Tome of corruption pdf download






















You weave threads of shadows from the blood of your foe, The piercing damage increases to 2d6 when you reach 18th causing it to obscure the battlefield. The target takes an level in this class.

A creature with When this arrow strikes its target, blood tainted by Oozes darkvision can't see through this darkness, and nonmagical creates grasping and sharp tendrils of blood, which wrap light can't illuminate it. It lasts until the start of your next turn. The creature hit by the arrow takes an extra The necrotic damage increases to 4d6 when you reach 18th 2d6 acid damage, its speed is reduced by 10 feet, and it takes level in this class.

The target or any creature that can Thunderblood Thunderblood Thunderblood Arrow Thunderblood Thunderblood Arrow Arrow Arrow Arrow reach it can use its action to remove the tendrils with a You imbue your arrow with forceful energy drawn from the successful Strength Athletics check against your Blood Shot blood of giants. The arrow detonates after your attack. Otherwise, the tendrils last for 1 minute or until you Immediately after the arrow hits the creature, the target takes use this option again.

The thunder damage increases to 4d6 when you reach 18th level in this class. The creature hit You weave cursed undead blood into your arrow. The creature by the arrow must also succeed on a Charisma saving throw or hit by the arrow takes an extra 2d6 necrotic damage. The be banished. While banished in this way, its speed is 0, and it target must also succeed on a Constitution saving throw, or is incapacitated. At the end of its next turn, the target the damage dealt by its weapon attacks is halved until the reappears in the space it vacated or in the nearest unoccupied start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th After you reach 18th level in this class, a target also takes level in this class. You can see normally in darkness, both magical and nonmagical, to a distance of 90 feet. As a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

You can use this ability a number of times equal to your charisma modifier before needing to take a long rest. The range of your teleportation increases to 60 feet at level 9 and 90 feet at level If it fails on the check and the creature is hostile to you, it becomes frightened of you, terrified that you will come and strike out of any shadow.

This effects applies even if you are not within its line of sight, in which case the creature can still move. This effect lasts for 1 minute, or until you and the target are more than feet apart, or until you fall unconscious. If it fails on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it will try its utmost to satisfy your requests, not wanting to incur your wrath. This effect ends immediately if you or your companions do anything harmful to it.

Dark Dark Dark absorption Dark Dark absorption absorption absorption absorption Beginning at 13th level, you can temporarily become a shadow of yourself. Once per short rest, when you use your uncanny dodge feature, instead of halving the incoming damage, you can choose to reduce it to 0 instead.

You also make a single weapon attack against that foe as part of the same reaction. One One One One with with the with One with with the the shadows the the shadows shadows shadows shadows At 17th level, you are one with the shadows. While you are standing in dim light or in darkness you can become invisible at will no action required.

Shadow rogues have an uncertain origin. Whether blessed or cursed by a being of great power, left to dwell too long close to the lower planes of existence, one thing is for certain, they find their home where no light shines. This order is one of the thieves' guild most well guarded secret. Inexplicable murders and feelings of dread might all be the work of a Shadow. Your bones are tough and your flesh solid.

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, upon dying, your body will come back to life after 1d years, with a new soul guiding it and losing all previous memories and experiences. Even if entirely disintegrated, the body will be reborn, cursed bones forming anew amidst the earth. You can use this ability a number of times equal to your Charisma modifier per long rest.

Starting at 6th level, as a bonus action, you can expend one sorcery point to gain resistance to your choice of bludgeoning, piercing, or slashing damage for one hour. You can use this ability multiple times, gaining a new resistance each time. As a reaction, when an ally takes damage, you can expend two sorcery points to send one of your spirits to guard them and reinforce their flesh with bones, halving the damage they took from the attack. At 14th level, once per turn, when you damage a target, you can try to affix one shard of your bones to them by expending three sorcery points.

If you do so, they have disadvantage on all their attack rolls until the start of your next turn or disadvantage on their next saving throw. You can expend one additional sorcery point to give them both effects. At 18th level, their bones memories that hold on to the experiences they you gain an additional reaction every turn, that you can only had in previous lives.

These fragments of the past come to aid use for your Immaterial Guard ability. In addition, you can them in battle, as wailing and mourning spirits. Every time cause the bones created to strike back.

