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HEROES OF HORROR

Take on horrific monsters with new options


for heroes of the world's greatest role-playing game
C on t e n t s I n t roduc t ion
You're all scared of the wrong thing.

In the worlds of Dungeons and Dragons, there are adventurers


ALIEN������������������������������������������������������������������������������������2
and there are heroes. Adventurers crave loot, fame and magic
Explorer's Suit����������������������������������������������������������������������3 items. Heroes on the other hand, face off against the dark
forces of the realms, compelled forward by an internal sense of
HELLBOY������������������������������������������������������������������������������4
justice and righteousness. They may desire material rewards
Sorcerous Origin������������������������������������������������������������������5 and accolades, but a hero does what a hero believes they
must do to fight the dark out of a sense of duty. And nothing
Inferno������������������������������������������������������������������������������������5
is more honorable than vanquishing horrific monsters whose
Provocations ������������������������������������������������������������������������5 motivations are pure and utter evil for its own sake.
This compendium to the world's 'greatest' role-playing game
Far Realms Pacts������������������������������������������������������������������7
offers options for just these types of Heroes. Characters who
Inquisitive and Empathic����������������������������������������������������7 beat back against a tide of horrors great and small, and do so
purely for its own reward.
Icthyo Names������������������������������������������������������������������������7
Icthyo Traits ��������������������������������������������������������������������������7
MANDY����������������������������������������������������������������������������������9
Otherwordly Patron����������������������������������������������������������� 10
The Idol������������������������������������������������������������������������������� 10
Horn of Abraxas����������������������������������������������������������������� 12
Tainted Blade��������������������������������������������������������������������� 12
Red Miller��������������������������������������������������������������������������� 13

C r e di t s
DESIGNER
BenDjinn

ARTWORK
Cover art by Phill Simmer

Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten


Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the
USA and other countries. This work contains material that
is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

Player options | Heroes of Horror 1


Technology Items
Among the many planes in the infinite echoes of the
multiverse are worlds where great and powerful
civilizations have risen and fallen without the aid of
magic. The technology on these worlds obey more
mundane, but well understood laws of universal
physics and are absent of any connection to the
magical weave that permeates the planes. Yet, despite
their nonmagical nature, these technological items
can offer abilities every bit as powerful magical ones.
Technological and Alien Nature. Technology
items are not magical. In order for a character to use a
technology item, they must first succeed on a number
of Intelligence checks. The DC and number of checks
needed to successful operate a Technology Item is
given in the items entry. Items that have consumable
charges in order to make use of their operation, Explorer's Suit
have a single charge wasted for each failed check. A
character who has seen an item used or has operated
a similar item has advantage on Intelligence checks to
figure out its use.

Explorer's Suit
Technology item, very rare (DC 17, 3 successes)

You can fit this medium-sized suit and corresponding


helmet over your external clothing as long as you are
not wearing any type of armor. The suit comes with
a canister of air which allows you to breath normally
in any environment for up to 6 hours. Once depleted,
the canister must be recharged with an explorer
suit breathable charger (Technology Item, DC 18,
3 successes). While wearing the suit, and there is
still air in the canister, you have resistance to cold
and fire damage and immunity to poisons and toxins
in the environment around you. In addition, you
and everything you are wearing are unharmed by
temperatures as low as -250 degrees Farenheit and
as high as +250 degrees Farenheit. Any time you take
piercing or slashing damage, roll a d20. On a roll of 10
or more, the suit is punctured and no longer works.

Player options | Heroes of Horror 3


And for once in my life,
I'm not afraid.

