Table of Contents Barbarian: Path of the Cannibal .................................................................................................. 1 Neferat, the Man-Eater .............................................................................................................. 1 Bard: College of Masks................................................................................................................... 2 Persona.......................................................................................................................................... 5 Cleric: Entropy Domain .................................................................................................................. 6 Undolon, the Entropic Hierophant ....................................................................................... 7 Druid: Circle of Desolation .......................................................................................................... 8 Goril, King of Rot ....................................................................................................................... 9 Fighter: Umbral Knight ................................................................................................................ 10 Black Knight Roldin................................................................................................................. 10 Monk: Way of the Jiangshi............................................................................................................12 Siddhartha of the Bloodless ..................................................................................................12 Paladin: Oath of Heresy ................................................................................................................ 13 Ransom the Heretic .................................................................................................................. 14 Ranger: Abysswalker ...................................................................................................................... 16 Virgil the Abysswalker ............................................................................................................. 16 Rogue: Man Who Laughs .............................................................................................................. 18 The Pale Man .............................................................................................................................. 18 Sorcerer: Pale Master ................................................................................................................... 20 Patia the Pale ..............................................................................................................................21 Warlock: The Parasite ................................................................................................................... 22 X..................................................................................................................................................... 23 Wizard: School of Diabolism ...................................................................................................... 25 Senator Faust............................................................................................................................. 26
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Evil Archetypes is published by Mage Hand Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.
Wizard Arcane Tradition The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
School of Diabolism You have long considered that power is most often profane. Vile fiends, which reside in eternal pits of flame outside the mortal realm, wield power that puts the works of mortal men to shame. Yet, they are unequivocally evil and going so far as to strike a bargain with one is worthy of damnation. Through intense study of obscure summoning and binding rituals, you've reached out to the Lower Planes and have contacted a fiend yourself, not to parlay with, but to command.
Vile Knowledge By 2nd level, you are well versed in all manner of occult rituals and fiendish summons, and have advantage on Intelligence (Arcana) checks involving them.
Imp Familiar At 2nd level, you add the find familiar spell to your spellbook, if it was not there already. When you summon your familiar, you can instead summon an imp which obeys your commands as a familiar does. As a bonus action on your turn, you can command your imp familiar to perform an action or make an attack.
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Anchor of Hell At 6th level, as an action you can select 1 creature you can see within 30 feet to make a Charisma saving throw. On a failed save, for the next minute every foot the creature moves costs 1 extra foot. After using this ability, you must complete a short or long rest before using it again.
Devil’s Advocate By 10th level, you are exceptionally shrewd at infernal negotiations, and have advantage on Charisma (Persuasion) checks made against fiends. Additionally, the time required for you to cast the find familiar spell as a ritual to summon an imp is reduced to 1 action.
Form Pact Beginning at 14th level, by expending a spell slot of 3rd level or higher, a spell slot of 5th level or higher, and a pint of fresh blood, you can perform a ritual requiring 1 hour of concentration to summon a fiend from the lower planes. By sacrificing a living, intelligent creature to the fiend, or by sacrificing a great quantity of your own blood to the fiend (reducing your hit points by half your maximum, and reducing your Constitution score by 2 until you complete a long rest) you can gain one of the following benefits for the next 24 hours: • You can enlist the services of a fiend of challenge 5 or lower for a day. Roll initiative for the fiend, which has its own turns. The fiend disappears when it drops to 0 hit points or at the end of 24 hours. The fiend is friendly to you and your companions for the duration but otherwise acts according to its alignment. It obeys any verbal commands that you issue to it (no action required by you), but can interpret the command insidiously if proper wording isn't used. If you don’t issue any commands to the fiend, it defends itself from hostile creatures but takes no other actions. • You can gain resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration. • When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls. • You can cast any spell of 7th level or lower once in the next 24 hours without expending a spell slot or spell components. After making a pact, your pact must end and you must take a long rest before making another.
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Senator Faust Senator Faust is the envoy for a great devil, and is the perfect mastermind for a political campaign. His goals are nefarious, and his means are insidious, and, best of all, he can summon devils to challenge the party. It’s best to introduce Faust in the background, as the mastermind of the plot, and allow the party to follow their deduction to learn of him, and uncover his backstory. He’s a tragic figure (as is the classic character of literature he borrows his name from) and the party might choose to find a way to deal with the Advocate, to ensure that Faust is let free from his bargain.