When you use your they die, they are reborn anew. It might take a year or a Immaterial Guard ability to reduce the damage of an attack, thousand, but the body will be reborn, a new soul inhabiting it the attacker takes piercing damage equal to 4 times your and memories of the previous life will be forever erased. This Charisma modifier. The current Art by Dean Spencer owner often experiences sudden sadness when their body remembers something that they never will.

Corrupted Corrupted Corrupted Corrupted flower flower flower Corrupted flower flower At 1st level, your patron allows you to sap the energy of others. Each time you damage a target you can leave a trace of your magic in the form of a single lily no action required. You can have a maximum number of these lilies at a time equal to your charisma modifier minimum of 1.

Each lily lasts for 10 minutes and forces the target to subtract 1 from its attack rolls. After using your action, you can shatter any number of lilies as a bonus action. If you do so, the infected target takes 1d4 necrotic damage for each lily. Blooming Blooming Blooming Blooming vines vines vines Blooming vines vines Beginning at 6th level, your connection to the Seed of Evil buds.

Once per short or long rest, as an action, you can make your lilies burgeon. All infected creatures within feet of you must succeed on a Strength saving throw against your spell save DC or be restrained and blinded until the end of your next turn by vines that sprout from the lilies. Regardless of the outcome the lilies shatter. Protective Protective Protective Protective roots roots roots Protective roots roots At 10th level, before suffering damage, you can instinctively call upon your patron to wrap your body in roots and vines, protecting you.

When you fall or not. This tree-like entity, hidden within its thorn-filled unconscious, you can force any number of creatures of your forest, is a being of unyielding corruption, seeping into the choice within 60 feet of you to make a Dexterity saving throw very ground of the earth, turning every leaf into a thorn and against your spell save DC. If that creature fails the saving throw, it is struck with one of your lilies, which immediately every tree into a husk with grey, deformed bark.

The only drains their life and shatters, dealing necrotic damage equal things said to survive the corruption from this entity are pink to 3 times your Charisma modifier. You regain a number of hit lily flowers, the perfume of which serves as an augury of points equal to the total damage dealt. Once you use this deformed nature and death. The following spells are added to the warlock spell list for you. While attuned to this weapon, you have resistance to cold damage and can use the following ability:.

You become a shadowy version of yourself. While in that form you can't talk or manipulate objects, Legendary weapon: greatsword, requires attunement and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.

You can't Forged from the blood of its owner, this blade is the product attack or cast spells while in that form. This effect ends of generations of craftsmanship, yet only has one owner. While in this form, you have yet it strikes true, granting its victims the cold kiss of death. You can enter and occupy the space of another creature. You have resistance Curse: Bonded for life. This weapon can only be attuned to to nonmagical damage, and have advantage on Strength, one creature.

If that creature dies, the weapon shatters 1d8 Dexterity, and Constitution saving throws. You can pass days later. In addition, while in dim light or darkness you are This is an evolving weapon, each benefit is gained when invisible. This ability recharges daily at dawn. The weapon can now hold 5 charges that it regains daily at This weapon has 1 charge that it regains daily at dawn.

You dawn, and you can expend them in a new way: can expend one charge to gain the following benefit: Frozen Shadows: As an action, you can expend 3 charges. A The blade briefly freezes time to allow you to strike from frozen mist swirls around the blade. For the next minute, the shadows. Choose up to 3 creatures within 60 feet of hits made with the weapon deal an additional amount of you, you vanish and reappear in their shadow and strike.

Make a melee weapon attack with advantage against each Character Level 4 target. On a hit, a target takes 4d8 necrotic damage and 4d8 cold damage. You then reappear in your original space. The weapon can now have 2 charges that it Character Level 16 regains daily at dawn. While attuned to this weapon, you have resistance to necrotic In addition shadows meld with the blade. You can choose to damage. The weapon can now hold 8 charges, and you can use the One With The Shadows ability three times before needing to take a long rest.

While attuned to this goblet, you can as an action, when within 5 feet of a humanoid that died less than 1 minute ago, harvest their soul. It transforms into a light green liquid that bubbles inside the goblet, and remains magically in place. The goblet can hold up to 5 souls. As an action you can expend a number of souls to cast the following spells using your spell save DC :.

