```metadata
title: Lords of Darkness 5e
description: |-
Roguish Archetype: Darkmask
Apothecary: Drugs
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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/* Printer Friendly Unearthed Arcana Theme for v3*/
/* By the Discord of Many Things Community: https://discord.gg/domt */
/* Use for any purpose permitted without restriction. */
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```
Secret
Santa
2022
Lords of Darkness
Player Options
- Darkmask Rogue
- Apothecary: Drugs!
by /u/ImFromNASA for Nuclearcatpotatoe
Art Credit: "Rogue" by NeexSethe
src
{{pageNumber 1}}
{{footnote SECRET SANTA}}
\page
## Roguish Archetype: Darkmask
*Adapted from the 3e supplement Lords of Darkness by Jason Carl and Sean K. Reynolds*
### Darkmask Rogue
In some worlds, powerful rogues--who through their demeanor, daring, and deeds--captivate the attention of not only the enforcers of the Law, but the gods who revel in breaking it are known as Darkmasks.
These rogues are given supernatural powers typically reserved for a deity's most devoted servants and clerics, but tailored to the tasks of the sneakthief, not the priest.
A Darkmask may be born of the attention of any gods of darkness, trickery, freedom, stealth, or rebellion such as Vhaeraun, Cyric, the Queen of Air and Darkness, Waukeen, the Crooked Warden, Hades, Hel, Zif, or the Raven Queen.
Becoming a Darkmask gives you power over divine Darkfire and the ability to clothe yourself in shadow and flame.
In its original version, this Prestige Class was only available to drow or half-drow characters who met a fair number of requirements, including: 20 skill ranks in applicable skills, two specific feats, the ability to cast 2nd level cleric spells, and to have survived an encounter with a cleric of the Goddess of Spiders, Lolth.
Ask your DM if there are any pre-requisities for becoming a Darkmask in your world and which deities would seek to empower one.
##### Darkmask Features
| Rogue Level | Feature |
|:--:|:--|
| 3rd level | Darkfire Casting |
| 9th level | Cloak of Shadows |
| 13th level | Mask of Shadows |
| 17th level | Dark Embrace |
Art: B-Rey Album Cover--Soundcloud
::::::::::::
\column
#### Darkfire Casting 3rd level
You are imbued with the divine magic of a dark or chaotic god, which lets you cast spells and perform other magical abilities, typically manifesting in a form of indistinct black flame or smoke.
Charisma is your spellcasting ability for these spells and abilities which gives your a spell save DC and spell attack modifier as described below.
- **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
- **Spell attack modifier** = your proficiency bonus + your Charisma modifier
You also gain two ways of using Darkfire: the Darkfire Blade and the Shadow Swap.
___
- **Darkfire Blade.** As a bonus action, you can create a dagger made of dark fire in your hand. This dagger is invisible to creatures without Darkvision, but otherwise provides bright and dim light as if it were a torch for those who can see it. It lasts until the end of your next turn and all damage dealt by it counts as your choice of fire or radiant damage (including your ability modifier and Sneak Attack). When you attack a creature with a Darkfire Blade, you don't need advantage on your attack roll to use Sneak Attack against it if it is in darkness.
- **Shadow Swap.**
When a creature misses you with an attack, you can use your reaction to trade places with it, teleporting into each others spaces in a flash of darkness. The creature must succeed a Dexterity saving throw against your spell save DC or hit itself with its attack instead, adding your sneak attack damage to its strike.
### Cloak of Shadows 9th level
Whenever you conjure a Darkfire Blade, you can have the light within 15 feet of you dim. Bright light counts as dim light and dim light as darkness within this area for creatures other than you until the end of your next turn.
You can conjure a Darkfire Blade for free whenever you take the Hide Action.
{{pageNumber 2}}
{{footnote DARKMASK ROGUE}}
\page
### Mask of Shadows 13th level
You can cast *alter self* at will. When you do so, your form becomes an indistinct shifting mask of shadows. If you grant yourself natural weapons with the spell, they count as Darkfire Blades and can apply sneak attack.
### Dark Embrace 17th level
You can fully step beyond the veil of shadow into the domain of your divine patron. You learn the *greater invisibility* spell and can cast it once per short or long rest. While invisible, when you use Shadow Swap to trade places with a creature, it automatically fails its Dexterity saving throw.
Art: Black Flame Blade--Elden Ring
:
## Apothecary: Drugs
*Adapted from the 3e supplement Lords of Darkness
by Jason Carl and Sean K. Reynolds*
:
**Drugs** are complex medicines crafted by alchemists, herbalists, and apothecaries--often according to secret recipes--which can produce a number of powerful effects, bordering on the magical, but with potentially dangerous and permanent side-effects.
