The Deep Spawn

The Deep Spawn
Level Proficiency Bonus Features Cantrips Known Slot Level
1st +2 Unnatural Combatant, Deep Dweller, Sanguinary Vulture
2nd +2 Eldritch Magic, Tongue of the Deep 2 1
3rd +2 Extraplanar Embodiment, Hideous Appearance 2 1
4th +2 Ability Score Improvement 2 1
5th +3 Extra Attack 2 2
6th +3 Spirit Familiar 2 2
7th +3 Extraplanar Embodiment Feature 2 2
8th +3 Ability Score Improvement 3 2
9th +4 3 3
10th +4 Otherworldly Awareness 3 3
11th +4 Abysall Weapons , Extraplanar Embodiment Feature 3 3
12th +4 Ability Score Improvement 3 3
13th +5 3 4
14th +5 Weakness to Light 4 4
15th +5 Extraplanar Embodiment Feature 4 4
16th +5 Ability Score Improvement 4 4
17th +6 4 5
18th +6 Frigid Body 4 5
19th +6 Ability Score Improvement 4 5
20th +6 Weather Manipulation 4 5

A twisted figure, horribly deformed up to the point that her body is closer to that of a fish's than a human's, levels her glaive at the bloodied gnoll. From atop the mutant's shoulder a ghostly vulture takes flight and hovers over the bestial monster's shoulders. With a weird gurgling noise the transformed human charges the gnoll, her polearm's blade enveloped in shadows as it fells the former hunter.

The half orc, covered in strange tribal tattoos which glow an unnatural shade of blue, points toward the ravenous umber hulk standing over his ally. Seemingly out of nowhere the specter of a merrow appears and launches its harpoon at the beast, pulling it into range of the orc's waiting axe.

An elf, whose emaciated flesh is stretched against her sharp bones, spreads her hands out in front of her before the charging legionnaires. Out from her fingers a blast of some sort of freezing liquid coats the legionnares and eats through their armor like an acid.

Some forms of magic were never meant to be on the Material Plane, for if they are then great ruin proceeds. The natural laws are violated and twisted by the mystical energies of the other planes. But within the depths of forgotten oceans, the veil between the Material Plane and the rest of multiverse is broken. Some mortals have discovered the forbidden knowledge from the other planes, and by doing so

they may draw upon unearthly arcane power. Those that can do so without failing in willpower or body are granted potent magical abilities and assume a new title; they become a Spawn of the Deep.

Otherworldly Powers

Unlike most spellcasters, Deep Spawn do not manipulate the magic of the weave, but harness magical energies from another plane of existence. Manifestations of a Deep Spawn's powers may be natural to the plane which they draw from, but within the Material Plane this magic is completely alien. There is something clearly wrong with a Deep Spawn, and this may even be sensed before they are seen. Plants wither when exposed to a Spawn's magic, docile animals shun them as if they were a plague, and vile beasts such as hyenas, piranhas, sharks, spiders and ravens take fiendish delight in the Spawn's terrible presence.

Twisting of the Body and Mind

While the transformation to a Deep Spawn's body might not appear too strongly as they are fledgelings to their power, over time the extended exposure to other planes will warp

the Spawn's form. As to how this precisely looks depends on which planes the they are in contact with. A Spawn with a strong connection to the Far Realm may begin to take on monstrous features and appear as a different race than they really are. Those who utilize the magic of the Shadowfell will begin to look more and more like a corpse; their skin and hair will gray, their eyes will lose its bright flicker of life, and they may appear to not breathe. As for a Spawn which draws upon the Feywild, they will notice much less malign changes as they begin to take on the features of animals or plants such as the hoofs of a goat, rough skin that resembles bark, or hair like moss.

But the body of a Deep Spawn doesn't just change; so does their mind itself. These mental alterations may help the Spawn in its endavours or hinder its abilities. A Spawn who is an Embodiment of the Far Realm may act on strange dreams and speak of things which no one else can understand or even undergo fits of psychosis. Those with the magic of the Shadowfell will start losing touch with their emotions as they stop using using body language. Spawn who are touched by the Feywild may start to grow distrustful of others, stop caring about honor or similar social laws, or gain a strong sense of hatred and vengeance.

Creating a Deep Spawn

When making a Deep Spawn, the most important thing you need to establish is how you recieved your powers. Although your actual magic comes from your knowledge on how to access the other planes, you would have to have learned that from somewhere. Did you discover out how to do it yourself after dedicated study and practice of a source of ancient power, like a wizard? Was this knowledge something that was branded into your mind and soul or otherwise inflicted upon you, similar to a sorcerer? Or maybe perhaps an extraplanar entity is giving you guidance, like a warlock or cleric?

