Villainous Archetypes
Villainous Archetypes
Bard College At 6th level, you can viciously talk down a foe, wearing at
College of Megalomania their mental fortitude. As an action, you may target a creature
that can see or hear you within 60 feet. The target has
True arch-villains, bards of the college of megalomania are disadvantage on it's next Charisma, Intelligence or Wisdom
master wordsmiths. They excel at demoralization and mind saving throw until the start of your next turn. During this
games. Often the head of some sinister organisation or, at the time, if you take damage you must make a Constitution
very least, second in command. The manipulate and conspire, saving throw as if you were concentrating on a spell. On a
spreading fear in taverns with tales of death and destruction, failure, the effect ends on the target.
bending truth to portray an image of their pleasing. While you are monologuing, you may not cast a spell that
requires a vocal component nor can you speak.
Sharp Tounge
When you join the college of megalomania at 3rd level, you Devil's Influence
gain proficiency in the persuasion and intimidation skills. In At 14th level, when you cast a spell that would charm one or
addition, you may choose one. You may add double your more creatures, you can target one additional creature with
proficiency bonus to checks you make using that skill. that spell. In addition, creatures you succesfully charm do not
learn they have been charmed regardless of the spells
Doom Sayer description. Once a creature has been affected by this feature
At 3rd level, you use the savagry of your insight to rub salt it becomes immune for 24 hours and subsequent charms will
into the wounds of your enemies. When a hostile creature function as normal.
that you can see within 60 feet of you makes a saving throw
or a damage roll is made against them, you can use your
reaction to expend one of your uses of Bardic Inspiration, Druid Circle
rolling a Bardic Inspiration die and adding or subtracting the
result from the roll as appropriate. You can choose to use this Circle of the Chimera
feature after the creature makes its roll, but before the DM Drunk and mad with the power of their forms, those of the
determines whether the saving throw succeeds or fails, or circle of the chimera seek only to use the power of their
before the creature deals its damage. The creature is immune shapeshifting. Unconcerned with the balance of nature, they
if it can’t hear you or if it’s immune to being charmed. twist their form taking only the aspects they deam powerful
from those found in the world around them.
Monstrous Aspect
When you choose this circle at 2nd level, you can, as a bonus
action, expend one use of Wild Shape to gain one of the
following aspects. Each aspect increase in power at 6th level
and again at 14th level.
You may have more than one aspect active at any time and
they have a duration equal to your Wild Shape feature. You
retain any active aspect while in beast shape.
Natural Weapons. You grow claws, fangs, spines, horns, or
a different natural weapon of your choice. Your unarmed
strikes deal 1d6 bludgeoning, piercing, or slashing damage,
as appropriate to the natural weapon you chose, and you are
proficient with your unarmed strikes. At 6th level, the damage
increases by 1d6 and count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
and damage. At 14th level, the damage changes to 2d10 and
you can make one additional attack when you take the Attack
or Multiattack action.
Aquatic Adaptation. You adapt your body to an aquatic
environment, sprouting gills and growing webbing between
your fingers. You can breathe underwater and gain a
swimming speed equal to your walking speed. At 6th level,
you gain blindsight out to a range of 30 feet while
underwater. At 14th level, your swim speed is doubled and
you gain advantage on Wisdom (perception) and Dexterity
(stealth) checks while underwater.
Wings. You sprout wings, they take any form you wish such Monstrous Form
as feathered, bat-like or draconic. You gain a flying speed At 10th level, you can expend two uses of Wild Shape at the
equal to your walking speed but you must land at the end of same time to transform into a Chimera (MM pg 39)
each of your turns. At 6th level, you no longer need to land at
the end of your turns and your flying speed increases by 15
feet. At 14th level, You can cast gust of wind at will without
expending a spell slot. When cast this way you need not
concentrate but must use your bonus action on subsequent
turns to continue the spell.
