Nightmare: Fifth Edition Homebrew

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Nightmare

Fifth Edition Homebrew


"I let the darkness consume me so that it may leave others to the light."

V1.1 - HOST
Nightmare

S
ome men destroy evil by harnessing the light of Proficiencies
gods and ideals, others use the darkness Armor: Light armor, Medium armor

against itself but constantly fight against the Weapons: Simple Weapons

pull of its dark tendrils. Nightmares let Tools: None

themselves be consumed by the darkness, Saving Throws: Wisdom, Charisma

feeding it with the destruction of those that Skills: Choose three from Deception, Insight, Intimidation,
seek to harm the innocent, all while slowly Medicine, Perception, Persuasion, Religion, and Stealth
becoming corrupted from the inside out.
Equipment
Class Features You start with the following equipment, in addition to the
equipment granted by your background:
As a Nightmare, you gain the following class features.
(a) Scale Mail or (b) Leather Armor
Hit Points (a) a component pouch, (b) an arcane focus or (c) a holy
Hit Dice: 1d8 per Nightmare level

symbol
Hit Points at 1st Level: 8 + your constitution modifier

(a) a scholar's pack or (b) an Explorer's Pack


Hit Points at Higher Levels: 1d8 (or 5) + your Two simple weapons
Constitution modifier per Nightmare level after 1st

Nightmare
Proficiency Cantrips Spells Spell Max Spell
Level Bonus Features Known Known Points Level Afflictions
1st +2 Corrupted Magic, Horrible 2 2 2 1st 1
Afflictions
2nd +2 Soul Path 2 3 4 1st 2
3rd +2 Awareness of Shadows, Umbral 2 4 6 2nd 2
Channeler
4th +2 Ability Score Improvement 3 5 6 2nd 2
5th +3 — 3 6 10 3rd 3
6th +3 Soul Path Feature 3 7 10 3rd 3
7th +3 — 3 8 12 4th 4
8th +3 Ability Score Improvement 3 9 12 4th 4
9th +4 — 3 10 14 5th 5
10th +4 Soul Path Feature 4 10 14 5th 5
11th +4 Chthonic Spells (6th level) 4 11 21 5th 6
12th +4 Ability Score Improvement 4 11 21 5th 6
13th +5 Chthonic Spells (7th level) 4 12 21 5th 6
14th +5 Soul Path Feature 4 12 21 5th 7
15th +5 Chthonic Spells (8th level) 4 13 21 5th 7
16th +5 Ability Score Improvement 4 13 21 5th 7
17th +6 Chthonic Spells (9th level) 4 14 28 5th 8
18th +6 — 4 14 28 5th 8
19th +6 Ability Score Improvement 4 15 28 5th 8
20th +6 Corruption: Soul to Skin 4 15 28 5th 8

NIGHTMARE | CLASS
2
Corrupted Magic Horrible Afflictions
Cantrips At 1st level, you gain an affliction of your choice. When you
You know two cantrips of your choice from the nightmare gain certain nightmare levels, you gain additional afflictions
spell list. You learn additional nightmare cantrips of your of your choice, as shown in the Affliction column of the
choice at higher levels, as shown in the Cantrips Known Nightmare table.
column of the Nightmare table. Additionally, when you gain a level in this class, you can
choose one of the afflictions you have and replace it with
Spell Points another affliction that you could learn at that level.
You expend a number of spell points to create a spell slot of A level prerequisite in an affliction refers to nightmare
a given level, and then use that slot to cast a spell. You can’t level, not character level.
reduce your spell point total to less than 0, and you regain
all spent spell points when you finish a short or long rest. Soul Path
The Nightmare table shows how many spell points you At 2nd level, you are forced to choose the path you will take
have to spend is based on your level. Your level also to gain more power. Commiting fully to the corruption
determines the maximum-level spell slot you can create. becoming a Blighted or retaining a portion of your
Even though you might have enough points to create a slot humanity and becoming a Wretch, both detailed at the end
above this maximum, you can’t do so. of the class description. Your Soul Path choice grants you
features at 3rd level, and then again at 6th, 10th, and 14th
Spell Point Cost level.
Spell Level Point Cost
1st 2 Awareness of Shadows
2nd 3 Beginning at 3rd level, you can use your action and expend
3rd 5 spell points to focus your awareness on the region around
4th 6
you. For 1 minute per spell point you expend, you can sense
whether the following types of creatures are present within
5th 7 1 mile of you: abberation, fiend, monstrosity or undead. In
addition you know the general direction and number of
Spells Known of 1st Level and Higher creatures within range.
At 1st level, you know two 1st-level spells of your choice
from the nightmare spell list.
The Spells Known column of the Nightmare table shows
when you learn more nightmare spells of your choice of 1st
level or higher. A spell you choose must be of a level no
higher than what's shown in the table's Slot Level column
for your level.
Additionally, when you gain a level in this class, you can
choose one of the nightmare spells you know and replace it
with another spell from the nightmare spell list, which also
must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your nightmare
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 nightmare
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

