Nevernight
Dungeons of Darkness
A collection of freebies based on the Nevernight saga by Jay Kristoff
Character Options
Darkins
Darkins are very similar to humans, biologically undistinguishable. The main difference is their control over shadows, which allows them to manifest and control Daemons, a form of shadow familiar which lives in a symbiotic relation with its Darkin master.
Darkins are infamous for killing each other, as killing a Darkin and absorbing its essence strengthen the Darkin power.
Age. Darkins age as normal human do.
Alignment. Darkin do not tend towards a specific alignment, even though the famous ones are mostly chaotics.
Size. Darkins size is the same as normal humans.
Speed. Your base walking speed is 9 m.
Darkvision. You can see in dim light within 18 m of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Essence Absorption. A Darkin can consume another slain Darkin essence through their Daemon, increasing their powers.
Shadow Influence. As the Daemon absorbs your fears, you are immune to the frightened condition. You only have advantage against Frightened saving throw if you used Shadow Manipulation during this turn. The immunity is restored at the start of your next turn.
Languages. You can read, speak, and write Common and two other languages of your choice.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Shadow Manipulation. You can manipulate your shadow familiar to do your bidding. Your shadow familiar takes a form which you decide when you create a character of this race, and its form is permanent. The familiar can manipulate the world around you and by using a bonus action you can order it to:
- PAttack a target in a 9 m radius of you, adding half your proficiency bonus to the attack and damage roll, this attack does not get any bonus from characteristics. The damage roll changes based on how many Darkin essences you have absorbed, starting at a d4 and going up to a d12 (d4, d6, d8, d10, d12).
- PMake a Medicine, Sleight of Hand or Stealth ability check on a target in a 9 m radius of you, you still need every item/condition needed for the check, you do not apply any proficiency or expertise bonus you have to this check, but this check gains a bonus based on the number of Darkin essences absorbed, starting at +2, and up to +10 (+2, +4, +6, +8, +10).
- PPull or Push an inanimate object in a 9 m radius of you. You can move it up to the limit of the Daemon radius, and the number of Darkin essences absorbed determines how big the object can be, starting at Tiny and up to Huge (Tiny, Small, Medium, Large, Huge). The Daemon cannot move objects anchored to the ground, or that are able to move by themselves.
This feature can be used a number of times equal to your Constitution modifier, with a minimum of one. You regain all expended uses after a short or long rest.
Silklings
Even if Silklings are a proud and secretive race which shares very little with their Itreyan neighbours, there are many legends about their combat prowess. Most people fear them, and those who do not are most likely oblivious to their existence.
They tend to live in matriarchal communities clad in the Drakespine Mountains.
Age. Being a very secretive race, little is known about Silklings’ lifespan and growth. What is known is that, usually, male specimens do not survive the reproductive cycle, as they are killed or eaten by their female mates.
Alignment. Silklings tend towards neutrality, as they do not like to interact with other races.
Size. Silklings are roughly the size of humans while being a little lighter, but their physiology makes them look bigger. Males are also slightly smaller than females.
Speed. Your base walking speed is 9 m.
Darkvision. You can see in dim light within 18 m of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Multi-arm Fighting. You can wield Two-handed weapons as if they were One-handed, by employing both hands on a single side of your body. All other weapons properties are not affected by this. The maximum number of weapons you can wield is still two.
Acid Breath. You can use your action to exhale destructive acid. It deals damage in a 3 m x 9 m area in front of you. When you use your breath weapon, all creatures in the area must make a DEX saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d4 at 6th level, 4d4 at 11th, and 5d4 at 16th level. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.
Silk-weaving. You can weave a small quantity of silk, and make small objects with it. After using this feature you must complete a short or long rest before using it again.
Languages. You can read, speak, and write Common and Silken.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Red Church Assassins
Often known as the Blades, these deadly assassins do the bidding of the Red Church from the shadows.
Bonus Proficiencies. When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Death Mark. Starting at 3rd level, you are adept at finding your target. Using an action, you can mark a creature within 18 m of you, you have advantage on attack rolls against that creature, and your weapon attacks score a critical hit on a roll of 19 or 20. The mark lasts a number of turns equal to your Dexterity modifier (with a minimum of 1) or until that creature dies. You can only mark a single creature at any given time, and you can end the Mark by using a bonus action.
Poison Imbue. Starting at 9th level, you can imbue one of your weapons with one of your hand-crafted poisons using a bonus action.
When you strike a creature with one of your hand-crafted poisons, you add your proficiency bonus to the Saving Throw against the Poison, and you increase the poison damage by 1d6.
When you reach 13th level the poison damage increases to 1d8, and at 17th level to 1d12.