Sorcerer
Inferno Features
You should be running.
Sorcerer
- Liz Sherman Level Feature

Magic Items 1st Flare

Magic items are not very common in stories where 6th Flame Wreath
horror reigns supreme. An abundance of enchanted
objects would seem to undermine powerlessness of 10th Fear No Flame
mortals in the face of terrible powers. Still, when magic
does come to light, it manifests in bizarre and unique 14th Nova
ways that can aid in a decisive victory or ultimately
lead to a fate far worse than originally designed.
Sorcerous Origin Provocations
At 1st level, a sorcerer gains the Sorcerous Origin An inferno sorcerer is the result of a horrific event
feature. The following option is available to a sorcerer, that occurred against them or their bloodline.
in addition to those offered in the Player's Handbook: When you choose this origin, your sorcerer feels a
the Idol. tremendous sense of fury when they witness a similar
occurance. When you are in the presence of a familiar
and triggering crisis, you have difficulty focusing on
Inferno anything other than resolving the incident in favor of
whoever is suffering from the circumstance, seeing
Your innate magic comes from the passionate wrath your own reflection in the unfortunate party.
that rages inside of you. Through some past grievance
or crime commited against you or an ancestor, you tap
into the magical wellspring that erupts raw from within. Inferno Provocations
Perhaps all but one of your ancestors were slain in a d6 Provocation
terrible purge. Or you had a perilous childhood, filled
with abhorrent experiences that forever scarred your 1 Abuse of others
soul. The imprint of this misdeed left an indelible and
painful mark on your spirit, giving your inner psyche 2 False accusations
direct access to the magical currents that flow around
you. It is the intensity of your pathos that gives you 3 Abject cruelty
your strength, and your magic flows from this rage.
However you came to your abilities, by focusing your 4 Wanton bloodshed
rage, you can tap into this magic and errupt in vengeful
flames, burning your foes in purifying fire. 5 Egregious pillaging

Restriction: Singular Rage 6 Usurpation


Inferno sorcerers can never gain levels as barbarians
and barbarians can never gain levels as an inferno
sorcerer.

Player options | Heroes of Horror 5


Flare
At 1st level, you gain the ability to ignite your hands on
fire. As an action, you magically ignite either or both
of your hands with a bluish flame. You are immune to
any damage from these flames but they can be used
to ignite flammable objects you touch such as a torch,
a piece of tinder, or the hem of drapes. The flames
shed bright light in a 10 foot radius and dim light for
an additional 15 feet. Either hand that is ignited by
this flame causes that hand’s unarmed strikes to deal
an additional amount of fire damage equal to ½ your
Constitution modifier on a hit. You can extinguish one
or both flames from your hands as another action.

Flame Wreath
Starting at 6th level, you can sheath your body in a
layer of flames. As an action, you enshroud yourself in
flames for the next 1 minute, granting you resistance
to fire damage and immunity to the fire damage of this
feature.
In addition, while wreathed in flames, you shed
bright light in a 30 foot radius and dim light for an
additional 30 feet. Until you end this effect, you can
use your action to emit a burst of flames in every
direction around you. All creatures within 15 feet of
you must make a Constitution saving throw when
you do so, taking 1d6 plus your Constitution modifier
fire damage on a failed save or half as much on a
successful save. This damage increases to 3d6 plus
your Constitution modifier fire damage at 15th level
and 5d6 plus your Constitution modifier fire damage
at 20th. Unattended flammable objects within range
automatically burst into flames. Once you use this
ability, you must finish a long rest before you may
use it again. You can end this effect prematurely as
another action. Once the effect ends, you immediately
gain a level of exhaustion.

Fear No Flame
Starting at 14th level, you have immunity to nonmagical
fire and resistance to magical fire.

N o va
At 18th level, while under the effect of your Flame
Wreath, you gain additional benefits as follows:
Inferno
• The light you shed is considered daylight.
Sorcerer • You can use an action to cast levitate or feather
fall at will without using a spell slot or consuming
material components
• The radius of your wreath increases to 30 feet
and you can select a number of creatures up to
your Wisdom modifier that are immune to its
effects.