Spellcasting Focus
Your corrupted soul makes it so you can use an arcane
focus or a holy symbol as a spellcasting focus for your
nightmare spells. This taint may change the appearance
somewhat.

NIGHTMARE | CLASS
3
Umbral Channeler Ability Score Improvement
At 3rd level, you can natually channel dark power into items When you reach 4th level, and again at 8th, 12th, 16th, and
you hold. Choose one Umbral focus from the Umbral focus 19th level, you can increase one ability score of your choice
list below to learn. by 2, or you can increase two ability scores of your choice
As a bonus action, you can spend one Shadow Point to by 1. As normal, you can't increase an ability score above 20
channel shadow energy into one item you are holding using this feature.
activating it as an Umbral focus for 10 minutes, this effect
ends early if you aren’t holding the focus at the end of your Chthonic Spells
next turn. At 11th level, the belief of others fuels your magic allowing
You have a number of Shadow Points equal to your you to cast more powerful spells. Choose one 6th-level spell
Charisma Modifier (minimum of one). You regain all from the nightmare spell list.
expended Shadow Points when you finish a long rest. You can cast this spell once without expending a spell
slot. You must finish a long rest before you can do so again.
Umbral focus At higher levels, you gain more nightmare spells of your
Lanturn of the Dead. choice that can be cast in this way: one 7th-level spell at
You can turn a lanturn of anytype into a Lanturn of the 13th level, one 8th-level spell at 15th level, and one 9th-level
Dead. You choose the way the lanturn looks but it always spell at 17th level. You regain all uses of your Chthonic
has an otherworldly glow such as green, blue or purple. Spells when you finish a long rest.
While holding your Lanturn you can do any of the
following: Corruption: Soul to Skin
While holding your lanturn of the Dead, you may
extinguish or light any number of nonmagical flames within At 20th level, when you roll for initiative and have no
60 feet of you as an action. Shadow points remaining, you regain half of your
As an action you can spend 1 Shadow Point to target one maximum amount of Shadow points (Rounded up).
creature within 60 feet of you. That creature must succeed
a Constitution saving throw or taake 2d10 necrotic damage
or half as much on a failed saving throw.
In addition, as a bonus action you can make the light
from your Lanturn of the Dead invisible to everyone but
yourself, or vice versa.
Spirit Chains.