What you also need to consider is how these powers effected you. Being a Deep Spawn brings drastic changes to the body and mind, and you should probably flesh out what these alterations are. They may have happened all at once when you got your magic, or the changes may gradually overtake you until you are irrevocably transformed. Regardless of the rate, the physical deformations and mental alterations you take on should be befitting of your character and their Extraplanar Embodiment choice.

Quick Build

You can make a Deep Spawn by following these suggestions. First, your ability scores should be ranked in importance of Strength or Dexterity> Intelligence> Constitution> wisdom and charisma. Second, choose the sailor or hermit background. Third, choose Cartographer's Tools, Arcana, Athletics and Stealth as your proficiencies. Fourth, take a spear and a shield or two daggers, cartographer's tools, and a dungeoneer's pack as your equipment.

Class Features

As a deep spawn, you gain the following class features.

Hit Points

Hit Dice: 1d10 per deep spawn level

Hit Points at 1st Level: 10+ your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per deep spawn level after 1st.

Proficiencies

Armor: Light, Medium, Shields

Weapons: Simple and Martial Weapons

Tools: Your choice of either Cartographer's Tools, Navigator's Tools or Vehicles (Water).

Saving Throws. Constitution and Intelligence

Skills: Choose three from Arcana, Athletics, History, Investigation, Perception, Religion, Survival and Stealth.

Equipment

You start out with the following equipment, in addition to the equipment granted by your background. If you are rolling for starting wealth by class, you instead recieve 5d4 GP.

  • (a) two simple weapons of your choice or (b) a simple weapon and a shield
  • a tool of your choice which you have proficiency in

  • your choice of either a (a) burglar's pack, (b) dungeoneer's pack, or (c) a scholar's pack

Unnatural Combatant (Level 1)

A thin layer of protective covering has formed over your skin. The appearance of this is for you to decide, but it is likely to be a facsimile of the natural armor of an aquatic animal (such as fish scales or a crab carapace). While you are not wearing any armor, your armor class equals 13+ your dexterity or constitution modifier (your choice) . You can use a shield and still gain this benefit.

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In addition, on your turn you can use a bonus action to cause a set of strange, unnatural weapons to form over both of your free hands. The form that this weapon takes is chosen by you from the list below each time you use this feature. These weapons are attached to your body and cannot be removed or disarmed.

Claws: A set of claws sprout from both of your hands. They can take on the appearance of the claws of any animal you choose, including a crab's. These simple melee weapons deal 1D6 magic slashing damage and have the finesse and light property.

Maw: Your body is temporarily restructured so that your head can support a collection of deadly teeth. How this appears is up to you; you can decide to simply grow a set of bat-like fangs or have your entire head morphed into that of a shark’s. Your maw counts as a simple melee weapon that deals 1D12 magic piercing damage and, despite the fact that it is not actually taking up any hands, effectively has the two-handed property.

Tentacle and Biotic Shield: One of your arms transforms into a grotesque tentacle and the other turns into some sort of shield made of organic substances such as bone, chitin or scales. The tentacle, which is a simple melee weapon, deals 1D8 magic bludgeoning damage and has the finesse property while the shield behaves the same as a mundane shield.

Throwing Quills: Both of your hands become covered in a layer of lethal quills that you can throw extremely far away. These quills count as a simple ranged weapon that deal 1D8 magic piercing damage and have the ammunition property (range 80/320).

You have 20 of these quills, and all lost quills regrow when you finish short or long rest. Despite the fact that these quills form over both of your hands, instead of having the light property they effectively have the two-handed property.

Your unnatural weapons disappear if you use this feature again or if you dismiss the weapon (no action required).

Deep Dweller (Level 1)

Strange magic originating from the lightless abysses of the ocean have transformed your body. You gain a swimming speed equal to your base walking speed and the ability to breathe in both air and water. Also, you have resistance to cold damage.Finally, you gain darkvision out to an 120 ft. radius.

Sanguinary Vulture (Level 1)

A ghostly vulture follows you so that it may feed on the terror you sow. This vulture cannot interact with the world (or be interacted with) anyway other than what is described in this feature. On your turn you can turn it invisible if it is visible or vice versa (no action required). It is usually perched on your shoulder and shares your space, but on your turn you can use a bonus action cause it to fly up to 40 ft., so long as it does not move more than 150 ft. away from you. If the vulture is in the space of a creature below half its hit point maximum (round down), then you have advantage on attack rolls against that creature.

Eldritch Magic (Level 2)

As a deep spawn you possess weird, arcane powers which allow you to alter the reality of the Material Plane to your will.

