Dra38 Darkmasters
Dra38 Darkmasters
Dra38 Darkmasters
BY DARREN KENNY
THE ABYSSAL PRINCE DEMONIC TALENTS
1st-level Abyssal Prince Patron feature
The corruption of the abyss has taken hold of You gain the boons of various demons.
you, and one of its princes has sought you out. Whenever you take a long rest, select one of the
In the dark of night you were offered power in following:
exchange for help finding a place in the world Mind of Baphomet. You can add 1d4 to all
for the Abyss to infest and spread, to protect Intelligence based checks and gain proficiency
the Demonic seeds that grow there. The dark in one tool of your choice.
temptation was too much, and now you feel Yeenoghu’s Savagery. You can add 1d4 to all
those same seeds of the Abyss inside your own melee and ranged weapon attacks.
soul. The Will of Orcus. Once a day when reduced
to 0 hit points, you instead go to 1 hit point.
EXPANDED SPELL LIST Heads of the Demigorgon. You gain
1st-level Abyssal Prince Patron feature advantage on Wisdom (Perception) checks and
can take one additional reaction each round.
The Abyssal Prince lets you choose from an
expanded list of spells when you learn a
warlock spell. The following spells are added to SENSE WEAKNESS
the warlock spell list for you. 6th-level Abyssal Prince Patron feature
Your eyes gain an inhuman and unnatural
Abyssal Prince Expanded Spells appearance. You gain advantage on Wisdom
Warlock (Insight) checks. You can use an action to make
Spell an Wisdom (Insight) check against a creatures
Level
Charisma (Deception) check to learn one
1st Grease, Inflict Wounds resistance, immunity or vulnerability chosen
randomly by the DM.
3rd Alter Self, Phantasmal Force
INHUMAN REFLEXES
5th Bestow Curse, Stinking Cloud 10h-level Abyssal Prince Patron feature
7th Your reflexes become accelerated, your foes
Black Tentacles, Vitriolic Sphere movements sluggish to your unnatural
instincts. If you use your reaction to make an
9th Cloudkill, Contagion attack and succeed on that attack, you
immediately regain the use of your reaction.
You can only benefit from this ability once per
round. In addition if you reduce a creature to 0
hit points with a spell you can cast a cantrip as a
reaction.
DEMONIC TRANSFORMATION
14th-level Abyssal Prince Patron feature
You can use an action to transform into any
Fiend (demon) with a challenge rating equal to
half your level (rounded down) for 1 minute.
You can use this ability once a day,
recovering the use after a long rest.
THE ARCHDEVIL DEVIL’S TONGUE
10th-level Archedevil Patron feature
You met a charming stranger in a tavern who You gain proficiency in the Charisma
proposed a deal to you everything you desire (Persuasion) or Charisma (Deception) skill and
for a short while as his acolyte, his servant, his gain the cantrip Vicious Mockery if you didn’t
pawn on the material plane. But what is a already have it. If a target fails the saving throw
‘short while’ to a devil? What are a few against Vicious Mockery it must use its
millennia to a ruler from the Nine Hells? reaction to make a melee weapon attack against
a creature of your choosing within range.
At 15th level this ability can force a creature
EXPANDED SPELL LIST to make a ranged weapon attack.
1st-level Archedevil Patron feature
The Archdevil lets you choose from an PUNISHMENT OF DISPATER
expanded list of spells when you learn a
warlock spell. The following spells are added to 14th-level Archedevil Patron feature
the warlock spell list for you. You gain the ability to unleash the torturous
pain of the Nine Hells on your enemies. You
select a creature within 30 feet of you to suffer
Archdevil Expanded Spells 1d10 damage of each of the following types;
Warlock Slashing, Poison, Bludgeoning, Fire, Cold,
Spell Psychic, Acid, Piercing and Necrotic.
Level
You can use this ability once, recovering the
1st Bless, Burning Hands uses after a short rest.
3rd Lesser Restoration, Prayer of Healing
INFERNAL FLAMES
6th-level Archedevil Patron feature
When you are hit with a melee attack you
can use your reaction to deal 2d6 fire
damage to the creature who hit you as long
as the creature is within 10 feet of you. You
can use this ability three times a day, recovering
the uses after a long rest.
At 12th level this increases to 3d6 and at
18th level this increases again to 4d6.
THE CORRUPTED TWISTED FORM
6th-level Corrupted King Patron feature
KING Starting at 6th level you gain the Eldritch Blast
cantrip if you did not already have it. You can
use a bonus action to transform your arm,
Greed lies in the hearts of all creatures. Beasts covering it in liquid gold for 1 minute. When
greedily devour each other, human climb their you hit a creature with the Eldritch Blast
fallen allies to rise to greatness. The Corrupted cantrip they must make a Wisdom saving
King knows this, and he is willing to help you throw against your spell save DC. On a failed
rise to glory. Gold, riches, a kingdom to rule. save the creature gains 1 point of corruption
All will be yours... for the small price of a soul. and suffers the effects from the table below.