You can channel energy through chains, giving you access


to Spirit Chains. You choose what the chains look like.
As an action, you may choose a solid surface within 120ft
of you. A Spirit Chain shoots from your body and attaches
there, as part of the action you may move up to your speed
in a straight line toward where you attached the Spirit
Chain.
In addition, as an action you can spend 1 Shadow Point
target one creature within 30ft. The target must make a
Strength saving throw. On a failed save, the target is
grappled.
To break out, the grappled target can use its action to
make a Strength check against your spell save DC. On a
success, the target escapes and is no longer grappled by
the chains.
Domino Doll.
You can construct a doll imbued with dark energy. You
choose the apperance of the doll, but it always seems like
it's looking at you or moves subtly when no one is looking.
While holding the Domino Doll you can do the following:
While you hold the Domino Doll you can cast Minor
Illusion requiring no Somatic or Material components.
As a bonus aciton you can spend 1 Shadow Point and
choose one creautre you can see, for the next minute you
have advantage on all Charisma checks directed at that
creature. After 1 minute the creature doesn't know it was
you that influenced it but does know it was influenced.
As an action you can spend 2 Shadow Points to force the
Domino Doll to steal the short term memories of those
around you. For 1 minute any creature that see's you or
your Domino Doll instantly forgets you were there. This
effect cannot remove more than 6 seconds of memory.
Once you use this feature you cannot do so again until you
finish a short or long rest.
NIGHTMARE | CLASS
4
Wretch Blighted
Vermin Blooded Fighting Style
At 3rd level, Vermin have an extraordinary affinity with the At 3rd level, you adopt a particular style of fighting as your
dirt and grime of the darkness. You can communicate specialty. Choose one of the following options. You can't
simple ideas with rats and other vermin. They can take a Fighting Style option more than once, even if you
understand the meaning of your words, and you can later get to choose again.
understand the general ideas they are trying to convey to Great Weapon Fighting. When you roll a 1 or 2 on a
you. damage die for an attack you make with a melee weapon
that you are wielding with two hands, you can reroll the die
Plague Bearer and must use the new roll, even if the new roll is a 1 or a 2.
Starting at 6th level, you are a carrier for disease and The weapon must have the two-handed or versatile
necrosis, when you are hit by a melee weapon attack you property for you to gain this benefit.
can use your reaction for force the attacking creature to Interception. When a creature you can see hits a target,
make a constitition saving throw. It takes 2d10 necrotic other than you, within 5 feet of you with an attack, you can
damage and becomes blinded until the end of your next use your reaction to reduce the damage the target takes by
turn on a failed save, or half as much damage and they 1d10 + your proficiency bonus (to a minimum of 0 damage).
aren't blinded on a successful one. You must be wielding a shield, a simple or martial weapon,
You regain the use of this ability after a short or long rest. or your Deaths Tool to use this reaction.
Enduring Soul Deaths Tools
At 10th level, your soul is hooked to your body by constant Also at 3rd level, you gain a connection to one of the
lingering dark energy you gain the following benefits: following tools gaining an additional Umbral Focus to use.
You have advantage on your first death saving throw. Gravediggers Shovel.

When you become stable after rolling a death saving You can turn a shovel of any type into a Gravediggers
throw you regain 1d10 + your Constitution modifier Shovel. You choose the way the Shovel looks but it always
(minimum of 1 hit point) at the end of your turn. seems to have a bit of dirt, blood or muck stuck to it. Your
When rolling a Death saving throw, a roll of 9 or above Gravediggers Shovel is a large two-handed shovel that does
is a success for you 1d8 bludgeoning damage. While holding your Shovel you
gain the following:
Mouse Man While you hold your Gravediggers Shovel you can cast
At 14th level, your ability to scurry away and avoid a fight is the cantrip Mold Earth.
enhanced. When you take damage, you can use your As an action you can spend 1 Shadow Point to cast the
reaction to give yourself resistance to that damage. You Earth Tremor spell at 1st level once without expending
then teleport to an unoccupied space that you can see Spell points. You can increase the level by 1 for each
within 30 feet of you, where you reappear. Shadow Point expended above the first. You regain the
You can use this feature a number of times equal to your ability to do so after a short or long rest.
proficiency bonus, and you regain all expended uses when
you finish a long rest. Reapers Scythe.
You can turn a regular scythe into a
sharper, larger and more menacing weapon. You choose
the way the Scythe looks but its always cold to the touch.
Your Reapers Scythe is a large two-handed scythe that does
1d10 slashing damage. Any cuts made with your Reapers
Scythe don't heal properly, always leaving jagged scars and
are prone to infection.
While you are holding your Reapers Scythe you have
advantage on saving throws against being frightened. If you
fail a saving throw against being charmed or frightened,
you can expened 1 Shadow Point as a reaction to reroll the
saving throw, you must use the new roll.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Moreover, you can cast one of your cantrips in place of one
of those attacks.
Constant Channeler
Upon reaching 10th level, shadow magic suffuses your
body, permanently activating one of your Umbral Foci. In
addition, you can use your action to create that focus in
your empty hand. You can then dismiss the focus, shunting
it into an extradimensional space.
Relentless Warrior
At 14th level, when you roll initiative and have no Shadow
Points remaining, you regain 2 Shadow Points.
NIGHTMARE | SUBCLASS
5
Burning Souls
Afflictions Prerequisite: Lanturn of the Dead