Cantrips

You know two cantrips of your choice from the deep spawn spell list. You learn additional deep spawn cantrips of your choice at higher levels, as shown in the cantrips known column of the deep spawn table.

Known and Prepared Spells

You prepare a list of deep spawn spells that are available for you to cast, choosing from the deep spawn spell list. When you do so, choose a number of deep spawn spells equal to your Intelligence modifier + half your deep spawn level rounded up, to a minimum of one spell. The spells must be of a level for which you have spell slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of deep spawn Spells requires time spent evoking eldritch powers: at least 1 minute per Spell Level for each spell on your list.

Occult Invocation (Spell Slots)

You only start out with one spell slot, and at no point do you get more than that. Whenever you cast a spell (without ritual casting it), you expend that spell slot. Whenever you roll for initiative or complete a short or long rest, if you currently don't have that spell slot then you regain it.

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Spellcasting Ability

The forbidden knowledge which you possess gives you the power to manipulate magical energies. Intelligence is your spellcasting ability for your deep spawn spells, so 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 deep spawn spell you cast and when making an attack roll with one.

Spell Save DC= 8 + your Intelligence modifier + your proficiency bonus

Spell Attack Modifier= your Intelligence modifier + your proficiency bonus

Ritual Casting

You can cast any deep spawn spell as a ritual if that spell has the ritual tag.

Innate Spellcasting

You cannot use a spellcasting focus, but a component pouch will serve the same purpose. In addition, the same hand which you use to hold a weapon can also be used to access material components and perform somatic components.

Elemental Aptitude

Whenever you cast a spell which deals fire damage, you may choose to change the damage type from fire to cold.

Tongue of the Deep (Level 2)

You learn Aquan (Primordial) and Deep Speech. Whenever you speak in Aquan you can communicate with beasts and humanoids that have the Amphibious, Limited Amphibious- ness or Water Breathing feature as if you shared a language.

Extraplanar Embodiment (Level 3)

The magic which you wield originares from your ability siphon power from another plane of existence, and your very existence has become a manifestation of that plane. Choose your choice of one of the following three Extraplanar Embodiments; Embodiment of the Far Realm, Feywild or Shadowfell . Your archetype choice grants you features 3rd, 7th, 11th and 15th level.

Hideous Appearance (Level 3)

You can use an action to warp you form, making you appear so twisted that it evokes a vehement reaction upon those that you see you. Any creaure that has a direct line of sight to you which moves to a location within 10 ft. of you or starts its turn within 10 ft. of you is subjected to one of the following effects until the start of their next turn. If an effect calls for a saving throw, use your spell save DC. Whenever you activate this feature, choose one of the following options which remain active for the full duration.

Loathsome Appearance. Those that see you are filled with hatred at your blasphemous nature. A target must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls made against creatures other than you. Targets with immunity to being charmed are immune to this effect.

Despairing Appearance. Anyone who looks at you is filled with crippling hopelessness. A target must succeed on a Charisma saving throw or suffer disadvantage on saving throws against being frightened and Charisma saving throws. Aberrations and targets with an Intelligence score of 5 or below are immune to this effect.

Revulsive Appearance. Creatures are disgusted by your grotesque form and don't feel comfortable being close to you. A target must succeed on a Wisdom saving throw or the area within 10 ft. of you is considered to be difficult terrain for them. Targets with immunity to being frightened are immune to this effect.

Terrifying Appearance. Your anatomy strikes fear into the minds of those that look upon you. A target must succeed on a Charisma saving throw or be frightened.

On your turn you can automatically shift back to your normal form (no action required). Otherwise you stay like that for one minute until your figure shifts back automatically.

Once you use this feature, you cannot use it again until you complete a long rest.

Extra Attack (Level 5)

You have begun to take on the swiftness possessed by certain aquatic predators. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit Familiar (Level 6)

By spending one hour performing an eldritch ritual (this can't be done during a short rest) you can summon the spirit of an intelligent aquatic creature from another plane of existence and bind it to your will. Once you complete this ritual your spirit familiar manifests and takes on the form of your choice of either a Ghostly Sahaugin, Bullywug, Chuul, Kuo-Toa, Merrow, Octopus or Giant Sea Horse. You can find the statistics of each of these monsters on page 8-11 of this document.

This spirit familiar cannot act independently from you and always obeys your commands. If you are not giving it commands, it will prioritize escaping from any immediate danger first and focus on following as close to you as possible second, but it will otherwise take no actions.

You may use a bonus action to command the spirit. When you command it this way it immediately makes its turn and takes all the actions you tell it to and only follows those directions.

