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Deep Magic: Pestilence Domain

Pestilence embodies the diseases and vermin that plague civilization—viewed as “bad air,” divine punishments, curses, or even demons lurking within the body to corrupt it from within. Deities with this domain may be both healers and killers, striking the unworthy with afflictions while blessing their flock with health. Deities of any alignment may claim this

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Deep Magic: Pestilent Cleric Spells, Part 2

Death Toll 4th-Level Necromancy (Pestilent)Casting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutes You conjure a shadowy bell in front of you and ring it with an ominous, ethereal tone. Any living creature within a 30-foot radius of you must succeed on a Wisdom saving throw or become frightened for the duration.

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Deep Magic: Pestilent Cleric Spells, Part 1

Aura of Filth 4th-level necromancy (pestilent)Casting Time: 1 actionRange: Self (30-foot radius)Components: VDuration: Concentration, up to 1 minute Putrefying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each living creature in the aura (including you) cannot be cured of a

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You Find Yourself in a Haunted House: Creepy Friends

Whether a windswept manor on the moors, a dilapidated hut outside of town, or a castle on the verge of ruin, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead bashing. This section focuses on some thematic NPCs who could be allies (or complications!) for PCs dealing with a

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You Find Yourself in a Haunted House: Monsters

Whether a windswept manor on the moors, a dilapidated hut outside of town, or a castle on the verge of ruin, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead bashing. This section focuses on the creatures your PCs typically find in a haunted house. It includes some ideas

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You Find Yourself in a Haunted House: Traps

Whether a windswept manor on the moors, a dilapidated hut outside of town, or a castle on the verge of ruin, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead bashing. This section introduces suggestions for creating haunted traps, a modified hazard customized for setting off spooky supernatural effects!

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You Find Yourself in a Haunted House: Spells

Whether a windswept manor on the moors, a dilapidated hut outside of town, or a castle on the verge of ruin, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead bashing. This section is about the interactions with magic in haunted locales. We’ll start with some suggestions to adjust

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You Find Yourself in a Haunted House: Magic Items

Recommended Items Haunted locations aren’t very haunted without some undead encounters, and the undead come with several resistances and ailments they can inflict on PCs. For example, most undead are immune to poison and charm abilities while they can inflict fear or attribute-draining attacks on PCs. Consider the magic items PCs already have to determine

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You Find Yourself in a Haunted House: The Beginning

Whether a windswept manor on the moors, a dilapidated hut on the outskirts of town, or a castle on the verge of ruins, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead infestation. A distinguishing feature of haunted locales is dependence on mood. Fear is a typical goal, but

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Warlock’s Apprentice: Courtfolk Halflings, the Quiet People of the Covenant

No creature epitomizes the art of graceful service like the courtfolk, an accomplishment these halflings take with great (but quiet) pride. Courtfolk are defined by their dedication and deference to the great elven courts of old, but their identities are in flux in the wake of the Great Retreat. Now their oaths are sworn to

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