Abberant Evolution As an action while holding your Lanturn of the Dead you
You become malleable as your body begins to lose its can spend 2 Shadow Points and cause it to unleash a
structure. As a reaction when you are hit by an attack and torrent of flames that pierce through to the soul of a
take bludgeoning, piercing, or slashing damage from it, you creature. The target must succeed a Charisma saving
can reduce that damage by an amount equal to your throw or become outlined in the Dread Candles flames.
Nightmare level, and then you can move up to 10 feet Any attack roll against a the affected creature has
without provoking opportunity attacks. Once you use this advantage if the attacker can see it, and the affected
special reaction, you can’t use it again until you finish a creature can’t benefit from being invisible.
short or long rest. This effect ends if you use it again on another creature or
Moreover, you become an abberation in addition to any the creature can use its action to make a Charisma check
other creature types you are. Spells and abilities that affect against your spell save DC. On a success, the target
abberations of a specific CR have no effect on you. banishes the flames from their soul and is no longer
illuminated.
Animate Protector
You are no longer living as you once were and gain natural Call of the Night
weapons to fend of foes. Prerequisite: Dead on the Inside

You gain a natural weapon in the form of long claws, As an action, you can summon 2d4 swarms of bats or rats,
which you can use to make unarmed strikes. If you hit with provided that the sun isn't up. These creatures arrive at the
it, you deal slashing damage equal to 1d6 + your Strength end of your next turn at a destination of the DM’s choice
or Dexterity modifier, instead of the bludgeoning damage within 30 feet of you, and they are under your control.
normal for an unarmed strike. They act directly after you in the initiative order and
In addition, you no longer need to eat, drink or breathe remain for 1 hour, until you die, or until you dismiss them
and when you take a long rest, you must spend at least six with a bonus action. You cannot use this ability if you are
hours in an motionless state, rather than sleeping. In this exposed to direct sunlight. Once you use this ability you
state, you appear inert, but it doesn’t render you cannot do so again until you finish a long rest.
unconscious, and you can see and hear as normal.
Moreover, you become a Construct in addition to any Chains of Battle
other creature types you are. Spells and abilities that affect Prerequisite: Spirit Chains

Constructs of a specific CR have no effect on you. You chains can be used as a whip that deals 1d6
bludgeoning damage and has the reach and finesse
Beguiler property.
Prerequisite: 5th level

You gain proficiency in the Deception and Persuasion Creature of the Deep
skills. You can breathe underwater, and you gain a swimming
You can also cast Enthrall without expending a spell slot. speed equal to your walking speed.
You regain the ability to do so when you finish a long rest. You are also adapted to even the most extreme ocean
depths, you have resistance to cold damage, and you ignore
Blessing of Flame any of the drawbacks caused by a deep, underwater
Prerequisite: 7th Level, Fire Heart

environment.
You can cast Web of Fire once using a Nightmare spell
points. You can't do so again until you finish a long rest. Creepy Crawly
Prerequisite: Dead on the Inside

Body Snatcher You are able to climb difficult surfaces, including upside
Prerequisite: 7th level
down on ceilings, without needing to make an ability check.
You can cast Alter Self on yourself at will. When you cast However, you also can't enter a residence without an
Alter Self in this way you can only choose the Change invitation from one of the occupants.
Appearance option, and only replicate the apperance of a
dead creature that you have seen. Crows Enemy
Prerequisite: Animate Protector

As an action you can target one creature you can see within
30 feet. If the target can see you, the target must succeed
on a Wisdom saving throw or be frightened until the end of
your next turn. The frightened target is paralyzed.
Once you use this feature you can't do so again until you
finish a short or long rest.
Darker Doll
Prerequisite: Domino Doll, 9th Level

Your doll is more powerful, able to more readily rake


through the minds of others. While holding your Domino
Doll, you can spend 2 Shadow Points to cast Modify
Memory once without expeneding spell points.
You regain the ability to do so again after you complete a
long rest.