If your spirit familiar drops to 0 hit points it dissapears. If you complete a short rest then your spirit familiar regains an amount of hit points equal to 1d8 + your intelligence modifier. If you complete a long rest then your spirit faimiliar regains all of its hit points and, if it was slain, reappears at your side.

You can telepathically communicate with your spirit familiar, so long as you two are on the same plane of existence. As an action you can see through your spirit familiar's eyes and hear what it hears until the start of your next turn, using the special senses of the spirit familiar instead of your own. During this time, you are deafened and blinded to your own senses.

You can't have more than one spirit familiar at a time. Once you perform this ritual, you cannot do so again until you gain a level in the deep spawn class. If you commit to this ritual again then you can cause your spirit familiar to adopt a new form and, if it was slain, also immediately reappear.

This spirit familiar shares your ideal, you decide its personality traits and flaw, and its bond is the following; "I unquestioningly follow my summoner's commands."

Otherworldly Awareness (Level 10)

Your connection to the other planes has become so great that your eyes can penetrate the veil between the Material and Ethereal plane. Magical darkness doesn't impede your darkvision. In addition, You can see into the Ethereal Plane, which also allows you to see invisible creatures and objects, within 60 feet of you. Ethereal or invisible creatures and objects appear ghostly and translucent.

Abysall Weapons (Level 11)

The weapons you wield have become imbued with the biting chill of the depths of the ocean. Whenever you hit with a weapon attack, the target takes an extra 1d6 cold damage.

If the target takes this extra damage and is not resistant or immune to it, than it must succeed on a Constitution saving throw (with a DC equal to your spell save DC) or be unable to regain hit points until the end of its next turn.

Weakness to Light (Level 14)

The forces of light have marked you as their enemy. Whenever you are standing in an area of direct sunlight you have disadvantage on perception checks which rely on sight. In addition, If you ever take 10 or more radiant damage from a single attack then you must succeed on a DC 13 Constitution saving throw or suffer disadvantage on all attack rolls and ability checks until the end of your next turn.

Frigid Body (Level 18)

Your body radiates the chill of the darkest corners of the primordial ocean. Whenever a creature touches you or makes a melee attack against you while within 5 ft. of you, they automatically take an amount of cold damage equal to your intelligence modifier.

Weather Manipulation (Level 20)

You have become such a powerful negative influence on the world that you can twist the elemental forces of nature at your whim. By using an action you can take control of the weather within 5 miles of your current location. When you do so you can immediately change the current weather conditions including the precipitation, temperature and wind.

When controlling the precipitation you can create or clear as many clouds as you woud like, generate fogs or mist throughout the area, summon harmless rain, hail or snow or even force an intense thunderstorm, hailstorm or blizzard upon the area.

When controlling the temperature you can cause it to rise up to intense heat, drop it to intense cold or change it to any temperature between those two extremes. When controlling the wind you can calm the wind down almost entirely, whip it into hurricane force winds, or change it to any level in between those two extremes. By having clouds cover the sun you can cause the sun to shine dim light upon the area instead of bright light. By generating snow or hail you can cause every piece of ground open to the sky to become difficult terrain.

You can also create Extreme Cold, Extreme Heat, Strong Wind and Heavy Precipitation in the area. In Extreme Cold, the surfaces of outdoor bodies of water within the area become Thin Ice and Slippery Ice, and the water below the ice becomes Frigid Water. You can find the meaning of all these terms on page 110 and 111 of the DMG.

If it is storming outside, you can use an action or bonus action on your turn to call lightning down upon one target that you can see. That target must succeed on Dexterity saving throw (with a DC equal to your spell save DC) or take 2d12 lightning damage. Everything within 10 ft. of the lightning strike, including the target which was struck by lightning, must also succeed on a Constitution saving throw with the same DC or take 1d10 thunder damage.

If it is storming outside, you may also use an action or bonus action to cast Control Water or Gust of Wind. It does not require concentration to cast either of these spells; instead it lasts for the full duration or until you end the effect on your turn (no action required).

You may also spend an hour conducting an eldritch ritual which forces an eclipse. While doing this you must concentrate (as if concentrating on a spell), and if you lose concentration then the ritual fails. After completing the ritual you may create your choice of either a solar or lunar eclipse. If you summon a lunar eclipse, than for the next hour all aberrations, fey, fiends and undead except for you and your familiar have disadvantage on ability checks and saving throws. If you summon a solar eclipse, than for the next hour all aberrations, fey, fiends and undead have advantage on ability checks and saving throws. If you commit to this ritual then you take 10d10 psychic damage, even if the ritual was interrupted, and cannot perform it ever again.