Heroes of Horror | Player options


6
Races Icthyo Traits
When mortals make pacts with strange and alien
beings from the Far Realms, these covenants can Your icthyo sapien character has certain characteristics
produce offspring infused with the essence of their in common with other icthys.
otherwordly benefactors. Ability Score Increase. Your Wisdom score
increases by 2, and in addition, your Dexterity score
increases by 1.
I cthyo -S apien Age. Icthys mature at about the same rate as
humans and reach adulthood in their late teens. Once
If there's trouble, all us freaks have is each other. mature, icthys can live for several centuries, some
living well into their first millennia.
Icthyo Sapiens are a truly rare race of beings. Alignment. Icthyo sapiens tend towards more open-
Offshoots of normal humans, Icthyos are the result of ended thoughts, guided by a sense of inquisitiveness
magic, worship and otherworldly influence. Through and empathy over rigid predictablility. They are more
various pacts, icthys are an amalgamation of their often chaotic and almost always good.
human ancestors, mixed with aquatic features. Size. Icthys range from under 5 to over 6 feet tall
and have slender, flexible builds. Your size is Medium.
Speed. Your base walking speed is 30 feet and you
Far Realms Pacts have a swim speed of 35 feet.
Worshippers of Far Realms entities who call upon their Insightful. You have proficiency in the Insight skill.
benefactors can form lasting pacts that are binding
and last through generations. The result of these
strange arcane couplings are the icthys. Icthyos largely
resemble humans in form but have distinct fish-like
appearances. They all posses scaly skin with webbed
appendages between their fingers and toes as well as
a pair between their torsos and upper arms. These
aid in icthys ability to swim, making them incredibly
fast underwater despite being bipedal. They also have
raised gills which allows them to breath underwater
and for an extended period out of water as well. Their
most distinctive features are their heads – every icthyo
sapien is bald with large, pupilless black eyes, a pair of
slits for nostrils and thin lips, giving them an obvious
fish-like comportment.

Inquisitive and Empathic


Due to their alien ancestry, icthyo sapiens are
gifted with near psychic intuition. They can discern
motives and intentions easily and this awareness
makes them incredibly sensitive to the experiences
of others. Combined with their own rarity, icthys are
very inquisitive about other mortals, eager for any
opportunity to learn about other creature’s encounter.
They gravitate towards beings who are as inquisitive
and open as themselves, especially those who have
an affinity towards study or expertise in a particular
hobby or profession.

Icthyo Names
Icthyo names are generally simple and monosyllabic
– easier for others to feel more comfortable in their
presence. Most often, their names reference a famous
local, whom the itchyo may come to idolize and
emulate over the course of their long lives.

Player options | Heroes of Horror 7


Limited Amphibious. You can breathe in water The Samaritan includes 3 'oversized' rounds and 1
and for up to 8 hours out of water. If you have not 'tracker' round in its chambers. As a bonus action, a
completely submerged yourself in salt water for at creature wielding the weapon can state which round
least 1 minute at any point within the last 8 hours you the firearm will fire on its next use. If neither round
fall unconscious and can not be awoken until you are is announced beforehand, the Samaritan will fire
submerged in salt water for at least 1 minute. oversized rounds.
Empath. You can cast the sense emotion spell once As an action, you can make a ranged attack with
with this trait and regain the ability to do so when this weapon against a creature you can see up to 120
you finish a short or long rest. When you reach 5th feet away. If you are attuned to the weapon, then you
level you can cast the detect thoughts spell as a 2nd- are considered proficient in its use.
level spell once with this trait and regain the ability If the round selected is oversized, then on a hit, the
to do so when you finish a long rest. Wisdom is your target takes 27 (6d8) radiant damage. This damage
spellcasting ability for these spells. ignores resistances and immunities. You have a +3
bonus on this attack if the target is an aberration, fey,
fiend, giant, monstrosity, or undead.
Magic Items If the round selected is tracker, then on a hit, the
creature must make a DC 15 Wisdom saving throw.
From interdimensional gods, to hellish champions, to On a failure, for the next 24-hours you can use an
sorcerous warlocks, the world of Hellboy is populated action to cast the spell locate animal or plant without
by a myriad of magical beings. Magic items are forged expending material components targeting only the
by the forces of evil to unleash unspeakable chaos creature hit by the round.
onto the world, and the powers of good craft relics of The Samariatn magically reloads at dawn and can
power to stop them. not use any ammunition other than the type it was
forged with.
Samaritan
Wondrous item, legendary
(requires attunement by a good-aligned creature)