NIGHTMARE | AFFLICTIONS
6
Dead on the Inside Enhanced Gravediggers Shovel
You don't require food, water or air. In addition, you age at a Prerequisite: Gravediggers Shovel, 11th Level

slower rate. For every 10 years that pass, your body ages You can channel large amounts of energy through your
only 1 year, and you are immune to being magically aged. Gravediggers Shovel. While holding your Shovel you can
However, you must sustenance from the living. You must spend 2 Shadow Points to cast Transmute Rock or Move
drink 1 pint of humanoid blood every 7 days or consume Earth once each without expending spell points. You regain
raw flesh each day. Your complexion takes on a pale cast the ability to do so after a long rest.
with sunken features.
Enhanced Lanturn
Deaths Dash Prerequisite: Lanturn of the Dead, 7th Level

When you take the Dash action in your normal form, you You can now attempt to dispel or light magical lights within
can cause black mists to rise up and swirl in a 5 foot radius 60ft. When you do so you must spend 1 Shadow Point to
sphere centered on you. The mists move with you and lasts effect magical lights. Magical lights dispelled in this way
until the end of your turn, until then you can move through are affected as if they were targeted by the dispel magic
other creatures and objects as if they were difficult terrain. spell and you must roll accordingly.
If you end your turn inside an object you are immediately Once you have used this feature you cannot do so again
shunted to the nearest unoccupied space that you can until you finish a short or long rest.
occupy and take force damage equal to twice the number of
feet you moved. Essence Feeding
In addition for the duration you have a 10 foot fly speed, You gain a natural weapon, be it fangs, claws, a tail or
but you fall if you end your turn in the air and nothing else horns. It counts as a simple melee weapon with which you
is holding you aloft. are proficient. You add your Strength modifier to the attack
Once you use this feature, you must finish a short or long and damage rolls when you attack with this weapon. It
rest before you can use it again. deals 1d4 bludgeoning, piercing or slashing damage
(chosen when you gain this affliction) on a hit.
Deaths Emissary If you require outside sustenance, such as from the Dead
Prerequisite: 11th level, Deaths Dash
on in Inside or Psycicly Gifted afflictions, your natural
You can use a bonus action to become cloaked in flowing weapon can be used to gain the blood, flesh, fluid or other
black mist. While you are cloaked you gain a 90-foot flying type of sustenance without killing a creature.
speed. This lasts until you dismiss it as a bonus action on
your turn. Your manoeuvrability while flying is perfect. Ethereal Step
Prerequisite: 7th Level, Hooves of Flame

Deaths Eyes At the start of your turn, if you aren’t incapacitated, you can
You gain Darkvision out to a range of 120 feet if you do not choose to magically step into the veil between the planes.
already have it. You can move through other creatures and objects as if
However, you gain sunlight sensitivity. You have they were difficult terrain, as well as see and affect
disadvantage on attack rolls and Wisdom (Perception) creatures and objects on the Ethereal Plane. You take 1d10
checks that rely on sight when you, the target of the attack, force damage if you end your turn inside an object. If you
or whatever you are trying to perceive is in sunlight. are inside an object when this feature ends, you are
immediately shunted to the nearest unoccupied space that
Deaths Toll you can occupy and take force damage equal to twice the
Prerequisite: Marked for Death

number of feet you moved. This feature lasts for a number


If a creature fails its saving throw against your Toll the of rounds equal to your Charisma modifier (minimum of 1
Dead cantrip, the creature becomes marked for death, until round).
the end of your next turn. The next time you hit the marked You can use this feature once, you regain all expended
creature with an attack, the creature has vulnerability to all uses when you finish a long rest.
of that attack's damage, and then the mark ends.
You can use this feature once per short or long rest. Field Fighter
Prerequisite: Animate Protector, 5th level