Embodiment of the Far Realm

Beyond the outer planes there is a horrific realm where insanity and weirdness reign supreme. Creatures of unfathomable existence and utterly confounding landscapes make up this alien place unfit for human comprehension. Even the laws of nature and magic are not the same there. Only in the blackest depths of the oceans, where the natural order as we know it is subverted, can contain gateways to the Far Realm. But also within the Far Realm there holds boundless arcane power, and you hold some of that forbidden power.

Telepathic Shroud (Level 3)

The essence of the Far Realm makes your mind utterly impossible to comprehend. You gain resistance to psychic damage and you are immune any effect that would sense your emotions, read your thoughts or detect your location, as well as any divination spell or scrying attempt you refuse.

Finally, you cannot be compelled to act in a manner contrary to your Personality Traits, Ideal, Bond or Flaw, even when under the effects of magical mind control such as the Dominate Person spell. The DM determines what would be against your personality or not.

Telepathy (Level 7)

Your alien knowledge gives you the ability to invade the minds of others. You can use magic to telepathically communicate with any creature you can see that is within 30 ft. of you. You don't need to share a language with the...

...creature for it to telepathically communicate with you, but the creature must be able to understand at least one language.

A creature without telepathy can recieve and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

You can end the telepathic contact at any time. The contact is broken if the person your are communicating with falls out of range or if you contact a different creature. You can initiate or terminate a telepathic conversation on your turn (no action required), but while you are incapacitated you can't initiatie a telepathic contact and any current contact is terminated.

You can force a creature you have a telepathic contact with to make a Wisdom saving throw with a DC equal to your spell save DC. On a failure you automatically learn the creature's emotional state.

Uncanny Deformations (Level 11)

Your form has been altered by strange forces, allowing you to contort your body in seemingly impossible ways. Climbing and crawling no longer costs you extra movement. Also, you do not suffer disadvantage on your weapon attacks from being prone.

Aberrant Ascension (Level 15)

You and your spirit familiar's type changes to aberration.

Otherworldly Spirit (Level 15)

Your spirit familiar has absorbed the psionic energies of the far realm and has become something truly alien. It gains the following traits, regardless of its form.

Telepathic Shroud. The spirit is immune to any effect that would sense its emotions, read its thoughts or detect its location, as well as any divination spell or scrying attempt it refuses.

Telepathy. The spirit has telepathy out to 120 ft. It can force a creature it is telepathically communicating with to make a wisdom saving throw (with a DC equal to your spell save DC). On a failure the spirit automatically learns what the creature's emotional state is.

Psychic Strike (once per short or long rest). If the spirit hits a creature, it can deal an extra 1d6 psychic damage and force that creature to make a Wisdom saving throw (with a DC equal to your spell save DC). On a failure, the target is under the effects of the Confusion spell for one minute. At the end of every turn it gets to repeat the saving throw, ending the effects on a success.

Embodiment of the Feywild

Sometimes the most sinister forces in the multiverse are not the most obvious, and the fey are one of the best examples of this. These strange creatures reside within the plane known as the Feywild which is trapped in eternal gloaming. This place resembles a duplicate of the Material Plane, twisted into a place of mystical wonder and terror alike. Primordial seas which glow with alien light may straddle the border between both planes. The Feywild overlaps with the Material Plane, and you can pull magic from this plane and transplant into the world.

Fey Resilience (Level 3)

Just as the magic of the Feywild fights against rots and plagues of eldritch origins, so do your intrinsic powers. You gain resistance to poison damage and have advantage on saving throws against poison and disease.

Master of the Wild (Level 7)

Animals begin to recognize your druidic powers and treat you as their king or queen. You can understand, speak, read and write Sylvan. While speaking in Sylvan, you can communicate with beasts as if you shared a language. Whenever you communicate with a beast this way, you can attempt to command it to do a task which is not likely to result in harm to itself or its allies. A beast which hears such a command may decide to make a Wisdom saving (with a DC equal to your spell save DC) to resist the compulsion to follow your orders.

Beasts with an Intelligence score of 5 or below automatically fail this check and beasts with an Intelligence score between 6 and 9 make this check with disadvantage. A creature that fails this saving throw is charmed by you for 1 minute, and while charmed in this manner the target automatically fails the saving throw against this feature.

Tree Stride (Level 11)

You can teleport via plants as if you were one with nature itself. You can use 10 ft. of your movement to magically step into one plant within your reach and emerge from a second plant within 60 ft. of the first plant, appearing in an unnocupied space of your choice within 5 ft. of the second plant. Both plants must be large or bigger, and it doesn't matter if they are dead or alive.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Sylvan Imbuement (Level 15)

You and your spirit familiar's type changes to fey.