### Crafting Drugs
Creating drugs follows the normal rules for crafting consumable items, namely proficiency in one or more relevant tools, instructions for crafting the item, a suitable workspace for crafting the item, the ingredients, and downtime to work.
### Using Drugs
All drugs are **poisons** in sufficiently large amounts. Resisting the effects of an improperly-dosed drug requires succeeding on a Constitution saving throw against its **Drug Save DC** or suffering its listed **Overdose** effect. While all drugs can be used in this way, it's usually much cheaper to use a poison designed for the job. And even when used properly, using drugs comes with one more cost. In addition to cost, duration, and effect, drugs possess **side effects** which start when the drug is taken and can last much longer than its duration.
{{pageNumber 3}}
{{footnote DRUGS}}
\column
:::::::::::::::::::::::::::::::::
If taken again while suffering from the side effects, one must immediately roll against the Drug Save DC or experience the Overdose effect.
Lastly, repeatedly taking a drug increases the liklihood for permanent side effects or addiction. Talk to your primary cleric provider about the power of *greater restoration* to remove permanent effects due to drug overdose and other risks or advantages of using drugs.
Art: Alchemy Lab by Kemi Neko
\page
### List of Drugs
| Drug | Cost | DC | Description |
|:--------------|:-----:|:-------:|:-----------------------|
| Haunspier |50 gp | 12 | Intelligence enhancer.
| Jhuild |6 gp | 15 | Stength & compliance booster.
| Kammarth |80 gp | 13 (21) | Speed enchancer.
| Katakuda |100 gp | 18 | Skin thickener.
| Mordayn Vapor |200 gp | 13 | Spiritual sleep aid.
| Oruighen |20 gp | 14 | Blinding agent.
| Panaeolo |250 gp | 17 | Sorcery inducer.
| Redflower |180 gp | 10 | Accuracy enhancer.
| Rhul |50 gp | 15 | Rage enhancer.
| Sakrash |500 gp | 20 | Mind enhancer.
| Sezarad Root |175 gp | 14 | Regeneration inducer.
| Tekkil |5 gp | 9 | Pain suppressor.
| Ziran |1250 gp | 17 | Powerful ability enhancer.
#### Haunspier
Drug Save DC 12 -- 50 gp
___
*-- Hauns, Honey, Pier, Thinskin, or simply "H"*
**Duration.** 1 hour
___
**Effect.** Your Intelligence score is increased by 1d4 + 1 points for the duration.
**Side Effects.** 4 hours. You gain vulnerability to bludgeoning, piercing, and slashing damage.
**Overdose.** Your Wisdom score and maximum hit points are permanently reduced by 1d4 + 1 points.
#### Jhuild
Drug Save DC 15 -- 6 gp
___
*-- Thrallwine, Booster, or the Coward's Brew*
**Duration.** 8 hours
___
**Effect.** Your Strength score increases by 2 and you have advantage on Strength (Athletics) checks and unarmed strikes using strength.
**Side Effects.** 24 hours. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws and automatically fail saving throws against fear.
**Overdose.** You permanently have disadvantage against saving throws against illusions and effects which would charm or frighten you. If playing with the optional rules for Madness, you gain a minor madness or upgrade an existing one.
This list is derived from the drugs included in Lords of Darkness but expanded in scope and function quite a bit to better fit with 5e conventions and levels of power. Names are from LoD, but the nicknames are my own.
#### Kammarth
Drug Save DC 13 (21) -- 80 gp
___
*-- Rootkit, Speed Powder, Stop, or "KMR"*
**Duration.** 10 mintues
___
**Effect.** Your movement speed increases by 10 feet and your initiative increases by 10. If taken again during the original duration, do not immediately roll for Overdose, instead these effects are extended to 1 hour and the bonuses are increased to 15, but when the duration is concluded, roll against a Drug Save DC of 21 or experience twice the Overdose effect.
**Side Effects.** None. After the duration expires gain one level of exhaustion.
**Overdose.** You are paralyzed for 1d6 (2d6) days.
#### Katakuda
Drug Save DC 18 -- 100 gp
___
*-- Scale, Kat, Monksbane, or Mud*
**Duration.** 8 hours
___
**Effect.** You gain 3 Damage Resistance against bludgeoning, piercing, and slashing damage, and a +1 bonus to your AC.
**Side Effects.** 24 hours. Your skin becomes hard and dry and painful to move in. Whenever you make roll using Dexterity, you take 2d4 psychic damage.
**Overdose.** You permanently lose 2 Dexterity.
{{pageNumber 4}}
{{footnote DRUGS}}
\page
#### Mordayn Vapor
Drug Save DC 13--200 gp
___
*-- Dreammist, Daynight, or simply "Vapor"*
**Duration.** 1d6 minutes
___
**Effect.** You fall asleep and, if undisturbed, complete a short rest. Your dreams are vivid and filled with beautiful and poignant spiritual meaning.
