ways than other sorcerers. Your sorcery point maximum increases by 2 and you gain one of the metamagic features listed below. Draining Spell. Whenever you reduce a creature to 0hp with a spell of first level or higher, you can expend 2 sorcery points to regain hit points equal to 3 times the spell level. Withering Spell. Whenever you deal damage to a creature with a spell, you can spend 2 sorcery points to change the damage type to necrotic and the creature must make a constitution saving throw against your spell save DC, on a fail they take additional damage equal to your sorcerer level. Flesh Stride Upon reaching 14th level, your ability to alter flesh and bones has allowed you to move with greater ease, choose one of the following options when you reach 14th level of this subclass. Cunning Fleshcraft. You can dash, disengage, or hide as a bonus action and your movement speed increases by 20ft. You can also spend 3 sorcery points as a bonus action to become invisible until you take an action, or reaction. Bulking Flesh Armor. Your unarmored AC permenantly becomes a 19, but you suffer disadvantage on stealth checks. Viscous Wings. You gain fleshy and bony wings which grant you a fly speed equal to your movement speed. Master of Flesh and Blood Beginning at 18th level, your mastery of the dark arts have granted you unique powers. You can use your Vicissitude form an unlimited amount of times, also Whenever you transform, you may expend 1 sorcery point in order to gain one of the following benefits which lasts until the vicissitude effect ends. Trod of the Sepulcrum. Whenever a Humanoid within 10ft of you dies, you can use your reaction to raise them as a Ghoul. You can control a maximum amount of ghouls equal to your charisma modifier Protection of the Grave. While transformed, your AC increases by 2 Reaper of Souls. Once Per Turn, Whenever you reduce an enemy to 0hp, you regain hp equal to the damage you dealt. Withering Touch. Once Per turn you can deal an additional 2d8 necrotic damage whenever you hit an enemy with an attack.

Monk Monastic tradition: Way of the Divine Fist The Divine Fist is an ancient order of Monks dedicated to religious studies of the Celestial beings and of gods. Many of these monks worship a specific god, similar to a cleric or a Paladin. Some of these Monks study religious texts as well. The Divine Fist Monk Level Cantrips Known 1st level 2nd level 3rd level 4th Level 3rd 3 2 - - - 4th 3 3 - - - 5th 3 3 - - - 6th 3 3 - - - 7th 3 4 2 - - 8th 3 4 2 - - 9th 3 4 2 - - 10th 4 4 3 - - 11th 4 4 3 - - 12th 4 4 3 - - 13th 4 4 3 2 - 14th 4 4 3 2 - 15th 4 4 3 2 - 16th 4 4 3 3 - 17th 4 4 3 3 - 18th 4 4 3 3 - 19th 4 4 3 3 1 20th 4 4 3 3 1 Spellcasting Upon choosing this subclass at 3rd level you gain the ability to channel divine energy into your martial arts. Cantrips. You learn 3 cantrips of your choice from the cleric spell list. You learn another cantrip at 10th level. Spell Slots. The Divine Fist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. Spells Prepared. Beginning at 3rd level you can prepare a number of spells from the cleric spell list equal to a third of your monk level rounded down plus your wisdom modifier. Choose a specific cleric domain or paladin oath and the spells you prepare must be the spells from that domain or Oath spell list. Once you have all your domain or Oath spells prepared then you can prepare any spell from the cleric spell list. You can only prepare spells for which you have spell slots for. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric and Paladin Spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric or Paladin spell you cast and when making an attack roll with one. Spell Save DC. = 8 + your proficiency bonus + your Wisdom modifier Spell Attack Modifier. = your proficiency bonus + your Intelligence modifier Channel Divinity Upon choosing this archetype at 3rd level, you gain access to one channel divinity option, turn undead, as well as a channel divinity from your chosen Cleric Domain. If you chose a Paladin Oath then you gain both channel divinities of the Paladin Oath. Whenever a channel divinity calls for your Cleric or Paladin Level, you use your Monk Level instead. You may use your channel divinity option once per long or short rest. The number of times you can use this ability increases to 2 times at 8th level and 3 times at 14th level. Divine Affinity Beginning at 3rd level, you also gain the 1st level feature from your chosen Cleric Domain or the 3rd level ability from your Paladin Oath. Whenever any domain or Oath feature you gain calls for your cleric or Paladin level, you use your monk level instead. Also whenever you cast a spell, you may make an unarmed strike as a bonus action or use your ki to use your flurry of blows, step of the wind, or patience defense as a bonus action. Divine Ki Also at 3rd level. You gain additional ways to use your Ki Ki Empowered Spells. As a bonus action you can expend 3 Ki points in order to regain an expended spell slot of 1st level or higher. The level of the spell slot increases by 1 for every 1 Ki Spent. You can also convert Spell Slots to Ki point in order to gain 1 Ki point per level of spell slot. Ki Empowered Smites. Whenever you hit a creature with a monk weapon or an unarmed strike, you can choose to expend 2 Ki points in order to deal an additional 1d4 radiant or necrotic damage. The damage increases by 1d4 per each Ki point spent. The damage die increases as shown on the Martial arts table.

