recursal/Fanatic-Fandom huggingface dataset:
Bishibosh

**Armor Class** 13 (Leather Armor)
**Hit Points** 32 (5d8 + 10)
 STR10(+0)
 **Saving Throws** Wis +3, Cha +4
**Skills** Perception +2
**Damage Resistances** cold, lightning
**Damage Immunities** fire
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 13
**Languages** Abyssal
 **Innate Spellcasting.** Fallen Shaman's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Firebolt, Cure Wounds (Can only be cast on a fiend creature of CR 1 or less)
**Extended Reach.** The shaman can cast the Cure Wounds spell on a creature within 30 feet.
**Resurrection Power.** The shaman can cast the Cure Wounds spell on a creature that has been dead for no longer than 1 minute and that isn't undead.
 **ACTIONS**
***Scimitar.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus 3 (1d6) fire damage.
***Firebolt.*** *Ranged Spell Attack:* +6, reach 120 ft., one target. Hit: 6 (1d10) fire damage.
Fists of Fire

**Casting Time:** 1 action
**Range:** Self (5-foot radius)
**Components:** S, M (a claw)
**Duration:** Instantaneous
 You brandish the claw used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, you gain 1 charge and a red sphere starts turning around you for 1 minute. If you are wielding a claw in your off-hand, you can use your bonus action to attack a creature within 5 feet of you. On a hit you can either gain 1 additional charge or release the charges.
 **At Higher Levels:** Every source of damage of this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Durable and Tough (Revised)

Hardy and resilient, you gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.
* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
* Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Astral

## The Astral

Your patron is a demigod or demigoddess of the astral plane, it provides you powers to move objects around you aswell as controlling the movements of your enemies.

### EXPANDED SPELL LIST

The Astral lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Astral Expanded Spells
 2nd
 3nd
 4th
 5th

### HADAR'S BLAST

Starting at 1st level, your mystical powers allows you a early training. You learn the Hadar's Grasp and Repelling Blast eldritch invocations. They don't count against your number of eldritch invocations known.

### KINETIC FORCE

At 1st level, displacing a creature allows you to deal damage to it. Gain proficiency with shields. Also, Whenever you force a target to move, you may deal 1 force damage for each 5 feet of movement forced. In addition, whenever a creature you move ends its forced movement within 5 feet of a wall or within 5 feet of you while you are using a shield, you may have that creature take 1d6 bludgeoning damage. The damage increases by 1d6 at 6th level (2d6), 10th level (3d6) and 14th level (4d6).

### TENSER'S PROTECTIVE DISK

Begining at 6th level, you learn to manipulate the floating disk at your advantage. You learn the Tenser's Floating Disk spell. Also, while you are on your tenser's floating disk, creatures attack you with disadvantage and you gain advantage on all saving throws.

### EMPOWERED MIND

At 10th level, your mind expands beyond your limits for a short duration. You can cast the spell telekinesis without expending a spell slot or material components. You can do a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### IMPROVED ANIMATED OBJECTS

Starting at 14th level, the objects you animate are more polyvalent. You learn the Animate Objects spell. For you, enchanting two tiny objects count as 1 object. Also, large and huge objects you animate can forgo an attack to attempt a grapple.
Azurewrath

*Weapon (Longsword), Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, you can use a bonus action to speak this magic sword's command word, causing a radiant light to brighten the area. While the sword is enlightened, undead creatures within 30 feet of you must make a DC13 Strength saving throw at the start of your turn. On a failed save, a creature is shoved 5 feet away from you. The light last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Frostwind

*Weapon (Longsword), Very Rare (Requires Attunement)*

You have a +2 bonus to attack and damage rolls made with this magic weapon. Also, you can cast the Arctic Blast spell at 5th level without expending a spell slot or material components. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose. Once you used this feature, you can't use it again until next dawn.
Dim Vision

*An optional Fighter, Paladin and Ranger Feature*

*Prerequisite: Blind Fighing Style*

Once per turn, as a bonus action, you and creatures within 10 feet of you must make a Constitution saving throw (8 + your proficiency bonus + your Strength or Dexterity modifier) as you release dust and sands in the area. On a failed save, a creature is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Golem Mastery

*Prerequisite: a character with Spellcasting or Pact Magic feature*

You are a true golemancer. You gain the following benefits:

* You learn the Summon Clay Golem, Summon Blood Golem, Summon Iron Golem or Summon Fire Golem spell.
* Your Clay Golem, Blood Golem, Iron Golem and Fire Golem hit point maximum increases by an amount equal to twice your level, their speed increases by 10 and they gain a bonus to attack rolls equal to your proficiency bonus.
Crossbow Expert and Gunner (Revised)

You have a quick hand and keen eye when employing ranged attacks, you gain the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with firearms (see “Firearms” in the *Dungeon Master’s Guide*).
* You ignore the loading property of ranged weapons.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a one handed ranged weapon you are holding.
Impale

*Prerequisite: Strength 13 or higher*

You are deadly with piercing type weapons. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* Before you make a melee attack with a Javelin, Lance, Pike, Spear or a Trident, you can choose to do so with disadvantage. If that attack hits, consider the hit to be a critical strike.
Hellcast

*Weapon (Heavy Crossbow), Rare (Requires Attunement)*

You have a +1 bonus to attack and damage rolls made with this magic weapon. Also, whenever you are subjected to fire damage, you can use your reaction to have immunity to fire damage until the start of your next turn and the first time you hit with this crossbow on your next turn, the target takes an extra 3d6 fire damage. Once you used this feature, you cannot use it again until next dawn.
Fend

*An optional Fighter Feature
Prerequisite: Superior Technique Fighting Style*

Once per turn, you can forgo an attack to force all creatures of your choice adjacent to you to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is pushed 10 feet away from you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Atma's Wail

*Armor (Plate), Rare*

While wearing this armor, whenever you make a death saving throw, you regain 1 expanded spell slot of 5th level or lower on a failed save and regain 1d10 hit points on a success. Also, if you roll a critical failure, you instantly die and if you roll a critical success, you regain all your lost hit points.
Crown of Thieves

*Wondrous item (Helm), Legendary (Requires Attunement)*

While wearing this helm, you have resistance to fire damage and your Dexterity score changes to 23. The item has no effect on you if your Dexterity without the helm is equal to or greater than 23. Also, you understand the Thieves' Cant language.
Holy Fire, Holy Freeze and Holy Shock

*An optional Cleric Feature*

At 3rd level, you can, as an action, release energy within yourself for 1 minute gaining one of the ability mentioned below. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

**Holy Fire.** While active, your weapon deals an extra 2d4 fire damage to any target it hits. Also, at the end of each of your turns, each creature of your choice within 30 feet of you take fire damage equal to your spellcasting ability modifier.

**Holy Freeze.** While active, your weapon deals an extra 1d4 cold damage to any target it hits. Also, at the end of each of your turns, each creature of your choice within 30 feet of you has its speed is reduced by 20 feet until the end of their next turn.

**Holy Shock.** While active, your weapon deals an extra 1d10 lightning damage to any target it hits. Also, at the end of each of your turns, each creature of your choice within 30 feet of you take 1d6 lightning damage.
Gargoyle Trap

**Armor Class** 18 (Natural Armor)
**Hit Points** 66 (7d8+35)
 STR1(-5)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities** poison, psychic
**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses** blindsight 60 ft., passive Perception 7
**Languages**
 **ACTIONS**
***Multiattack.*** The gargoyle makes four bolt of fire attacks. Each attack must target a different creature in each directions.
***Bolt of Fire.*** *Ranged Spell Attack:* +5, reach 60 ft., one target. Hit: 5 (1d10) fire damage.
Howl, Shout, Battle Order and Battle Command

*An optional Barbarian feature*

At 1st level, whenever you enter a rage, you cry out loud affecting creatures around you. Refer to the table below for the different effects.

Warcry Effects
 Battle Command | For 1 minute, the next time a creature of your choice that can hear you within 30 feet casts a spell, increase the level of that spell by 1 without expending an higher level spell slot.
Blade Shield

You are as offensive and defensive. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Blade Ward cantrip. You can cast it without verbal or somatic components. If you already know this spell, its casting time becomes a bonus action. Its spellcasting ability is the ability increased by this feat.
* When a creature starts its turn within 5 feet of you or moves within 5 feet of you while your Blade Ward is active, it must succeed on a Dexterity saving throw against your spell save DC. On a failed save, it takes slashing damage equal to 1d6 + the ability modifier of the score increased by this feat.
Verdungo's Hearty Cord