This corruption manifests as physical or mental
EXPANDED SPELL LIST illnesses such as weakening their body, blinding
them or driving them mad. The creature loses 1
1st-level Corrupted King Patron feature point of corruption after a long rest.
The Corrupted King lets you choose from an
expanded list of spells when you learn a
warlock spell. The following spells are added to Corrupion Table
the warlock spell list for you. Corruption
Level Effect
Corrupted King Expanded Spells Creature has disadvantage one
Warlock one type of check of your
Spell choosing (Strength, Dexteriity,
Level 1-4 Constitution, Wisdom,
1st Alarm, Command Intelligence or Charism) until
they have 0 corruption points
3rd Calm emotions, Zone of Truth
Creature has disadvantage one
5th Speak with Dead, Speak with Plants one type of saving throw of your
choosing (Strength, Dexteriity,
5-9 Constitution, Wisdom,
7th Compulsion, Dominate Beast Intelligence or Charism) until
they have 0 corruption points.
9th Dominate Person, Geas
The creature gains 1 trait from
the true corruption table. You
DARKENED THOUGHTS may select any of the options as
1st-level Corrupted King Patron feature long as that option can effect that
creature. A creature without free
You can use an action to try trick the mind 10+ will cannot suffer the effects of
of a creature within 60 feet of you into “Thrall” but a creature without
becoming hostile to its allies. The target eyes but has Tremousense could
must make a Wisdom saving throw still suffer the effects of
“Encroaching Darkness” if your
against your spell save DC. On a failure the
creature becomes hostile to its allies for 1 DM allows it.
minute, repeating the saving throw at the
end of each of its turns. If it is hostile to
you it still regards you as an enemy.
You can use this ability three times a
day, recovering the uses after a long rest.
True Corruption Table THE PROMISE OF GLORY
Corruption Effect 10th-level Corrupted King Patron feature
Taregt creature has disadvantage You can whisper promises of glory to a
on strength and dexterity saving willing creature within 30 feet of you that
Bone Rot throws. In addition the creature shares a language with you. The inspired
will begin aging 10 times faster
than their natural rate. creature gains an additional 15 feet of
movement until the end of its next turn,
Target creature takes 10d10 any Save DC’s it has for spells or other
Destruction points of Force Damage. effects is increased by 2 and it gains +5 to
hit on all attacks until the end of its next
The Target creature is Blinded for 1 turn. Attacks against this creature have
Encroaching hour. A creature with blindsight
and tremor sense lose those senses advantage until the end of its next turn and
Dark when effected by this ability. the inspired creature has disadvantage on
all saving throws until the end of its next
Target creature becomes devoutly turn.
loyal for 24 hours, regarding you
as the only authority in the world You can use this ability twice a day,
Enthrall recovering the use after a long rest.
they should obey. Creatures
without free will cannot be
effected by this ability.
THE MIDIAN CURSE
Target creature cannot regain hit 14th-level Corrupted King Patron feature
Infection points through natural or You can use an action to make a melee
magical means. spell attack. On a success the target takes
10d6 necrotic Damage. If a target is
Target creature begins to bleed
through its eyes, mouth, nose reduced to 0 hit pints by this effect they are
And ears. At the start of its turn petrified and turned to a golden statue.
Life Leak the creature takes 2D12 Necrotic This effect is only reversible by greater
Damage. This effect lasts 1 restoration or the wish spell.
minute. Undead and Constructs You have one use of this feature,
are immune to this effect. regaining the use after a long rest.
Midian Target creature is petrified in gold
Curse for 1d10 days.
Target creature has their
intelligence, charisma and
Mind of wisdom scores reduced to 4. In
Madness addition the creature goes insane,
acting erratically to illusions it
sees around it.
CLOAK OF SHADOWS
1st-level Great Shadow Patron feature
Whenever you make a Dexterity (Stealth)
check, you may add 1d4 to the roll. If you are
in dim light or darkness you instead roll a 1d6.
At 12th level this die benefit increases to
1d6, and 1d8 in dim light or darkness.
THE HERALD OF HERALD’S HORN
6th-level Herald of Doom Patron feature
DOOM You can spend an action to turn all terrain
within 30 feet of you into jagged rocks,
unstable ledges and floating rocks. This area is
You made a deal with an entity which comes to considered difficult terrain to all creatures
bring the end of days. Ragnarok, Judgment except you.
Day, The End Times; he brings doom for all
the world to witness, and you are his link to the At 12th level you can designate a number of
world. As long as you live, his doom comes. creatures equal to your Charisma modifier to
be immune to this effect.