Origin For all intents and purposes, Faust is a mad genius. He's a skilled politician, diplomat, and arcanist, all of which serve him well when bargaining with devils. Faust's story is a tragic one, that of a brilliant man trying to best fate. When he was still an apprentice wizard, Faust married young, and was deliriously happy (as young people are) but by the time he was mere months from becoming a Master of the Conjuration school, something was wrong. His wife developed a cough, and began to lose the feeling in her fingers. She eventually bore him a daughter, but perished in childbirth, and the child was born very ill. Clerics, healers, and other wizards visited in turn, but none could do anything to alleviate the sickness. Faust, in his desperation, sought a solution from more powerful forces. He knew that if the gods would not help, the devils below would. But rather than summon one to the Material Plane to negotiate with, Faust chose a more daring option: with a dark ritual, he traveled alone to the Nine Hells and sought out a devil named the Advocate. Because he met the Advocate on his terms, he thought he could negotiate a better deal from the fiend, and perhaps could save his child from death. The Advocate suspended time in his domain, and negotiated with Faust for years. The two eventually came to an agreement that Faust believed to be free of any loopholes or disadvantages. He was wrong. Faust returned to the mortal realm not as a wizard, but as a senator, one of the most powerful in the land. This was just one of the many perks that Faust had bargained to achieve. Another was an imp familiar to assist him in his schemes. To complete his bargain with the Advocate, Faust must complete three monstrous tasks from his seat as senator. First, Faust must have the king assassinated by a profane dagger, and ensure that his brother, a wicked servant of the
Advocate, would ascend to the throne. Second, he must cause a great disaster within the nation, one that shall cost thousands of innocent lives in the Advocate's name. Lastly, he must open a gate to the Advocate's domain in the Nine Hells, allowing innumerable devils to stream forth into the mortal realm. Only then will Faust be able to remedy his child.
Senator Faust
Medium humanoid (human), lawful evil Armor Class 12 (15 with mage armor) Hit Points Speed STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 20 (+5)
WIS 10 (+0)
CHA 16 (+3)
Saving Throws Skills Lorem ipsum dolor sit amet, labores intellegebat eos cu Damage Resistance Lorem ipsum dolor sit amet, labores intellegebat eos cu Senses passive Perception Languages Infernal, Common Challenge 13 (10,000 XP) Infernal Allies. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad. No usu commodo ancillae. In nam aliquip saperet persequeris, sed ei ubique persius. Has eius epicuri definitionem ad, cu magna utinam molestiae vis, usu an oporteat neglegentur. Inani graeci quaerendum ex mea, audiam platonem duo at, dolores consulatu posidonium et mel. nani graeci quaerendum ex mea, audiam platonem duo at, dolores consulatu p Magic Resistance. Faust has advantage on saving throws against spells and other magical effects.
Battling Faust Faust is a very difficult enemy to attack in part because he’s a powerful government official. He takes great care to disguise his malicious activity, so that any actions against him seem unjustified, illegal, and treasonous. In public, he is never far from a small detachment of well-trained guards, (NPC veterans) and even at home, a pair of personal guards are never out of earshot. But these protectors are nothing compared to the infernal allies that Faust can call upon. His work is deemed very important by the Advocate, and so a host of devils are automatically summoned to his location whenever Faust would prove to be in mortal danger. Of course, he makes good to never allow his infernal friends to expose him, so he rarely summons them in public places, unless the situation is truly dire or he is confident that he can deal with all the witnesses.
Spellcasting. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad. No usu commodo ancillae. In nam aliquip saperet persequeris, Cantrips (at will): Lorem ipsum dolor sit amet, labores intellegebat eos cu. 1st level (4 slots): 2nd level (3 slots): 3rd level (3 slots): 4th level (3 slots): 5th level (3 slots): 6th level (1 slots): 7th level (1 slots): 8th level (1 slots): 9th level (1 slots): *Faust casts these spells on himself before combat
ACTIONS Dagger. Lorem ipsum dolor sit amet, labores intellegebat eos cu. Eum eripuit legimus consetetur an, viderer assueverit cum ad.
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Producers Dylan VInyard Kyle Bowley Zane Weber William Dunbar James F Thunberg Joshua Cates Jordan Snyder Jared
Joe Shine Eddie Freeman Sasquatch Brandon Tyler Fewell Vegard Marvik Helland Spencer Houston
Guðmundur Guðmundsson Kurt C Yost Anthony Zackary D Szechenyi Fernando Fonseca Blaine Conner Wes Decker
Travis Prosser Ryan Ely The Palm of Vecna Eike Schultz Patrick van der Linde Patrick Jackson Jared Masouras
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