Impersonator. At 13th level, you gain the ability to completely impersonate another person, which you must have studied for at least three days. While impersonating another person, you gain advantage on Charisma (Deception) checks made to discern your identity with people who are not that person.
The person you are impersonating knows on sight you’re disguised but may not recognize your voice.
You can only study a single person at a time, you must own a disguise kit to change your appearance, and you can’t use this feature again after using it until you do a Long Rest.
Blade of the Red Church. Starting at 17th level, you become an elite assassin of the Red Church. When attacking creatures marked with your Death Mark, every attack is a sneak attack, regardless of other conditions.
Luminatii
The hands of the Senate of Godsgrave. No one escapes their punishment, should they cross the Senate’s path in the wrong way.
Aa’s Punishment. When you choose this archetype at 3rd level, and you are wielding a Sunsteel weapon, the radiant damage of Aa’s Retribution is increased to 1d6, which increases to 1d8 at 7th level, 1d10 at 10th level, 1d12 at 15th level and 2d6 at 18th level.
Additionally, when you attack an enemy (with any melee weapon), you can smite a creature you hit with a melee weapon attack to deal radiant damage in addition to the weapon’s damage.
This radiant damage is 1d6 at 3rd level, 1d8 from 7th level, 1d10 at 10th level, 1d12 at 15th level and 2d6 at 18th level.
You can use this feature a number of times per day equal to your Strength modifier, and you regain all expended uses with a Long Rest.
Intimidating Presence. Starting at 7th level, you gain proficiency (or Expertise in case you already have proficiency) with the Intimidation skill.
In addition, when you are in combat, you can use your bonus action to force a number of creatures equal to your Charisma modifier (with a minimum of 1) in your attack range to perform a DC 8 + proficiency bonus + Charisma modifier Charisma saving throw which forces it to attack you on a failed save.
Aa’s Judgement. At 10th level, when you roll initiative and have no uses of Aa’s Punishment remaining, you regain one use.
Protection of the God. Starting at 15th level, you can use your reaction to increase your Armor Class by your Strength modifier until your next turn.
This feature can be used twice a day at 15th level, and thrice starting from 18th level, you regain all expended uses with a Long Rest.
The Hand of the Senate. At 18th level, you become one of the Senate’s most trusted soldier.
You regain an additional use of Aa’s Punishment whenever you roll initiative, beside the one gained through Aa’s Judgement, even if you still have uses left.
Creatures affected by Intimidating Presence also have disadvantage on Attack Rolls.
Encounters
Athenaeum
This is where all that is lost or never was, is stored. Leave it to Niah’s will to decide if you’ll find what you seek, whether it is something that was never written or something that will never be found again, forever to be forgotten.
Librarians are the only ones that can navigate these halls safely enough, everyone else risks getting lost – or worse.
A screeching follows you around the hallways while you seek forbidden knowledge. Turn around, and you may face a creature of pure hunger. Very few survive the library. Will you be one of them?
Bookworm
Huge worm, Chaotic
Armor Class. 17 (Natural Armor)
Hit Points. 367 (35d12 + 60)
Speed. 18m.
STR | DEX | CON | INT | WIS | CHA |
16 | 12 | 18 | 8 | 14 | 4 |
(+3) | (+1) | (+4) | (-1) | (+2) | (-3) |
Saving Throws. CON +9
Skills. Perception +7
Senses. Darkvision 36m.
Challenge Rating. CR13 (10000 XP)
Territorial Hunter. The Bookworm has a deep knowledge of his hunting ground. As a result he gains advantage on Perception (Wisdom) Check made to find its prey.
Vacuum. The Bookworm sucks in all enemies that tries to run away, if a prey tries to leave its threat range, it must make a DC18 Strength Ability Check, on a failed check it cannot move from where it is and it is knocked prone.
Crushing Grapple. The Bookworm crushes a grappled enemy, dealing him 1d8 + 8 bludgeoning damage at the start of its turn. The grappled enemy can make a DC14 Dexterity Saving Throw to halve the damage. Targets grappled by the Bookworm cannot attack, unless their size is large or greater.
Actions
Tail Slam. Melee Physical Attack: +8 to hit, reach 6m., one target. Hit: (2d6 + 8) bludgeoning damage, on a successful hit the target must make a DC 16 Dexterity Saving Throw or become grappled by the Bookworm.
Bite. Melee Physical Attack: +8 to hit, reach 3m., one target. Hit: (4d4 + 8) piercing damage.
Multiattack. The Bookworm strikes twice with its Bite or twice with its Tail Slam.
Moon Skull
What looks like an innocuous cavern in the middle of nowhere, in the Old Ashkah Desert, hides a terrible truth from the unfortunate wanderer.
These empty halls of compacted sand and rock hide the skull of the dead god Anais, son of AA, and murdered by his own father.