Hooked Claws. You develop hooked claws, if you already
have claws, they become hooked. These claws grant you a
climb speed equal to your walking speed and advantage on
Strength (athletics) checks made to grapple
a creature. At 6th level, when you make
a weapon attack with your claws you can,
as a part of the same attack, attempt to grapple
the target. At 14th level, creatures grappled by Art Credit: katemaxpaint
you also become restrained until the grapple ends.
Burrowing Bones. Bones potrude
from your form in a shovel-like
manner. You gain a burrow speed of 15
feet and as a bonus action you may attempt
to shove one creature within 5 feet. Starting at
6th level, as an action, you can launch a hail of
marrow spikes. Each creature within 10 feet of you
must make a Dexterity saving throw against your spell
save DC taking 2d8 piercing damage on a failed save
or half as much on a success. A prone creature that
fails it's saving throw has its speed reduced to 0 until the
end of its next turn. At 14th level, you deal double
damage to objects and structures with melee attacks
and may also cast Enlarge/Reduce on yourself
at will without expending a spell slot. You must
still concentrate and may only choose
the Enlarge option.
Natural Armor You skin hardens or becomes
coated in scales. Your AC becomes 13 + your Wisdom
modifier. Starting at 6th level, you are resistant to
bludgeoning, slashing and piercing damage. At 14th
level, when you are subjected to an effect that allows you
to make a Dexterity, Strength or Constitution saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and
only half damage if you fail.
Breath Weapon Choose one type of dragon from
the Draconic Ancestry table in the dragonborn race section
of the PHB. You can use your action to exhale destructive
energy. Your draconic ancestry determines the size,
shape, and damage type of the exhalation. Each
creature in the area of the exhalation must make a
saving throw against your spell save DC or take
1d8 damage on a failed save, and half as much
damage on a successful one. The damage
increases to 2d8 at 6th level and to 3d8 at
14th level.
Martial Archetype Death Dealer Spellcasting
Fighter Cantrips Spells Spell Slot
Death Dealer level Known Known Slots Level
Death dealers are vicious combatants who are often 3rd 2 2 1 1st
contracted killers. They fuel their attacks with hate, twisted 4th 2 2 1 1st
by dark forces, bending the weave through force of will not
unlike a paladin. 5th 2 2 1 1st
6th 2 2 1 1st
Pact Magic
Under the influence of some malevolent power you gain the 7th 2 3 2 1st
abilty to cast spells. See PHB chapter 10 for the general rules 8th 2 3 2 1st
of spellcasting and chapter 11 for the warlock spell list. 9th 2 3 2 1st
Cantrips You know two cantrips of your choice from the
warlock spell list. You learn an additional warlock cantrip of 10th 2 4 2 2nd
your choice at 13th level. 11th 2 4 2 2nd
Spell Slots The Death Dealer table shows how many spell
slots you have. The table also shows what the level of those 12th 2 4 2 2nd
slots is; all of your spell slots are the same level. To cast one 13th 3 5 2 2nd
of these spells of 1st level or higher, you must expend a spell 14th 3 5 2 2nd
slot. You regain all expended spell slots when you finish a
short or long rest. 15th 3 5 2 2nd
For example, when you are 10th level, you have two 2nd- 16th 3 6 2 3rd
level spell slots. To cast the 1st-level spell thunderwave, you
must spend one of those slots, and you cast it as a 2nd-level 17th 3 6 2 3rd
spell. 18th 3 6 2 3rd
Spells Known of 1st-Level and Higher You know two 1st- 19th 3 7 2 3rd
level spells of your choice from the warlock spell list. The
Spells Known column of the Death Dealer Spellcasting table 20th 3 7 2 3rd
shows when you learn more warlock spells of your choice of
1st level and higher. A spell you choose must be of a level no You can have up to two bonded weapons, but can summon
higher than what’s shown in the table's Slot Level column for only one at a time with your bonus action. If you attempt to
your level. When you reach 10th level, for example, you learn bond with a third weapon, you must break the bond with one
a new warlock spell, which can be 1st or 2nd level. of the other two.