You can also as an action, drink from the goblet. You drink the whole content of it, gaining an amount of temporary hit points equal to 2d8 per soul, and the souls are expended.

Alternatively, if the goblet is full, you can as an action, cause the liquid to coalesce into a single soul coin. You can take 10 minutes to put a soul coin inside the goblet, and let it dissolve back into 5 souls.

Soul coins are a very precious currency, particularly appreciated by devils and other soul devouring beings. Elder Cleric Yuknalis. This ring has 3 charges. As a bonus action you can expend one charge to briefly surround yourself with silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. The ring regains 1d4 charges daily at dawn. When you cast this spell using a spell slot of 2nd level or higher, both the damage reduction and the Osteomancy is not a school of magic per se.

Many slashing damage increase by 6 for each slot. Many of the treaties regarding that magic forbidden to the general 2nd level evocation public, only studied by carefully selected researchers. Casting Time: 1 action Range: 40 feet. The spells are listed here from lowest to highest level and by You fire out the bones of your forearms through your hands, alphabetical order.

When you cast this spell using a spell slot of conjuration cantrip 3rd level or higher, the damage increases by 1d8 for each slot cleric, druid, sorcerer, warlock, wizard level above 2nd. You summon the mightiest of osteomantic spells, the hammer, famed for its ability to shatter bones. Make a melee spell attack roll, on a hit you deal 1d10 bludgeoning damage to the target, and knock them back 5 feet. In addition you carve in their minds your mighty magical powers.

At higher levels: This spell's damage increases by 1d10 when you reach 5th Level 2d10 , 11th level 3d10 , and 17th level 4d Bone Bone Bone Bone shield shield shield Bone shield shield 1st level abjuration druid, ranger, warlock, wizard.

You manifest a barrier of shattered bones that protects you. You reduce the incoming damage by 6 and if the attacking enemy is within 10ft of you, deal 6 slashing damage to them, as the bone shield explodes.

When you cast this spell using a spell slot of Calcified Calcified Memories Memories 4th level or higher, the damage increases by 1d8 and the 2nd level divination teleportation range by 10ft for each slot level above 3rd.

When you do, a ghostly grey illusion of the fallen creature appears above its Casting Time: 1 action corpse to reenact the last 6 seconds of its life.

The illusion Range: Self 10 feet radius only shows the creature's actions and reactions, such as Components: V, S reacting to an unseen monster or trying to extinguish the Duration: 10 minutes flames of a fiery trap, but does not show the monster or effect causing the actions or reactions.

This spell has no effect on You force a cage of elongated bones to erupt from the ground undead creatures. Once a corpse's death has been revealed in that surrounds a foot radius area centered on you.

The this way, it cannot be shown again for 24 hours. You, and any others you designate, can pass through the cage at will. If you cast this spell again whilst already having a cage summoned, the previous cage turns to dust.

Their skeleton enter in resonance, attracting Casting Time: 1 action the two creatures together. Choose one creature and make a Range: 60 feet check with your spellcasting ability contested by the Components: V, S, M the charred skull of a hound creature's Strength check.

If you win the contest, you move Duration: Concentration, up to 10 minutes. The impact causes the high velocity creature to take 2d6 You call forth a hellish spirit from its remnants. The spirit bludgeoning damage for each 5 feet traveled and to fall prone, manifests physically in an unoccupied space that you can see while the other creature takes half as much damage and within range.

This corporeal form uses the Skeletal Hound stat doesn't fall prone. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is friendly to you At Higher Levels. In combat, the 4th level of or higher, the damage increases by 1d6 for every creature shares your initiative count, but it takes its turn two slot levels above the 3rd.

It obeys verbal commands that you issue to it no action required by you. Your rib cage opens up violently, trying to devour an enemy in range. The creature must succeed a Strength saving throw or be devoured by the maw formed by your rib bones, taking 4d8 piercing damage and be transported through magic to a point of your choice on the ground within 60 feet of you, where the maw reappears and regurgitates them.

On a success they take half as much damage and are not transported. Choose one. SKELETAL HOUND creature within 30 feet of you, they must succeed on a Wisdom saving throw, on a failure, on their next turn, they will use Medium undead, Same alignment as the caster their movement to get next to you, and if they do, use their action to take and swallow the berry, suffering the effects. Osteomancers have Languages understands the languages you speak and tempered with them for nefarious deeds.