*Wondrous Item (Belt), Legendary (Requires Attunement)*

While wearing this belt, in combat, you regain hit points equal to 1 plus your Constitution modifier and gain temporary hit points equal to 1d6 at the start of your turn, provided that you have at least 1 hit point. Also, your Constitution score changes to 23. The item has no effect on you if your Constitution without the belt is equal to or greater than 23.
Bonehew

*Weapon (Polearm), Rare*

Whenever you successfully hit with this weapon, a swirling spectral bone forms a line 50 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC13 Dexterity saving throw. On a failed save, a creature takes and 1d4 force and 1d4 piercing damage.
Blood Crescent

*Weapon (Scimitar), Common (Requires Attunement)*

**Sentience.** This weapon is a sentient lawful good weapon with an Intelligence of 10, a Wisdom of 10, and a Charisma of 10. It has hearing and darkvision out to a range of 120 feet. The weapon communicates by telepathy with its owner.

**Personality.** This weapon wants the well being of its master. It provides important cues about its environment when its master can't see such as threats and possible traps or treasures.
Andariel

**Armor Class** 17 (Natural Armor)
**Hit Points** 112 (15d10+30)
 STR12(+1)
 **Saving Throws** Dex +7, Cha +4
**Skills** Acrobatics +7, Perception +5
**Damage Vulnerabilities** fire
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
**Senses** darkvision 60 ft., passive Perception 15
**Languages** Abyssal, Common
 **Legendary Resistance (2/Day).** If Andariel fails a saving throw, she can choose to succeed instead.
 **ACTIONS**
***Claw.*** *Melee Weapon Attack:* +7, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) poison damage.
***Poison Sting.*** *Ranged Spell Attack:* +6, reach 30/60 ft., one target you can see. Hit: 10 (2d6 + 4) poison damage.
 **LEGENDARY ACTIONS**
Andariel 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. Andariel regains spent legendary actions at the start of her turn.
***Claw Attack.*** Andariel makes a claw attack.
***Poison Sting Attack.*** Andariel makes a poison sting attack.
***Move.*** Andariel moves up to half her speed.
Circle of the Dragons

This circle is a cult to the dragons, it mimics the main assets of their kind, thus, providing incredible skills worthy of a dragon.

### DRACONIC STUDIES

When you choose this circle at 2nd level, your circle provided studies about dragon and their species. You learn the draconic language and you learn one cantrip of your choice among Acid Splash, Ray of Frost and Fire Bolt which doesn't count against your number of cantrips known. It is a druid spell for you.

### REPTILE BREATH

Starting at 2nd level, you learned the breath of a dragon. You can expend one use of your Wild Shape to use your action to exhale destructive energy. You choose the damage type between Acid, Cold, Fire, Poison or Lightning. Each creature in a 15 ft. cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 damage, or half as much damage on a success. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level.

### SCALY SKIN

Beginning at 6th level, your skin changes into scales. When you are wearing no armor, your AC is equal to 14 + your dexterity modifier.

### GROWING TAIL

At 10th level, you start to slowly grow a tail. As an action you can use your tail to make a melee attack. The attack deals 2d8 bludgeoning damage. For the purpose of this attack, you can use your wisdom modifier instead of strength or dexterity for the attacks roll and damage. The damage increases by 1d8 at 11th level, 12th level and 13th level. You can use this attack a number of times equal to your proficiency bonus. You regain all charges when you finish a long rest. If you already had a tail, it strengthens.

### DRAGON WINGS

At 14th level, wings start to grow on your body. You gain a flying speed of 10 feet. Also, when you fall at least 10 feet above the ground, you can use your reaction to extend your wings to glide horizontally a number of feet equal to your flying speed, and you take 0 damage from the fall. You determine the direction of the glide. Your flying speed increases by 5 feet at 15th level, 16th level and 17th level as they grow larger. If you already had wings, they grow larger.
Arioc's Needle

*Weapon (Spear), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, whenever you hit a creature with this weapon, it must make a DC15 Constitution saving throw. On a failed save, the target is poisoned for 1 minute and it is paralyzed while poisoned in this way.
Decrepify

**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** S M (A Vial of Water)
**Duration:** 1 round
 A sense of discomfort surrounds the creatures in a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, for the duration, the target has vulnerability to bludgeoning, piercing and slashing damage, its speed is reduced by 15 feet, whenever it deals bludgeoning, piercing or slashing damage, the damage is reduced by 1d6 and, it can't make more than one melee or ranged Attack during its turn.
Cloak of Shadows