Additionally, when you gain a level in this class, you can
choose one of the spells you know and replace it with another
spell from the warlock spell list, which also must be of a level
for which you have spell slots. Art Credit: Satibalzane
Spellcasting Ability Charisma is your spellcasting ability
for your warlock spells, so you use your Charisma whenever
a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC
for a warlock spell you cast and when making an attack roll
with one.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond
between yourself and one weapon. You perform the ritual
over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the
ritual, at the conclusion of which you touch the weapon and
forge the bond.
Once you have bonded a weapon to yourself, you can’t be
disarmed of that weapon unless you are incapacitated. If it is
on the same plane of existence, you can summon that
weapon as a bonus action on your turn, causing it to teleport
instantly to your hand.
Umbral Mist Extra Attack
Starting at 7th level, immediately before you make a melee Beginning at 5th level, you can attack twice, instead of once,
weapon attack you may teleport 5 feet. This movement whenever you take the Attack action on your turn.
doesn't provoke attacks of oppurtinty.
In addition, you have advantage on any Wisdom (Survival) Predictable Prey
checks made to track a creature you have been contracted to At 7th level, any creature that moves towards you has
kill. You may only be contracted to kill one creature at a time. disadvantage on its first melee weapon attack against you
until the end of its turn.
Malicious Surge
Starting at 10th level, when you take the Attack action with Bloodlust
the additional action granted by your Action Surge, your Starting at 11th level, once on each of your turns when you
attacks deal additional necrotic damage equal to your critically strike or reduce a creature to 0 hit points you may
Charisma modifier (minimum 1). immediately make another attack (no action required).
Shadow Stalker Dread Visage
At 15th level, you learn one of the following spells; blur, At 15th level, when a creature misses you with a melee attack
darkness, invisibilty, mirror image or misty step. You may cast you can use your reaction to force that creature to make a
this spell once per long rest without expending a spell slot. Wisdom saving throw against your spell save DC. On a
failure, the target becomes frightened by you. The creature
Corrupt Power repeats the the save at the start of each of its turns and on a
At 18th level, You learn to channel your corruption into a success the creature is no longer frightened and becomes
single powerful manifestaion. Choose one 4th-level spell from immune to this ability for 24 hours.
the warlock spell list. You may cast this spell at it's lowest
level once without expending a spell slot. You must finish a
long rest before you can do so again. Spell-less Ranger?
This archetype has been designed to work with the
unearthed arcana revised ranger. However, that
Multiclassing with Warlocks publication states that it aims to be compatible
When multiclassing, divide your Death Dealer with all previous versions of the ranger including
levels by 3 and treat them as Warlock levels when the spell-less ranger. In this case treat any mention
determining your cantrips, spells known, spell slots of the rangers spell save DC as the following;
and slot level. The highest level spell you can learn
remains class level dependant. Spell save DC = 8 + your proficiency bonus + your
Charisma or Wisdom modifier
Ranger Conclave
Pernicious Pursuer Conclave
Art Credit: Satibalzane
Some rangers fall from the grace of their training. They
become consumed by the thrill of the hunt. The suffering of
others and the terror they spread brings joy to them and they
revel in the violence of battle.
Dread Strikes
Starting at 3rd level, You become the embodiment of death,
your visage carries with it an unspoken notion of impending
doom. When you hit a creature with a weapon attack for the
first time, that creature must make a Widom saving throw
against your spell save DC. On a failure, the target becomes
frightened by you. The creature repeats the the save at the
start of each of its turns and on a success ends the effect and
becomes immune for 24 hours.
No Escape
At 3rd level, your vicious tactics make you a dangerous foe to
flee from. If a creature within 60 feet of you that you can see
or hear moves away from you, you may use your reaction to
move up to 15 feet toward them and make one oppurtunity
attack. You may choose to make a ranged attack though it is
still an oppurtunity attack.