**Side Effects.** 1d6 days. When you awaken, make a Wisdom saving throw against the Drug Save DC or you are compelled to immediately seek out another dose as if by the *suggestion* spell.
**Overdose.** You fall unconscious for 1d6 years as your soul travels from your body into a random Upper or Lower plane. Casting *astral projection* allows a creature to see which plane your soul has traveled to and follow your soul tether there.
#### Oruighen
Drug Save DC 14 -- 20 gp
___
*-- Phantomdust, Eyepowder, or Wizard's Blind*
**Duration.** 2d6 rounds
___
**Effect.** You are blinded for the duration and your eyes produce bright light out to 15 feet and dim light for an additional 15 feet while your eyes are open.
**Side Effects.** 1 hour. Your vision is locked into the Ethereal plane and you can only see objects and creatures as they appear there. Spells and abilities that remove blindness can remove this side effect.
**Overdose.** None.
:::::::::::::::::
#### Panaeolo
Drug Save DC 17 -- 250 gp
___
*-- Clarity, Pensword, Burnout, Liquid Prodigy*
**Duration.** 1d4 hours
___
**Effect.** Your spell save DC and spell attack bonuses increase by 2 and you can cast any cantrip on the sorcerer spell list as if you were a sorcerer of your level.
**Side Effects.** 24 hours. You have disadvantage on all Charisma checks and saving throws.
**Overdose.** The number of spells you know or can prepare decreases by 1d4. If this would reduce it below 0, you lose that much Charisma instead.
#### Redflower
Drug Save DC 10 -- 180 gp
___
*-- Hit, Bloodflower, Blood, Red, Rose, or Ruby*
**Duration.** 1 action.
___
**Effect.** You get a +10 bonus to your next attack roll using Dexterity.
**Side Effects.** 1 minute. You become unbearably hungry, no amount of food can satiate you. You have disadvantage on Constitution saving throws.
**Overdose.** You permanently lose 1d4 Strength.
#### Rhul
Drug Save DC 15 -- 50 gp
___
*-- Battlewine, Barbarian, Bloodmilk, or Rage*
**Duration.** 10 minutes.
___
**Effect.** Gain 40 temporary hit points and reduce your AC by 2.
**Side Effects.** 10 minutes. Temporarily reduce your Intelligence, Wisdom, and Charisma scores by 10 (minimum 1).
**Overdose.** Increase your temporary hit points by 20 then permanently reduce your hit point maximum by 1d20.
{{pageNumber 5}}
{{footnote DRUGS}}
\page
#### Sakrash
Drug Save DC 20 -- 500 gp
___
*-- Silence, Nothing, Blank, Awakening, or Psi*
**Duration.** 10 days.
___
**Effect.** You become immune to having your mind or emotions read. Spells or abilities that communicate with you telepathically automatically fail. When checking for an Overdose with this drug, use Intelligence, not Con.
**Side Effects.** 1 day. You become proficient in the Arcana skill and can use it whenever you would normally use Insight.
**Overdose.** Roll a d20. On a 20, you permanently gain the ability to cast *telekinesis* once per day using your Intelligence as your spellcasting ability. On a 15 or higher (including 20) you permanently gain the ability to cast *detect thoughts* once per day using your Intelligence as your spellcasting ability. On a 5 or lower (including 1), you forget one language you know. On a 1, permanently decrease your Intelligence score by 7.
#### Sezarad Root
Drug Save DC 14 -- 175 gp
___
*-- Raddish, Feral, Book, Bouncer's Vine, or Root*
**Duration.** 1 minute.
___
**Effect.** Gain Regeneration 3 and proficiency in the Perception skill for the duration.
**Side Effects.** 1 hour. You lose the ability to read in any language, including the use of pictures or maps.
**Overdose.** Whenever you take damage, permanently take an extra 3 for each time you've overdosed.
#### Tekkil
Drug Save DC 9 -- 5 gp
___
*--Ekki, Ennui, Endless, Tik, or Boxer's Bane*
**Duration.** 1 minute.
___
**Effect.** You are completely numbed to pain. You don't go unconscious from having 0 hit points, though you do make death saves as normal.
**Side Effects.** 24 hours. You have -10 to initiative.
**Overdose.** If you overdose while you have one or more death saves, you die. Otherwise, none.
#### Ziran
Drug Save DC 17 -- 1250 gp
___
*-- Glory, Splendor, Elfbane, or Best Day Ever*
**Duration.** 1 minute.
___
**Effect.** You are stunned.
**Side Effects.** 24 hours. You gain a +4 bonus to all ability scores. This can take scores up to a maxium value of 22.
**Overdose.** You physically age 1d100 years over the course of that many days. Overdosing again during this time increases the amount by 1d1000.
:::::::
{{pageNumber 6}}
{{footnote DRUGS}}