Infernal but can't speak it. Keen Hearing and Smell. The hound has advantage on Wisdom Perception checks that rely on hearing or smell. Pack Tactics. Casting Time: 1 action Bite. Components: V, S, M a virgin's carpal bone Duration: 10 minutes Fire Breath once per casting of the spell The hound exhales fire in a foot cone. They are considered restrained and incapacitated, immune to all damage coming from the outside, and take 3d6 piercing damage at the start of each of their turn, as spikes of bones dig in their body.

The bone maiden has AC 14, 80 hit point, immunity to sorcerer, warlock, wizard psychic and poison damage, and vulnerability to bludgeoning damage. If the maiden is destroyed the creature trapped Casting Time: 1 action inside is freed. You summon a corrupted bone berry in your hand. Once someone put the berry in their mouth, it expands instantly, forming bony spikes that attempt to pierce the skull of the target.

They take 10d6 piercing damage, and are unable to speak until they, or an ally, manages, as an action, to remove the berry with a successful Athletics check contested by your spell save DC. The wall appears in any orientation you choose: Components: V, S horizontally, vertically, or diagonally.

It must rest on a solid Duration: Concentration, up to 10 minute surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall has AC 15, hit points and sprout from the ground in a 30 feet radius around you. All immunity to poison and psychic damage.

Reducing it to 0 hit creatures of your choice in that radius must succeed a points destroys it. Dexterity saving throw or take 4d8 piercing damage on a When the wall appears, each creature in its area must make failure, or half as much on a success.

In addition once a Dexterity saving throw. On a failed save, a creature takes 4d8 sprouted, the trees remain in place as long as you concentrate bludgeoning damage, and it is pushed to the first available on the spell. On a successful save, it takes half as much damage The area they cover is considered difficult terrain and when but is still pushed.

The forest of dread provides three-quarter cover to any wall by sacrificing 20 hit points from the wall. The creature creatures inside it. Once its target is dead, it vanishes in a pile of dust. You can have a maximum of 3 summoned creatures by this spell at once. Don't mind the slaughter in the background, these nobles had it coming. Seriously who do they think they are looking down on me like that. They don't believe Osteomancy is a powerful enough form of magic for me to join their ranks.

Well, i bet they are regretting that decision now. Arcadii Usenko. You focus threads of magical energy around you which coalesce into the aspect of death, an avatar made of bones which surrounds you and fights on your behalf. The avatar is large, occupies its space, is centered on you, and moves with you. While it is summoned it protects you from foes, you are considered behind three-quarters cover at all times, have resistance to all damage, and no other creature can end its turn in the space of the avatar.

Your body becomes amorphous, you keep your appearance You target a non-magical object in range, If the object isn't but you can move through a space as narrow as 1 inch wide being worn or carried, the touch destroys a 1-foot cube of it. If without squeezing. On a fail, if the object targeted is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -2 penalty to the AC it offers.

A weapon takes a permanent and cumulative -2 penalty to damage rolls. If its penalty drops to -4, the weapon is destroyed. All creatures in a 20 feet cone in front of you must succeed a Dexterity saving throw or take 3d12 force damage, or half as much on a success. The power of the deflagration knocks you back 20 feet in a straight line. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage of the spell increases by 1d12 force damage for each slot level above 3rd.

Casting Time: 1 reaction that you take when an ally is targeted by an attack roll or forced to make a saving throw Range: 60 feet Components: V Duration: Instantaneous. When a willing ally that you can see within range is in danger, you can give them wings to fly out of danger. As a reaction, a pair of angelic wings sprout on their back, which pulls them in a straight line to you, where they land in an unoccupied space next to you.

This can potentially cause the harmful effect to miss if the creature leaves the range, the wings then vanish. This effect doesn't trigger attacks of opportunity. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 15 feet for each slot level above 3rd.

Choose a creature within 60 feet of you. It must succeed a Dexterity saving throw or be corroded by acid coming out of you. A creature affected by this spell has disadvantage on exhaustion saves caused by heat or cold. In addition it has disadvantage on all charisma persuasion checks, as people find such a deformed look untrustworthy and repulsive.