Deaths Weapon Your long claws magical harden further. Your unarmed
Prerequisite: Reapers Scythe, 7th Level

strikes are considered magical for the purpose of


Your Sycthe now does an additional 1d6 necrotic damage. overcoming resistance and immunity to nonmagical
Constructs and undead are immune to this additional attacks and damage. They do slashing damage equal to 2d4
damage + your Strength or Dexterity modifier.
In addition, you can empower it further, spending an
additional 2 shadow points to make your Scythe deal 1d12 Fire Heart
slashing damage. You learn the Control Flames and Produce Flame cantrips,
you also gain resistance to fire damage.
Dullahans Duty In addition, your hairs end in glowing embers which you
Prerequisite: Headless Man, Riders Companion, 11th level

can spark to flames as a bonus action. When this happens


There is no way to bar the road against a Dullahan. You can you shed bright light in a 5-foot radius and dim light for an
cast the Knock spell twice without expending spell points. additional 5 feet.
You regain the ability to do so after a long rest.

NIGHTMARE | AFFLICTIONS
7
For the Dead Travel Fast Magic Resistant
You can use the dash action as a bonus action. Prerequisite: 7th level

In addition you can move up to half your speed as a You have resistance to damage from spells. In addition, you
reaction when an enemy ends its turn within 5 feet of you. can use your action to end one magical Effect on yourself,
This movement doesn’t provoke opportunity attacks. such as being charmed, grappled or frightened.
When you do so, you lose your resistance to damage
Greater Spirit Chains from spells and cannot use this ability again until you finish
Prerequisite: Spirit Chains, 7th Level

a long rest.
You can use your bonus action to try to fully restrain a
creature grappled by your Spirit Chains. The target must Marked for Death
make a second Strength saving throw. On a failed save, the Prerequisite: Toll the Dead cantrip

target is restrained until the grapple ends. If a creature fails its saving throw against your Toll the
In addition, creatures grappled by your Spirit Chains Dead cantrip, the creature becomes marked for death. The
take 2d6 bludgeoning damage at the start of their turn. next time you hit the marked creature with an attack, the
creature takes an additonal 1d12 necrotic damage as a
Hay Filled second toll rings.
Prerequisite: Animate Protector

As an action you can become completely motionless, Mind Intrusion


becoming nearly indistinguishable from an ordinary, Prerequisite: Psychically Gifted, 7th level

inanimate scarecrow. You can cast Detect Thoughts a number of times equal to
You gain a +10 bonus to Dexterity (Stealth) checks as your Charisma modifier (Minimum once) without
long as you remain there without moving or taking actions. expending spell points of material components. You regain
Once you move or take an action or a reaction, you must expended uses when you finish a long rest.
camouflage yourself again to gain this benefit. Additionally, when you cast Detect Thoughts or when
you probe deeper into a creatures thoughts you can cast
Headless Man Mind Sliver as a bonus action.
You are able to detach your head from your body, becoming You can also cast Water Breathing without expending a
headless. While headless your body acts in accordance to spell slot. You regain the ability to do so when you finish a
your wishes but is blinded unless you are looking in its long rest.
direction. Your body has blindsight out to a range of 15 feet.
Your body and your head share your hit points but your Monsters Grasp
head has an AC of 10 and cannot move on its own. You can grapple a target and use your enhanced strength to
While detached, your head can emit a terrible scream deal damage queal to your Strength modifier to any
audible within 300 feet. Creatures within 30 feet of your creature that starts its turn grappled by you.
head succeed a Wisdom saving throw or take 3d6 psycic
damage. You regain this ability after a short or long rest. Natures Warrior
You can cast Barkskin on yourself at will, without
Hooves of Flame expending spell points or material components.
Your legs become horselike with flaming hooves, and you
are able to walk in three dimention. You gain a fly speed Oozing Features
equal to walking speed. Prerequisite: Abberant Evolution, 5th level

