Wednesday, August 13, 2025

Cthulhu By Torchlight

Cthulhu by Torchlight is a D&D Beyond exclusive toolkit for D&D 2024 by the masters of mythos gaming, Chaosium. The book includes an introduction to the Cthulhu Mythos and has seven chapters. 

Chapter 1 introduces passions and dreadful insights. Characters in horror stories often make decisions that make little logical sense. That's because they are driven by their passions. These are beliefs that shape their actions. With the new rules you can draw upon those to gain bonus. A dreadful insight is essentially a passion that you discover about yourself and can ultimately lead to destruction. Player's can create their own passions and dreadful insight or use the ones provided.

Chapter 2 includes a new backgrounds (with new tools) and and five new origin feats. Mythos Investigators have seen through the veil and been changed by their exposure to the Mythos. I like all of these feats and honestly they can work for anyone, but are particularly appropriate (and useful) for Mythos Investigators. 

Chapter 3 includes a new subclass for all the base classes:
  • Path of the Spell Scorned (Barbarian) - Touched by magic, these barbarians gain the ability to fight back against otherworldly and spellcasting foes
  • College of Drama (Bard) - These bards are adept at playing roles and can even impart their acting abilities onto others, making them excellent infiltrators
  • Apocalypse Domain (Cleric) - Clerics that tap into the energy of ending and demise, they are often considered heretics by the other faiths
  • Circle of the Symbiote (Druid) - These druids see plant life just as valuable as animal life and allow a plant to symbiotically grow and become a part of them
  • Hero (Fighter) - Heroes are needed to face the horrors of the world and these fighters do so while inspiring others
  • Warrior of Cosmic Balance (Monk) - The aesthetics  are guardians of the mortal realm and specialize in fighting back extraplanar horrors
  • Oath of the Guardian (Paladin) - Noble warriors that are empowered by their oaths to protect the common folk. 
  • Trail Warden (Ranger) - Wilderness warriors that pledge to lead others into the wilderness and make sure they make it out alive
  • Shadow Stalker (Rogue) - Feeling a call to the void, these rogues allow true darkness into their hearts, granting amazing stealth abilities
  • Hunger Darker (Sorcerer) - Born with innate magic, these sorcerers have an arcane hunger that seeks to claw its way out 
  • Exalted Assembly of the Feline Court (Warlock) - These warlocks have struck a bargain the cats of the Dreamlands, which seek to protect mortals from Mythos threats.
  • Bibliomancy (Wizard) - Instead of just seeing symbols and words as a means to the ends, these wizards believe they are the true building blocks of the multiverse. 
Chapter 4 introduces new Mythos spells. Anyone familiar with the Mythos will recognize many of these spell names. An aspect I like about these spells is the new optional rule. When casting a Mythos spell it's possible that they acquire the "Power at Any Cost" passion, which influences them to gain more Mythos knowledge and magic. 

Chapter 5 discusses how to run Mythos adventures. Their are foes divided into level based tier lists. Some of these monsters are from the Monster Manual while others are statted later in this book. The chapter does an excellent job of presenting what a typical mythos adventure is like and the elements that are common. This includes interesting twists and how to use 5e's rules thematically.

Chapter 6 presents Mythos tomes. These are special magic items tied to loathsome Mythos entities. Five infamous ones are detailed, including The King In Yellow and the Necronomicon. The chapter ends with a discussion on using these tomes in your game.

Chapter 7 details 20 different iconic mythos monsters (technically more if you count the variants). These range from the lowly Rat-Thing to Great Cthulhu himself. As you might expect, some of these creatures are incredibly deadly, even to mighty 5e characters. There's also a discussion of how existing MM monsters can be used as Mythos creatures. One final thing about this chapter I like is that exposure to these creatures can cause players to gain Mythos monster specific insights. This is a nice way to show how these monstrosities warp a mortal's mind.

I wish this was a physical book, but I still think it's fantastic. If you're a horror fan (especially of things Lovecraftian) and use D&D Beyond I highly recommend this one. 

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