Only a regenerate or wish spell can remove the caustic burns caused. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.

You force a target to ingest acid. It must succeed a Constitution saving throw. On a failure it take 6d10 acid damage at the start of each of its turns, and has disadvantage on all its attack rolls and saving throws for 1 minute, as the acid melts its body.

A creature can repeat the save at the end of of each of its turns, ending the effect on a success. On a successful save the creature takes 6d10 acid damage and suffers no additional effect as the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the acid damage increases by 1d10 for each slot level above 7th.

You've met it and accepted it in your heart, no matter how twisted. Each individual has a different experience with sin, but yours is deeper than most.

Each of the feats listed here requires the player to succumb to one of the cardinal sins. The exact details of how one succumbs are left to the GM. Your hoard rivals that of ancient dragons, or so you dream it. You gain the following benefits:. You can tell at a single glance whether any money or items of value are counterfeit or not. In addition, you have advantage on Dexterity Sleight of Hand checks made to steal.

You are greedy even when fighting. While you have all your spell slots and are not concentrating on a spell, and cast a cantrip, you can reroll any number of the damage dice. Once you reroll the dice, you must use the new result. You are envious of your neighbors and covet their possessions, which are rightfully yours, it is all rightfully yours.

De faire fondre son regard de glace par des cris de plaisir. Tome of Salvation provides a detailed look at religion in the Empire, exploring faith's role and function within the nation's convoluted and complex society. Inside this massive sourcebook you will find new magic spells, new rituals and artifacts, new careers, and extensive details on gods, festivals, holy days, and the lives of Old World priests. Largely unexplored and unexploited by tourism, these tropical volcanic islands off the west African coast are the antithesis of mass-market destinations?

Leaders of hybrid regimes in pursuit of political domination and material gain instrumentalize both hidden forms of corruption and public anti-corruption policies. Corruption is pursued for different purposes including cooperation with strategic partners and exclusion of opponents. I had a leg up, even when it felt like I was in the trenches. Access equals privilege, and I understand that. Revising is my favorite part of the writing process, and clearly a big part of my personal life.

In fact I wish I could go back and revise the past six years. Not for this one book deal. Otherwise, I reasoned, they would never have paid me such enormous sums. These publishers must be investing in me for the long run. I was one of their own. It had happened twice in a row, these six-figures: Surely I had somehow become one of the chosen few.

Surely there were writers who had gotten the memo about how advances worked, and the ins and outs of publishing. What came after was beside the point. Someone has to be on the bestseller list, win the National Book Award, have the big movie deal. Did anyone working with me — agency, publishing team — tell me that a sumptuous advance was not something I should depend on or get used to? Did anyone in the publishing house take me under their wing and explain to me how the company made decisions about future book deals?

Did the publisher tap a more seasoned author on their list to mentor me, as many major corporations encourage within their companies? Did the MFA in writing program that I was part of, in any way, arm me with the knowledge to protect and advocate for myself in the publishing world?

I donated large sums of money to organizations I cared about, and delighted in the feeling that I was making a real difference.

Did I pay off my student loans? No, though I made a few large payments. Did I set money aside for retirement? Right now, I had to suck the marrow out of life — and invest heavily in trying to build my author brand. And no one said I should be buying fancy cocktails.

That was all my choice, a combination of an almost manic pursuit of joie de vivre Fitzgerald would understand! I figured they had cracked the code — swag, website — and I just needed to follow suit. Despite making some poor choices, I did try very hard to do right by this unexpected reversal of fortunes.

The school where my husband taught had a financial planner that offered services to teachers, so we met with him and his partner, but it was obvious they only wanted to sell us life insurance. Our tax guy told us what to write off, but we had no idea what we were doing.

No writer I knew had someone they trusted for financial advice, and our unconventional earnings made getting clear advice very difficult. I lived in Brooklyn, a borough of one of the most expensive cities in the world. While I was buoyed by the very small, very occasional foreign book deal, this was it until there were more books in the pipeline.

What could I have done differently? I could have opted to move to a city that was less expensive, certainly. I could have chosen not to quit my day job, but it would have been tough. I had five books under contract at once, plus the enormous task of building and maintaining an author brand.



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