You can walk in the air as if you walked on the ground, Your body is now even more malleable. You are able to
when you walk either on the ground of in the air you leave a move through gaps as narrow as 1 inch wide. In addition,
trail of fire that lasts until the start of your next turn. Any you become immune to the grappled, prone, and restrained
creature that touches the flames must make a wisdom conditions.
saving throw or take 1d6 fire damage. Moreover, You gain resistance to acid damage.
Hungry Waters Psychically Gifted
Prerequisite: Creature of the Deep, 5th level

You learn the Mage Hand cantrip, you can make the hand
You can cast Hunger Of Hadar once using spell points. You invisible when you cast the spell, and controlling the spell is
can't do so again until you finish a long rest. a bonus action for you.
However, you must consume 1 pint of cerebral spinal
Kindred Shifting fluid every 7 days.
Prerequisite: Dead on the Inside

While you aren't in sunlight you can use an action to Psycic Protection
polymorph into a Tiny bat, or back into your true form. Prerequisite: Psychically Gifted, 11th level

While in bat form, you gain the following features: Your thoughts can't be read by telepathy or other means
unless you allow it. You also have resistance to psychic
Your walking speed is 5 feet, and you have a flying speed damage. In addition, you have advantage on saving throws
of 30 feet. against being charmed.
You can’t speak.
Any object you are holding or armour you are wearing
merges into your bat form or immediately drops to the
ground. The DM may decide if they feel the object
cannot merge.
If you become unconscious in bat form,
you revert back to your true form.

NIGHTMARE | AFFLICTIONS
8
Riders Companion Spine Whip
You can cast Find Steed at will, without expending spell You can cast the cantrip Shillelagh. Targeting a whip
points. instead of a club or quarterstaff. Doing so turns it into a
You can also cast Phantom Steed without expending human spine.
spell points. You regain the ability to do so when you finish
a long rest. When you cast Phantom Steed, the summoned Stichwork Companion
Steed is the same as when you cast Find Steed. You cannot You create a companion, stitched together with various
have two steeds summoned at once. parts. This creature serves as a familiar as per the find
familiar spell, but does not disappear when reduced to zero
Shadow Fighter hit points, and simply becomes Unconscious. It cannot fully
Prerequisite: Dead on the Inside

die unless destroyed. If it starts its turn unconscious, it


While you are in dim light or darkness you gain +1 to your regains its full hit points and regains consciousness. It can
AC. do this a number of times equal to your Charisma modifier.
In additon, when you make a unarmed strike you can You can resuscitate it (or rebuild it, as necessary) at the
force the target to make a constitution saving throw. On a end of a short or long rest should anything untoward
failed save the creature takes 1d8 necrotic damage and you happen to it without expending a spell slot or material
regain hit points equal to half the necrotic damage dealt. component. It's creature type is Construct.
On a successful save the creaute instead takes half damage
and you do not regain any hit points. Tone of Compulsion
Prerequisite: Toll the Dead cantrip

Shadowed Healer When you cast Toll the Dead you can cast Command as a
Prerequisite: 5th level
bonus action.
You can cast Life Transference once using Nightmare spell If a creature fails its saving throw against your Toll the
points. You can't do so again until you finish a long rest. Dead cantrip, that creature has disadvantage against the
wisdom saving throw for Command.
Shores of Mist
Prerequisite: Creature of the Deep

Vampiric Enhancement
As an action you can channel the sea to create a thick cloud Prerequisite: Dead on the Inside

of fog that surrounds you and heavily obscures the area for You are able to move at inhuman speeds and gain
20 feet in all directions, following you as you move. You and tremendous strength at a moments notice. You can expend
all creatures within 5 feet of you instead treat this fog as 6 spell points to increase your Strength and Dexterity
lightly obscured. This fog lasts for 10 minutes, spreads scores to 18 for 1 minute.
around corners and cannot be dispersed. When you do so, for that minute you also gain sunlight
hypersensitivity and vulnerability to radiant damage. You
Spiders Eyes take 10 radiant damage when in direct sunlight for the
You gain extra eyes. You gain proficiency in the Perception duration.
skill. In addition, you have advantage on Wisdom
(Perception) checks that rely on sight. Watery Vision
You gain Darkvision out to a range of 60 feet if you do not
already have it.
You have advantage on Wisdom (Perception) checks that
rely on sight when you, or whatever you are trying to
perceive is underwater.