Forged on the clockwork plane of Mechanus, the


Samaritan is a powerful two-handed weapon designed
by the most intelligent artificer minds of the realm.
Ordered constructed by a secret organization of
good, the firearm is crafted of holy metals, including
cold iron used in the slaying of powerful fey lords. Its
rounds are capable of taking out dangerous foes with
a single hit. The Samaritan can only be damaged by
a creature of angelic blood. When not being fired, the
Samaritan can be used as a greatclub.

Samaritan

Heroes of Horror | Player options


8
Actions
Heroic Sidekicks Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
What is a good hero without a trusty sidekick? The
D&D Essentials Kit introduced the expert, spellcaster Right Hand of Doom. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and warrior to add to a parties ranks. But the greatest one target. Hit: 8 (2d4 + 3) bludgeoning damage. This attack is
magical.
of heroes, deserve only the greatest of sidekicks.

H e l l b oy Hellboy Beyond 1st Level


Gruff, likeable, with a panache for humor and a witty
attitude, the fiendish Hellboy is a product of the Nine Level Hit points New Features
Hells and a mortal parent. His parent's identities are
unknown, but his father is assumed to be an archdevil 2nd 25 (3d8 + 4) Smite. When Hellboy hits a
and ruler of one of the layers of the Nine Hells, while creature with a melee weapon
his mother is believed to be a cultist of an alien being, attack, he may deal an extra 1d8
possibly an Ogdru Jahad. This pedigree has led to one force damage to their target.
of the most powerful cambion's ever spawned. Hellboy can use Smite a number
Asides from his enormous strength and power, of times per long rest equal to his
Hellboy possesses a uniqure right hand, one that CHA modifier.
is oversized and capable of opening portals to the 3rd 34 (4d8 + 16) Second Wind. Hellboy can use a
crystal prism in the Outer Darkness that house the bonus action on his turn to regain
Ogdru Jahad. Born to be a force of evil and unleash hit points equal to 1d10 + his level.
these unspeakable terrors, Hellboy has proven to be a If he does so, he can't use this
heroic force for good, vanquishing monsters and evil feature again until he finishes a
wherever he finds it. short or long rest.
4th 42 (5d8 + 20) Ability Score Improvement.
Hellboy's Str. score increases by
H ellboy 2, raising the modifier by 1, so
increase his Str. saving throw by
1st-level medium fiend
1, and increase his bonuses to hit
Armor Class 17 (natural armor) and damage of his melee weapon
Hit Points 17 (2d8 + 4) attack by 1 and increase the bonus
Speed 30 ft. to Athletics by 1.

STR DEX CON INT WIS CHA


16 (+3) 14 (+3) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Str +5, Con + 6, Cha +5


Damage Immunities fire
Damage Resistances cold, lighting, poison; bludgeoning,
piercing and slashing from nonmagical attacks Hellboy
Skills Athletics +5, Intimidation + 5, Perception +4, Stealth +5
Senses passive Perception 12
Languages Common

Great Weapon Figher. When Hellboy rolls a 1 or 2 on a damage die


for an attack he makes with a melee weapon that he is wielding with
two hands, he can reroll the die and must use the new roll, even if
the new roll is a 1 or a 2. The weapon must have the Two-Handed or
Versatile property for Hellboy to gain this benefit.

Regeneration. Hellboy regains 2 Hit Points at the start of his turn.


If hellboy takes radiant damage, this trait doesn't function at the
start of his next turn. Hellboy dies only if it starts its turn with 0 Hit
Points and doesn't Regenerate.

Right hand of Doom. Hellboy's right hand grows warm in the


presence of a portal or another means of travel within 30 feet of
him that leads directly to the Nine Hells or to the Outer Darkness.