Fey Spirit (Level 15)

Your spirit familiar has been altered by the druidic magic of the Feywild and gains all of the following features, regardless of its form.

Speak with Beasts and Plants. The spirit knows Sylvan. Whenever the spirit speaks in Sylvan, it can communicate with beasts and plant creatures as if they shared a language.

Tree Stride (once per short or long rest). The spirit can use 10 ft. of its movement to magically step into one plant within its reach and emerge from a second plant within 60 ft. of the first plant, appearing in an unnocupied space of its choice within 5 ft. of the second plant. Both plants must be large or larger, and it doesn't matter if they are dead or alive.

Action: Fey Charm (once per short or long rest) The spirit targets one humanoid or beast that it can see within 30 ft. of it. If the target can see the spirit, it must succeed on a Wisdom saving throw (with a DC equal to your spell save DC) or be magically charmed. If the spirit or its allies do anything harmful to the target or its allies, it may repeat the saving throw, ending the effects on a success. Otherwise this effect lasts until 1 hour has passed, the spirit loses concentration (as if concentrating on a spell), or if it ends the effect on its turn (no action required).

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Embodiment of the Shadowfell

Just beyond the boundaries of the Material Plane there lies a plane of pure darkness and dread. Here there is no life, just the twisted mockery of undeath. In the Shadowfell the despair itself manifests into unholy creatures of horror, shadows and death. In the deepest depths of the oceans where the light of day shuns, intanginble portals to a place of even endless darkness manifest to the whims of the Plane of Shadow. Potent necromantic energies make up the Shadowfell, powers which you have begun to master.

Undead Fortitude (Level 3)

The grim influence of the Shadowfell has made you something closer to an undead than a humanoid. You gain resistance to necrotic damage.

In addition, when damage reduces you to 0 hit points, you make a Constitution saving throw (with a DC equal to 5 + damage taken). On a success you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by damage that is radiant or from a critical hit.

If you fail the saving throw of this feature, than you cannot use it again until you complete a long rest.

Vampiric Vision (Level 7)

Just by looking at a group of creatures, you can sense which ones are the closest to death. On your turn you may choose up to ten creatures which you can see (no action required). You automatically learn each of these creature's ranking in comparison to eachother's current hit points. For example, you learn which creature has the highest current hit points of everyone in the group, the lowest current hit points of everyone in the group, the third lowest current hit points of everyone in the group, and so on.

You may use an action or bonus action on your turn to cause every one of these targets to start shedding a dim light out to a 5 ft radius. You may choose what the color of this light is. The intensity of the light depends on the relative rank of the creature's current hit points in comparison to everyone else in the group. The creature with the most current hit points glows the brightest, The creature with the least current hit points glows the dimmest, and the creatyre with the third lowest current hit points glows the third dimmest, and so on.

Incorporeality (Level 11)

You can use magic to lose your physical form and step into the Ether. You can use an action to temporarily turn yourself incorporeal for up to 1 minute. You can decide to end this effect at any time on your turn (no action required). While incorporeal in this manner you cannot attack or cast spells. You can move through other creatures and objects as if they were difficult terrain. You take 11 (2d10) force damage if you end your turn inside an object or creature, but you otherwise suffer no penalty (such as being pushed out of the object or being trapped in the object) for doing so. While transformed like this you have immunity to being grappled, paralyzed, petrified, poisoned, knocked prone, restrained and stunned. In addition to that, you have immunity to all damage types except for force, psychic, radiant and thunder damage.

Once you use this feature you cannot use it again until you complete a long rest.

Undead Transformation (Level 15)

Your type changes from humanoid to undead,

Shadow Spirit (Level 15)

Your spirit familiar has been twisted by the necromantic influence of the Shadowfell and gains all of the following features, regardless of its form.

Light Weakness. While in bright light, the spirit has disadvantage on attack rolls and ability checks.

Action: Shadow Stealth (once per short or long rest). For the next minute, if the spirit is in dim light or darkness, it can take the hide action as a bonus action.

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Deep Spawn Spells

Deep spawn have spells which provide in combat benefits that last no longer than one round, most spells which can be casted as a ritual, any spell which involves outsiders and three other spells which have been deemed thematically aprropriate which are written in italics.