NIGHTMARE | AFFLICTIONS
9
Spell List 5th Level 7th Level
Awaken

Etherealness

Cantrips 2nd Level Cloudkill

Finger of Death

Acid Splash

Augury

Commune with Nature

Mirage Arcane

Chill Touch

Blindness/Deafness

Cone of Cold

Power Word: Pain

Encode Thoughts

Blur

Conjure Volley

Regenerate

Fire Bolt

Crown of Madness

Contagion

Sequester

Friends

Darkness

Danse Macabre

Simulacrum
Frostbite

Darkvision

Dispel Evil and Good

Green-Flame Blade

Earthbind

Dominate Person

8th Level
Infestation

Flame Blade

Enervation

Abi-Dalzim's Horrid Wilting

Mage Hand

Gust of Wind

Far Step

Antimagic Field

Magic Stone

Heat Metal

Hallow

Antipathy/Sympathy

Mind Sliver

Hold Person Hold Monster

Clone

Minor Illusion

Invisibility

Insect Plague

Control Weather

Poison Spray

Levitate

Negative Energy Flood

Feeblemind

Primal Savagery

Magic Mouth

Teleportation Circle

Maddening Darkness

Ray of Frost
Misty Step

Tree Stride Power Word: Stun

Sacred Flame

Pass without Trace

Telepathy

Thaumaturgy

Phantasmal Force

6th Level
Thunderclap

Rope Trick

Bones of the Earth

9th Level
Toll the Dead

See Invisibility

Circle of Death
Foresight

True Strike

Shadow Blade

Contingency

Gate

Word of Radiance Shatter

Create Homunculus

Invulnerability

Silence

Create Undead

Power Word: Kill

1st Level Suggestion

Druid Grove

Shapechange

Absorb Elements

Warding Wind Guards and Wards

Time Stop

Armour of Agathys

Harm

Weird
Arms of Hadar

3rd Level Investiture of Flame

Beast Bond

Animate Dead

Investiture of Ice

Burning Hands

Bestow Curse

Investiture of Stone

Cause Fear

Call Lightning

Investiture of Wind

Charm Person
Conjure Lesser Demon

Magic Jar

Command

Conjure Barrage

Mental Prison

Comprehend Languages

Enemies Abound

Scatter

Detect Evil and Good

Fear

Soul Cage

Detect Poison and Disease

Feign Death

Transport via Plants

Disguise Self

Fly

Wall of Thorns

Dissonant Whispers

Gaseous Form

Ensnaring Strike

Incite Greed

Entangle

Meld into Stone

False Life

Nondetection

Fog Cloud

Remove Curse

Frost Fingers

Speak with Dead

Hex

Spirit Shroud

Ice Knife

Summon Lesser Demons

Protection from Evil and Summon Shadowspawn

Good

Summon Undead

Ray of Sickness

Tongues

Silent Image

Vampiric Touch
Sleep

Tasha's Caustic Brew

4th Level
Thunderwave

Banishment

Unseen Servant

Blight

Witch Bolt Charm Monster

Compulsion

Death Ward

Dimension Door

Evard's Black Tentacles

Grasping Vine

Guardian of Nature

Hallucinatory Terrain

Phantasmal Killer

Shadow Of Moil

Summon Greater Demon

Watery Sphere
Art Credit
"Headless Horseman halloween 2019" - JUAN CALLE

"Autumna" - Adam Burke - nightjarillustration

"The King in Yellow" - Geber Luis

"Deep One" - Emmanuel Bouley

"Unglorious- Creature design" - Lodovico Sartirana

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