Version 2 9
5th 51 (6d8 + 24) Proficiency Bonus. Hellboy's 13th 133 (14d8 + 70) Crush. When Hellboy hits with his
proficiency bonus increases by 1, Right Hand of Doom attack, if the
so make the following changes target is a creature, he can choose
in the stat block: increase the to crush the target. The target must
bonuses in the Saving Throws and succeed on a DC 16 Constitution
Skills entries by 1, and increase saving throw, taking 7 (2d6)
the bonuses to hit of his weapon bludgeoning damage on a failure
attacks by 1. or half as much on a success. A
6th 59 (7d8 + 28) Extra Regeneration. Hellboy creature that fails this saving throw,
can regenerate more hit points has its speed reduced by 10 until
at the start of his turn; he now the beginning of Hellboy's next
regenerates 4 hit points each turn. turn.
7th 68 (8d8 + 32) Bigger Hand. Hellboy's Right Hand 14th 142 (15d8 + 75) Ability Score Improvement.
of Doom attack deals an additional Hellboy's Str. score increases by
5 (2d4) bludgeoning damage on a 2, raising the modifier by 1, so
hit. increase his Str. saving throw by
1, and increase his bonuses to hit
Extra Attack. Hellboy can attack and damage of his melee weapon
two times, instead of once attack by 1 and increase the bonus
whenever he takes the attack to Athletics by 1.
action. 15th 152 (16d8 + 80) Proficiency Bonus. Hellboy's
8th 85 (9d8 + 50) Ability Score Improvement. proficiency bonus increases by 1,
Hellboy's Con. score increases so make the following changes
by 2, raising the modifier by 1, so in the stat block: increase the
increase his Con. saving throw by bonuses in the Saving Throws and
1, and increase his bonuses to hit Skills entries by 1, and increase
points by 1, retroactively. the bonuses to hit of his weapon
attacks by 1.
9th 95 (10d8 +40) Hand Push. When Hellboy hits
a target with his Right Hand of 16th 161 (17d8 + 85) Extra Attack. Hellboy can attack
Doom, if the target is a creature, three times, instead of once
he can choose to push the target. whenever he takes the attack
The target must succeed on a DC action.
15 Strength saving throw, or be 17th 171 (18d8 + 90) Legendary Resistance. If Hellboy
pushed back 10 feet and knocked fails a saving throw, he can choose
prone. to succeed instead. He must finish
a long rest before he can use this
Tail Attack. Hellboy can use a ability again.
bonus action on his turn to attack
with his tail (+6 to attack, range 10 Hardier Tail. Hellboy's Tail Attack
feet, damage on a hit: 5 (1d4 +3) deals an additional 8 (2d4 +3)
bludgeoning). bludgeoning damage.
10th 104 (11d8 + 55) Proficiency Bonus. Hellboy's 18th 180 (19d8 + 95) Extra Regeneration. Hellboy
proficiency bonus increases by 1, can regenerate more hit points
so make the following changes in at the start of his turn; he now
the stat block: increase the DC to regenerates 12 hit points each turn.
his Hand Push to 16, and increase 19th 190 (20d8 + 100) Fearless. Hellboy can not be
the bonuses in the Saving Throws frightened or charmed.
and Skills entries by 1, and increase
the bonuses to hit of his weapon 20th 199 (21d8 + 105) Samaritan. Hellboy summons his
attacks by 1. trusted Samaritan weapon out of
11th 114 (12d8 + 60) Extra Smite. Hellboy's Smite now the ether and attunes to it.
resets after a short or long rest.
12th 123 (13d8 + 65) Extra Regeneration. Hellboy
can regenerate more hit points
at the start of his turn; he now
regenerates 8 hit points each turn.