A hermit, a shadow of a person, has made this ominous place their home. Their identity lost in time, forgotten even by the oldest scholar.
Cleo, the Darkin Lady
Medium Darkin, Chaotic Neutral
Armor Class. 14
Hit Points. 52 (15d6)
Speed. 9m. Floating 9m.
STR |
DEX |
CON |
INT |
WIS |
CHA |
8 |
14 |
10 |
12 |
12 |
18 |
(-1) |
(+2) |
(0) |
(+1) |
(+1) |
(+4) |
Saving Throws. CON +5, CHA +9
Skills. Arcana +6, Deception +9, Stealth +7
Senses. Darkvision 36m.
Languages. Common, Itreyan.
Challenge Rating. CR15 (13000 XP)
Innate Spellcasting. Cleo’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no components:
Cantrips: Chill Touch, Gust, Message, Minor Illusion
4/day: Ray of sickness, Silent Image
3/day: Blindness&Deafness, Shadow Blade
3/day: Fear
3/day: Blight
2/day: Enervation, Telekinesis
1/day: Disintegrate, Circle of Death
1/day: Mental Prison
1/day: Etherealness, Finger of Death, Reverse Gravity
Innate Metamagic(Subtle). Cleo can cast spells without any somatic or verbal components.
Innate Metamagic(Empowered). When Cleo rolls damage for a spell, she can reroll up to 4 damage dice, she must use the new rolls.
Shadow Cloak. While shrouded in her Shadow Cloak, Cleo uses Charisma instead of Dexterity for Stealth Ability Checks. Additionally Cleo has advantage on Stealth Ability Checks made while being shrouded.
Actions
Shadow Fangs. Ranged Magic Attack: +9 to hit, reach 9m., one target. Hit: (2d4 + 9) piercing damage.
Shadow Claws. Ranged Magic Attack: +9 to hit, reach 9m., one target. Hit: (2d6 + 9) slashing damage.
Multiattack. Cleo makes an attack with her Shadow Fangs and two with her Shadow Claws.
Darkin Manipulation. Cleo moves a creature or object in a 18m radius around her wherever she wants.
Legendary Actions
Cleo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cleo regains spent legendary actions at the start of its turn.
Wellspring of Shadows. Cleo uses a legendary action to restore her spent magical powers, she regain all expended spell uses.
Shadow Shroud. Cleo uses two legendary actions to use her shadows to wrap herself in a magical cloak which protects her from attack, she gains resistance to non-magical attack.
Life Absorption. Cleo absorbs the life out of a creature she can touch. Using three legendary actions she inflicts 15d6 necrotic damage, and heals for half the damage she dealt.
Items
Gravebone
A rare material scavenged from Godsgrave. Only master-level blacksmiths can work it to an acceptable level, and even then, those able to work it to master level can be counted on a single hand, and are tightly monitored by the Iron Collegium.
Weapons and Armors made with this material are enhanced with the “Bane of the Moon God” property.
Bane of the Moon God (Weapon, expert)
You have a +1 bonus to attack rolls made with this weapon. This weapon is indestructible by most means.
Bane of the Moon God (Weapon, masterwork)
You have a +2 bonus to attack rolls made with this weapon. This weapon is indestructible by most means.
Bane of the Moon God (Armor, expert)
You have a +1 bonus to AC while wearing this armor. This armor is indestructible by most means.
Bane of the Moon God (Armor, masterwork)
You have a +2 bonus to AC while wearing this armor. This armor is indestructible by most means.
Sunsteel
The secrets of this material’s craft are heavily guarded by the Iron Collegium. As such, Sunsteel is rather rare.
Weapons made with it are wielded by the Luminatii soldiers, and are enhanced with the “Aa’s Retribution” property, dealing additional radiant damage on hit. This is depicted as the weapon being red-hot, while it remains cold to the touch for its user.
Aa’s Retribution (Weapon, expert)
This weapon does 1d4 additional radiant damage to non believers of Aa.
Aa’s Retribution (Weapon, masterwork)
This weapon does 1d6 additional radiant damage to non believers of Aa.
Blacksteel
Handling this ancient, special alloy is no easy feat, as the craft’s secrets have been lost to the centuries, after the population which first worked it disappeared.
Most artifact made of this material are found, not forged. Tools and weapons made with it are especially sharp and able to damage even Gravebone.
Weapons made with this material are enhanced with the Eclipse Steel property.
Eclipse Steel (Weapon, expert)
You have a +1 bonus to damage rolls made with this weapon. This weapon is indestructible by most means.
Eclipse Steel (Weapon, masterwork)
You have a +2 bonus to damage rolls made with this weapon. This weapon is indestructible by most means.