Celestial Bearing Starting at 6th level, you gain your chosen domain's 6th level ability. Also If your chosen domain's 8th level ability is a divine strike, you can choose to have your unarmed strikes deal the damage type of the divine strike. If you chose a Paladin Oath instead then you gain the 7th level Oath Ability and you can choose to have your unarmed strikes deal necrotic or radiant damage. Divine Touch At 11th level, as an action you can touch a creature and they gain hit points equal to your Monk Level. You may use this ability a number of times per long rest equal to your wisdom modifier. Mark of the Divine At 17th level, as an action you can manifest a pair of spectral wings which grant you a fly speed equal to your base movement speed. You can dismiss the wings as a bonus action. Cleric Divine Domain: Blood The Blood Domain is concerned with the harnessing of Blood, Vitae, and the threads of life. Often, this domain falls in with acts of necromancy and blood sacrifices, although it is not required. Gods of the Blood Domain can include evil gods such as Bhaal and Myrkul, or it may include gods of death and passage such as Hades, the domain may even include Gods of Knowledge and Lore such as Oghma. Domain Spell Spells Spell Level Spell 1st Hex, Sleep 2nd Blindness/Deafness, Enhance Ability 3rd Life Transference, Vampiric Touch 4th Compulsion, Shadow of Moil 5th Contagion, Enervation Beginning at 1st level, you gain proficiency with martial weapons. Hearty Beginning at 1st level, your maximum hp increases by 1, and it increases by 1 for each level you take in this class. Blood Magic Beginning at 1st level, whenever you make an attack with a necromancy spell, or with a weapon which deals necrotic damage, you may reduce your maximum hit points by a number equal to your player level in order to deal an additional amount of necrotic damage to your attacks for the next minute equal to your wisdom modifier. Channel Divinity: Tides of Blood Starting at 2nd level, you can use your channel divinity to drain the life of others.

As an action, you present your holy symbol and all enemies within 30ft of you must make a constitution saving throw, and on a fail they take 2d10+your cleric level worth necrotic damage and their maximum hit points are reduced by half the damage taken. Sanguine Sage Beginning at 6th level, whenever you hit an enemy with a melee attack, you may choose to expend one of your hit die. You roll the die and take that much damage, you then deal that same amount of damage against the enemy you hit. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. Life Drainage At 17th level, as an action, when you use your channel divinity, you may choose to double the necrotic damage which you deal with it as you send forth chords of blood to strike through your enemies, when you do so, you choose a number of enemies within 30ft of you equal to half your wisdom modifier rounded down, those enemies must make a constitution save against your spell save DC and on a fail their hit points are reduced to 0.