Heroes of Horror | Player options


10
Oh man, they wronged you.
Why they gotta be like that?
You exude a cosmic darkness.
Warlock
Under the crimson, primordial sky surrounded by the
jagged rocks of the ancient volcanic mountain, the wretched
Warlock reached into the dark embrace of the fissure until his
hand touched a smooth glassy surface. Cold as ice.
- Seeker Of The Serpent’s Eye
Idol
Not all warlocks discovered their patrons while on
Warlock
a search for power. Instead, some were destined to
belong to a star-crossed entity by the hands of fate.
Through terrible tragedy such a pact is eventually
revealed and these warlocks emerge with a purity
of devotion that rivals their more power-focused
brethren. However once these warlocks do get a taste
of previously unknown and forbidden knowledge, they
quickly decide their former life is nothing compared to
the future their new patron provides.

O t h e rw o r d l y P a t r o n
At 1st level, a warlock gains the Otherworldly Patron
feature. The following option is available to a warlock,
in addition to those offered in the Player's Handbook:
the Idol.

The Idol
Your patron was once the love of your life, you’re
reason for being. Tragedy took them and left you
feeling like a piece of you had disappeared forever.
But the bond you shared anchored their spirit to the
living world. Not long after their departure they made
their presence known. Now your true love exists as an
invisible spectre, watching over you. The power of your
shared passions are so strong it gives your departed
Image: Rob McCallum

the ability to effect the physical world, protecting you


from harm and giving you the strength to overcome
the most challenging of odds. They know your deepest
desires and your most treasured dreams and seek to
propel you to achieving the success and happiness
they once believed they would achieve alongside you.

Heroes of Horror | Player options


12
Being a spirit, your patron exists on a plane adjacent
to yours, most likely the Ethereal plane or possibly
even the Shadow realm. Sages speculate that gods
and goddesses of love view relationships such as
yours as the rarest and most beautiful force in all of
creation. They are rumored to impart a measure of
magical power to such romances, allowing lovers to
remain together for a little while longer until both
souls must finally depart from the world of the living.

R e s t r i c t i o n : O n e T ru e L o v e
Once your Idol patron has revealed themselves to you,
you must never again express a desire or engage in
a romantic partnership with any other being or your
patron may abandon you. You should work with your
DM to determine the extent of this restriction and how
limited or expansive a definition your patron considers
romantic involvements to be. At your DMs discretion,
a idol warlock who breaks this restriction may be
forced to abandon this class and adopt another.

Idol Features Calming Devotion


Starting at 1st level, your patron can bring a soothing
Warlock
peace to your heart when others attempt to muddle
Level Feature
your emotions. As an action, you can expend a warlock
Expanded Spell List, Bonus Cantrips, spell slot to end one effect on yourself that is causing
1st you to be charmed or frightened. Alternatively, you can
Calming Devotion
expend two slots to use this feature as a reaction.
6th Protective Aura
Protective Aura
10th Heart of Ice, Fury of Fire Starting at 6th level, your patron can momentarily
surround you with a protective shield. This aura
14th Pervasive Assault appears as a shimmering, barely visible protective
sphere, making you resistant to the magic of others.
As an action, for the next minute, you have advantage
Expanded Spell List on saving throws against spells and magic effects.
Your Idol lets you choose from an expanded list of Once you use this feature, you can't use it again until
spells when you learn a warlock spell. The following you finish a long rest.
spells are added to the warlock spell list for you.
Heart of Ice, Fury of Fire
Idol Expanded Spells Beginning at 10th level, your patron hardens your
heart with icy determination to overcome all odds
Spell Levell Spells while infusing your attacks with an overwhelmingly
1st heroism, sanctuary passionate heat. You have resistance to cold damage
and in addition, any spell or effect you create ignores
resistance to fire damage and treats immunity to fire
2nd barkskin, enhance ability
damage as resistance to fire damage.
3rd haste, nondetection
P e rva s i v e A s s au lt
At 14th level, your patron helps ensure victory over
4th freedom of movement, stoneskin
even the most impervious of foes. When you hit a
creature with an attack, you can use this feature
5th antilife shell, dispel evil and good to cause any spell or effect against it to ignore all
of its resistances and treat any of its immunities as
Bonus Cantrips resistance for the next 1 minute.
At 1st level, you learn the guidance and resistance Once you use this feature, you can’t use it again until
cantrips. They count as warlock cantrips for you, but you finish a long rest.
don't count against your number of cantrips known.