Cantrips (Level 0)

Dancing Lights (Illusion)

Mage Hand (Conjuration)

Message (Transmutation)

Minor Illusion (Illusion)

Ray of Frost (Evocation)

Shillelagh (Transmutation)

Thaumaturgy (Transmutation)

True Strike (Divination)

1st Level

Arms of Hadar (Conjuration)

Burning Hands (Evocation)

Chromatic Orb (Evocation)

Color Spray (Illusion)

Command (Enchantment)

Comprehend Languages (Divination)

Detect Evil and Good (Divination)

Detect Magic (Divination)

Detect Poison and Disease (Divination)

Dissonant Whispers (Enchantment)

Hellish Rebuke (Evocation)

Inflict Wounds (Necromancy)

Identify (Divination)

Illusory Script (Illusion)

Magic Missile (Evocation)

Protection from Evil and Good (Abjuration)

Ray of Sickness (Necromancy)

Shield (Abjuration)

Thunderwave (Evocation)

Unseen Servant (Conjuration)

2nd Level

Animal Messenger (Enchantment)

Augury (Divination)

Beast Sense (Divination)

Gentle Repose (Necromancy)

Locate Animals or Plants (Divination)

Magic Mouth (Illusion)

Melf's Acid Arrow (Evocation)

Misty Step (Conjuration)

Scorching Ray (Evocation)

Shatter (Evocation)

Silence (Illusion)

3rd Level

Feign Death (Necromancy)

Fireball (Evocation)

Lightning Bolt (Evocation)

Magic Circle (Abjuration)

Meld into Stone (Transmutation)

Phantom Steed (Illusion)

Speak with the Dead (Necromancy)

Water Breathing (Transmutation)

Water Walk (Transmutation)

4th Level

Blight (Necromancy)

Commune (Divination)

Commune with Nature (Divination)

Contact Other Plane (Divination)

Divination (Divination)

Ice Storm (Evocation)

5th Level

Cone of Cold (Evocation)

Destructive Wave (Evocation)

Dispel Evil and Good (Abjuration)

Dream (Illusion)

Hallow (Evocation)

Planar Binding (Abjuration)

Rary's Telepathic Bond (Divination)


Ghostly Sahuagin

Medium Undead (Shapechanger)


  • Armor Class 11 (leather armor) or 10 in shark form
  • Hit Points 11 (2d8+2)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills intimidation +4, perception +5
  • Senses passive Perception 15, darkvision 120 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.
Undead Nature. The spirit does not need to eat, drink, breathe or sleep.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.
Keen smell. . The sahaugin has advantage on perception checks that rely on smell. It can also pinpoint, by scent, the location of any creature with 5 hit points or less within 120 ft. of it that has less than half of its hit points.
Blood Frenzy. The sahuagin has advantage on attack rolls against any creature which has less than half of its hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) force damage.

Trident (sahuagin form only). Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 + 2) necrotic damage, or 5 (1d6+2) if used with two hands.
Shapechanger. The sahuagin polymorphs into a reef shark or vice versa. Its statistics, except for its AC, are identical in both forms.
Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Ghostly Bullywug

Small (Tiny in frog form) Undead (Shapechanger)


  • Armor Class 16 (evasion)
  • Hit Points 13 (3d6+3)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills acrobatics +5, survival +4
  • Senses passive Perception 12, darkvision 60 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.
Undead Nature. The spirit does not need to eat, drink, breathe or sleep.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.
Standing Leap. The bullywug's long jump is up to 20 ft., and its high jump is up to 10 ft., with or without a running start.
Evasion. The bullywug adds double its dexterity modifier to its AC. Also, if the bullywug is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, the bullywug instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Tongue. Melee Weapon Attack: +3 to hit, reach 10 ft., one tiny target. Hit 1 force damage. If the target is a beast than it is instantly reduced to 0 hit points and swallowed.

Spear (bullywug form only). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 4 (1d6+1) necrotic damage, or 5 (1d8+1) if used with two hands.
Shapechanger. The bullywug polymorphs into a frog or vice versa. While in frog form its size changes to tiny and its strength score reduces to 1, but its statistics are otherwise identical in both forms. =
Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Ghostly Chuul

Medium (Tiny in crab form) Undead (Shapechanger)


  • Armor Class 14 (natural armor) or 11 (natural armor) in crab form
  • Hit Points 13 (2d8+4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills arcana +5, history +5,
  • Senses passive Perception 10, darkvision 60 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/8 (25 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.
Undead Nature. The spirit does not need to eat, drink, breathe or sleep.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.
Sense Magic. The chuul senses magic within 30 ft. of it at will. This trait otherwise works like the Detect Magic spell.

Actions

Tiny Pincer (crab form only). Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit 1 force damage.
Pincer (chuul form only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 3 force damage. The chuul may also grapple the target (escape DC 12) if it is medium or smaller. The chuul has two pincers, both of which can grapple one target.