Barbarian Primal Path: Path of the Sanguine Avatar Blood Magic comes in many different forms, most practicioners of Blood Magic are dark magi and wizards who draw upon blood to curse their enemies. However, some warriors harness these powers in a different way. Certain warriors master a technique of Blood Magic which allows them to conjure a being of pure necrotic energy, such a being is often called a a Blood Avatar or a Sanguine avatar and is a reflection of the summoner's will. Avatar of Blood Upon choosing this path at 3rd level, you gain the ability to sacrifice a portion of your soul in order to conjure an avatar of blood. The avatar usually appears as a large spectral figure made of blood, wreathed in shadows; however, it may appear however you want as it is a portion of your soul and energy. When you rage, you may choose to reduce your current and maximum hp by a number equal to your barbarian level in order to conjure your avatar. When the avatar is summoned, your rage damage increases by 1 and the first creature you hit with a mellee attack is marked. When a marked creature attacks a creature other than you, you may use your reaction to deal necrotic damage to the creature equal to half the damage they dealt plus your barbarian level. Sanguine Vigor At 6th level, your avatar reinvigorates you with dark magic whenever you are hurt. Once per turn, whenever you take damage from a weapon attack, you may choose to gain temporary hit points equal to the damage taken. Strike of the Bleeding Avatar Beginning at 10th level, Your avatar gains the ability to strike necrotic energies into your enemies while your avatar is conjured, you may use your bonus action to have your avatar make an attack. As a bonus action, you may make a melee weapon attack against an enemy, you use constitution for the attack and damage rolls for the attack. The attack deals 1d8 necrotic damage.



Sanguine Rendition At 14th level of this subclass, your Avatar is able to inflict devestating fury against those whom you have marked. Whenever you use your Avatar to deal damage to a marked target, the damage is instead the full damage which they have dealt plus your barbarian level. Also at 14th level, whenever you reduce an enemy to 0hp, you may choose to outright kill them and once you use this ability you may not do so again until you take a long rest.

Rogue Roguish Archetype: Nightmare Some Rogues work as Hired assassins, thieves, and pirates; but other rogues are much more sinister, striking fear into the hearts of many. These rogues are the monsters under your bed, they're the creatures which feed on your essence and the beings which draw fuel from your fears. The Nightmare Rogue Level Cantrips Known 1st level 2nd level 3rd level 4th Level 3rd Chill Touch+2 2 - - - 4th Chill Touch+2 3 - - - 5th Chill Touch+2 3 - - - 6th Chill Touch+2 3 - - - 7th Chill Touch+2 4 2 - - 8th Chill Touch+2 4 2 - - 9th Chill Touch+2 4 2 - - 10th Chill Touch+3 4 3 - - 11th Chill Touch+3 4 3 - - 12th Chill Touch+3 4 3 - - 13th Chill Touch+3 4 3 2 - 14th Chill Touch+3 4 3 2 - 15th Chill Touch+3 4 3 2 - 16th Chill Touch+3 4 3 3 - 17th Chill Touch+3 4 3 3 - 18th Chill Touch+3 4 3 3 - 19th Chill Touch+3 4 3 3 1 20th Chill Touch+3 4 3 3 1





Spellcasting When you reach 3rd level, you gain the ability to cast certain spells to cause fear within creatures Cantrips You learn three cantrips: Chill Touch and two other cantrips of your choice from the wizard and cleric spell lists. You learn another wizard cantrip of your choice at 10th level. Spell Slots Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Inflict Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Inflict Wounds using either slot. Spells Known of 1st Level or Higher You know three 1st-level wizard and cleric spells of your choice, two of which you must choose from the Necromancy School of spells on the wizard and Cleric spell lists. The Spells Known column of the Nightmare Spellcasting table shows when you learn more wizard and Cleric spells of 1st level or higher. Each of these spells must be a Necromancy or Enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard or Cleric spells you know with another spell of your choice from the wizard or Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or Necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability Intelligence is your Spellcasting ability for your Wizard and Cleric Spells, since you draw magic from the fears of others. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or Cleric spell you cast and when making an attack roll with one. Spell Save DC. = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier. = your proficiency bonus + your Intelligence modifier