Player options | Heroes of Horror 13


Horn of
Abraxas

Tainted blade

Magic Items on a DC 15 Wisdom saving throw or take 4d10


Magic items are not very common in stories where necrotic damage and is unable to take reactions for 1
horror reigns supreme. An abundance of enchanted minute. The dagger can't be used this way again until
objects would seem to undermine powerlessness of the next dawn.
mortals in the face of terrible powers. Still, when magic
does come to light, it manifests in bizarre and unique
ways that can aid in a decisive victory or ultimately
lead to a fate far worse than originally designed.

Horn of Abraxas
Wondrous item, uncommon

You can use an action to blow this horn. In response,


four fiendish villains from a layer of the Abyss appear
within 60 feet of you. These spirits use the black skulls
statistics from the Villains of Horror supplement. They
return to the 17th layer of the Abyss, Death's Reward,
after 1 hour or when they drop to 0 hit points. Once
you use the horn, it can't be used again until 7 days
have passed. The summoned black skulls are friendly
to you and your companions and follow your orders.

Tainted Blade
Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made


with this magic weapon.
You can use an action to cause this blade to project
a transluscent light blue aura that surrounds it. This
aura remains for 1 minute or until an attack using this
weapon hits a creature. That creature must succeed

Heroes of Horror | Player options


14
Heroic Sidekicks
What is a good hero without a trusty sidekick? The
D&D Essentials Kit introduced the expert, spellcaster
and warrior to add to a parties ranks. But the greatest
of heroes, deserve only the greatest of sidekicks.

Red Miller
After losing the love of his life in a horrific attack,
Red found the spirit of his soulmate returned to grant
him protection from beyond the grave. After taking
vengeance on those who ended their union, he took
to wandering the realm, fighting to make the wrong
things right.
Trained as a fighter, Red's new abilities allow him
to tap into the spiritual energy of his beloved, making
him a powerful ally against the forces of evil in the
world.

R ed M iller Red Miller Beyond 1st Level


1st-level medium humanoid

Armor Class 14 (studded leather) Level Hit points New Features


Hit Points 9 (2d8)
2nd 13 (3d8) Second Wind. Red can use a bonus
Speed 30 ft.
action on his turn to regain hit
points equal to 1d10 + his level.
STR DEX CON INT WIS CHA If he does so, he can't use this
12 (+1) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2) feature again until he finishes a
short or long rest.
Saving Throws Str +3, Con + 2, Wis +3, Cha +4
Skills Perception +3, Stealth +3
3rd 14 (4d8) Spellcasting. Red learns another
Senses passive Perception 13
Languages Common
1st-level spell: heroism.

Great Weapon Figher. When Red rolls a 1 or 2 on a damage die for 4th 22 (5d8) Ability Score Improvement. Red's
an Attack he makes with a melee weapon that he is wielding with Str. score increases by 2, raising
two hands, he can reroll the die and must use the new roll, even if the modifier by 1, so increase his
the new roll is a 1 or a 2. The weapon must have the Two-Handed or Str. saving throw by 1, and increase
Versatile property for Red to gain this benefit.
his bonuses to hit and damage of
his melee weapon attack by 1.
Spellcasting. Red's spellcasting ability is CHA (spell save DC 12, +4
to hit with prepared spells.)
5th 27 (6d8) Eldritch Invocation. Red gains
Cantrips (at will): resistance, true strike the following warlock invocation:
1st level (2 slots): hex Devils Sight

Actions Spellcasting. Red gains one 1st-


Greataxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: level spell slot and two 2nd-level
7 (1d12 + 1) slashing damage. spell slots. He also learns one 2nd-
level spell: darkness.
Calm Devotion. Red expends a warlock slot and ends one effect on
himself that is causing him to be charmed or frightened.
6th 31 (7d8) Multiattack. When Red takes the
attack action, he can make two
melee attacks as part of that action.

Player options | Heroes of Horror 15