Tentacles (chuul form only). One creature grappled by the chuul must succeed on a DC 12 Constitution saving throw or be poisoned until the end of their next turn.

Shapechanger. The chuul polymorphs into a crab or vice versa. While in crab form its size changes to tiny, its AC reduces to 11, and its strength score reduces to 1, but its statistics are otherwise identical in both forms.

Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Ghostly Kuo-Toa

Small (Tiny in quipper form) Undead (Shapechanger)


  • Armor Class 13 (natural armor, shield) or 13 in quipper form
  • Hit Points 11 (2d6+4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills religion +3,
  • Senses passive Perception 11, darkvision 120 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Otherworldly Perception. The kuo-toa can sense the presence and pinpoint the location of any creature within 60 ft. of it that is invisible or on the Ethereal Plane.

Undead Nature. The spirit does not need to eat, drink, breathe or sleep.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.

Specter's Sight. Magical darkness doesn't impede the kuo-toa's darkvision.

Dark Devotion. The kuo-toa has advantage on saving throws against being charmed and frightened.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) force damage.

Scepter (kuo-toa form only). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) necrotic damage, or 5 (1d8+1) if used with two hands, plus 3 (1d6) lightning damage.

Shapechanger. The kuo-toa polymorphs into a quipper (piranha) or vice versa. While in quipper form its size changes to tiny, its strength score reduces to 1, its dexterity score raises to 16, and its AC changes to 13, but its statistics are otherwise identical in both forms.

Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Ghostly Merrow

Medium (Tiny in eel form) Undead (Shapechanger)


  • Armor Class 13 (chain shirt) or 13 in eel form
  • Hit Points 13 (2d8+4)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills intimidation +4
  • Senses passive Perception 10, darkvision 60 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.

Undead Nature. The spirit does not need to eat, drink, breathe or sleep.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.

Reckless. At the start of its turn, the merrow can gain advantage on all weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Claw (merrow form only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 +3) force damage.

Harpoon (merrow form only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 4 necrotic damage. If the target is large or smaller, the merrow may force a Strength contest against the target, which results in the target being pulled up to 20 ft. towards the merrow if it fails.

Shock (eel form only). The eel touches a target, and that target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) lightning damage.

Shapechanger. The merrow magically polymorphs into an eel or vice versa. While in eel form its size changes to tiny, its strength score is reduced to 6, its dexterity score raises to 16 and its AC changes to 13, but its statistics are otherwise identical in both forms.

Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Ghostly Octopus

Small Undead


  • Armor Class 12
  • Hit Points 11 (2d6+4)
  • Speed 20 ft., swim 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Skills stealth +4, survival +5
  • Senses passive Perception 11, darkvision 60 ft.
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.

Undead Nature. The spirit does not need to eat, drink, breathe or sleep.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.

Amorphous. The octopus can move through a space as narrow as 1 ft. wide without squeezing.

Suctioned Tentacles The octopus can climb difficult surfaces, including upside down on cielings, without needing to make an ability check.

Actions

Tentacles (small size only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1d4+2) force damage. The octopus may also choose to grapple (escape DC 12) the target. While grappling the target, the octopus has advantage on attack rolls against it, and it can't use this attack against other targets.

Ink Cloud (recharges on short or long rest). A 5 ft. radius cloud of ink extends all around the octopus. The area is heavily obscured for 1 minute. After releasing the ink, the octopus can use the dash action as a bonus action.

Enlarge/Reduce. The octopus magically alters its size from small to tiny or vice versa.

Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).


Giant Ghostly Seahorse

Medium Undead


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 6 (-2)

  • Damage Vulnerabilities radiant
  • Damage Resistances acid, fire, lightning; bludgeon- ing, piercing and slashing from non-magical, non-silvered attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhausted, grappled, petrified, poisoned, prone, restrained, unconscious.
  • Senses passive Perception 11, darkvision 60 ft.
  • Skills survival +5
  • Languages Understands Common, Aquan (Primordial) and Deep Speech but can't speak
  • Challenge 1/4 (50 XP)

Ethereal Sight. The spirit can see 60 ft. into the Ethereal Plane.

Undead Nature. The spirit does not need to eat, drink, breathe or sleep.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.

Charge If the seahorse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) force damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed 5 ft. away and knocked prone.

Rampage. When the seahorse reduces a creature to 0 hit points with an attack on its turn, the seahorse can take a bonus action to move up to half its speed and make a ram attack.

Actions

Ram (medium size only). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4+2) force damage.

Enlarge/Reduce. The seahorse magically alters its size from medium to tiny or vice versa.

Invisibility. The spirit magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).