GAZE OF FEAR
ARRIVAL
1st-level Herald of Doom Patron feature
14th-level Herald of Doom Patron feature
You can use your reaction to impose
disadvantage on an attack against you. If a Starting at 14th level you can spend an action
creature rolls a 1 on an attack against you, they to summon a vision of the Herald to a creature
take 4d4 psychic damage. within 30 feet of you. The creature you select
must make an Intelligence saving throw. On a
You can use this ability 3 times, recharging failure the creature takes 10d6 damage, the type
on a short rest. determined by the random damage table, and
be stunned for 1 minute. The creature can
repeat its saving throw at the end of each of its
turns.
THE LICH SECOND RITUAL: FORMULA
6th-level Lich Patron feature
You begin the process of ascension, creating a
Eternal life, freedom for death, the power to die dark formula that changes your body forever.
over and over and never meet oblivion. You You gain immunity to poison. Twice a day you
found one who achieved this before you, you can attempt to paralyze a foe by making a melee
learned the steps to follow his path. The deal, spell attack against the creature. On a hit the
the formula, the ritual, the ascension; the four creature takes 1d6 cold damage and is paralyzed
steps to the infinite future. What does your until the start of its next turn. You recover any
undead master want in return? Only time will expended uses of this feature after a long rest.
tell.
At 10th level this increases to 2D6. At 15th
level this increases to 3D6.
EXPANDED SPELL LIST
1st-level Lich Patron feature THIRD RITUAL: SOUL REND
The Lich lets you choose from an expanded list 10th-level Lich Patron feature
of spells when you learn a warlock spell. The
following spells are added to the warlock spell You abandon your soul in the pursuit of this
list for you. dark power. You can cast the fear spell without
expending a spell slot. A creature that fails its
saving throw suffers damage equal to your
Lich Expanded Spells Warlock level.
Warlock Spell
Level ASCENSION
1st Magic Missile, Shield 14th-level Lich Patron feature
You have ascended to Lichdom. Once a day you
3rd Acid Arrow, Detect Thoughts can send out a swarm of dark energy to strip
the life from your foes. Each non-undead
5th Animate Dead, Fireball creature of your choice within 30 feet of you
must make a DC 20 Constitution saving
7th Death Ward, Greater Invisibility throw, taking 8D6 necrotic damage on a failed
save, or half as much damage on a successful
one. If this ability would kill a creature roll a
9th Cloudkill, Teleportation Circle D20. On an 8 or higher the creature rises as an
undead at the start of its next turn and is an ally
to you for 24 hours, becoming hostile to all
creatures after those 24 hours is up.
FIRST RITUAL: DARK You regain the use of this feature after a
BARGAIN long rest.
1st-level Lich Patron feature
You strike a deal with a power
lich in an attempt to ascend to
Lichdom. You no longer require
food, air or sleep to survive. In
addition, you gain resistance to necrotic
Damage
MAKER OF of you using your spell attack modifier. The
Roc deals 1d8 slashing Damage. This increases
to 2d8 at 6th level and 3d8 at 14th level.
MONSTERS Behir. You summon a spectral Behir at a point
You hear the Makers call, awakening a truth within 30ft of you. At the end of your turn the
inside of you. You aren’t what they told you - Behir fires a line of lightning 30ft in a direction
you are a monster. You are above them, the of your choosing. Any creature in the line must
human filth that infests the land. But the make a Dexterity Saving Throw against your
Maker has a plan, a way for it’s children to take spell save DC. On a failed save the creature
over the land. It only needs one thing from you takes 1d6 Lightning Damage. This increases to
- for you to grow in power. 2d6 at 6th level and 3d6 at 14th level.
You have 2 uses of this ability, recovering the
uses after a long rest.
EXPANDED SPELL LIST
1st-level Maker of Monsters Patron feature
The Maker of Monsters lets you choose from ABANDON YOUR FORM
an expanded list of spells when you learn a 6th-level Maker of Monsters Patron feature
warlock spell. The following spells are added to You can use a bonus action to grow one of the
the warlock spell list for you. following monstrous limbs for 1 minute. You
have 2 uses of this ability, recovering the uses
Maker of Monsters Expanded Spells after a long rest.
Warlock Stinger. You can use your action to make a
Spell melee spell attack. On a hit the creature takes
Level
1D6 Piercing Damage and must make a
1st Earth Tremor, Hunter’s Mark constitution saving throw. On a failed save the
creature takes 2D6 Poison damage. This
3rd Alter Self, Enlarge/Reduce damage is increased to 2D6 Piercing and 4D6
Poison Damage at 12th level.
5th Erupting Earth, Haste Spike Tail. You can use your action to make 3
ranged spell attacks. On a hit the creature takes
7th Confusion, Locate Creature 1D6 + Spell Casting Modifier as Piercing
Damage.
9th Awaken, Contagion Tentacle. You can use your bonus action to try
grapple a creature within 20ft of you.