**Casting Time:** 1 bonus action
**Range:** Self (30-foot cube)
**Components:** S
**Duration:** 1 round
 A veil of shadows surrounds yourself and enemies around you. Creatures of your choice in a 30-foot cube originating from you must make an Intelligence saving throw. On a failed save, a creature has disadvantage on attack rolls and any attack roll against this creature has advantage until the end of your next turn.
Summon Clay Golem

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** S
**Duration:** 8 hours
 A point a finger at a location and a Clay Golem appears to fight for you for the duration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Alert and Dungeon Delver (Revised)

Always on the lookout for danger, you gain the following benefits:

* You can't be surprised while you are conscious.
* You gain a +5 bonus to initiative.
* Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
* You have advantage on saving throws made to avoid or resist traps.
* You have resistance to the damage dealt by traps.
* Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Keen Mind, Linguist and Observant (Revised)

Quick to notice details of your environment, you gain the following benefits:

* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
* You learn three languages of your choice.
* You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
* You always know which way is north.
* You always know the number of hours left before the next sunrise or sunset.
* You can accurately recall anything you have seen or heard within the past month.
Blizzard

*Prerequisite: a character with Spellcasting or Pact Magic feature*

Your power over cold is unmatched. You gain the following benefits:

* You learn the Ice Storm spell.
* You can change the bludgeoning damage of Ice Storm to cold damage.
* Creatures who fail the saving throw of Ice Storm are restrained until the end of your next turn.
Battle Cry and War Cry

*An optional Barbarian feature*

At 11th level, you can, while raging, as a bonus action, let out a violent war cry affecting the creatures around you. Once you used either of these cries in this way, you can’t use the cries in this way again until you finish a long rest.

***Battle Cry.*** Each creature within 5 feet of you must succeed on a Wisdom saving throw (8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature has a a -2 malus to AC and damage rolls until the end of your next turn.

***War Cry.*** Each creature within 5 feet of you must succeed on a Constitution saving throw (8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is stunned until the end of your next turn.
Corrupted Rogue

**Armor Class** 14 (Leather Armor, Shield)
**Hit Points** 18 (4d8)
 STR14(+2)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages** Abyssal
***Shortsword.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
***Shield Bash.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: the target is knocked prone.

 **Armor Class** 14 (Leather Armor)
**Hit Points** 18 (4d8)
 STR10(+0)
 **Saving Throws** Dex +5
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages** Abyssal
***Shortbow.*** *Ranged Weapon Attack:* +5, reach 80/320 ft., one target. Hit: 3 (1d6 + 3) piercing damage.

 **Armor Class** 13 (Studded Leather Armor)
**Hit Points** 18 (4d8)
 STR14(+2)
 **Saving Throws**
**Skills**
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** passive Perception 10
**Languages** Abyssal
***Pike.*** *Melee Weapon Attack:* +4, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Blood Hawk

**Armor Class** 12 (Natural Armor)
**Hit Points** 7 (2d6)
 STR6(-2)
 **Saving Throws** Dex +4
**Skills** Perception +3
**Damage Resistances**
**Damage Immunities**
**Condition Immunities** prone
**Senses** darkvision 60 ft., passive Perception 13
**Languages**
 **Flyby.** The blood hawk doesn't provoke opportunity Attacks when it flies out of an enemy's reach.
 **ACTIONS**
***Bite.*** *Melee Weapon Attack:* +4, reach 5 ft., one target you can see. Hit: 5 (1d4+2) piercing damage plus 3 (1d4) poison damage. The target can't regain Hit Points until the start of the blood hawk's next turn.

 **Armor Class** 16 (Natural Armor)
**Hit Points** 63 (6d10+30)
 STR1(-5)
 **Saving Throws** Con +7
**Skills**
**Damage Resistances** fire, bludgeoning, piercing, slashing
**Damage Immunities** poison
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
**Senses** passive Perception 5
**Languages**
 **ACTIONS**
***Expel.*** The nest releases a blood hawk creature.
Eclipse

Your research on magic lead you to controlling your mind as easily as you control your body.

### BODY AND MIND

Starting at 1st level, releasing your spells heals you. Whenever you expand a spell slot to cast, regain 1d4 hit points per level of the spell slot expended.

### MIST FORM

At 1st level, you can transform your body to take the form of the mist for a brief moment. As a bonus action, you can transform yourself into mist until the end of your turn, your speed increases by 10 and you don't provoke opportunity attacks until the end of your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all charges when you finish a long rest.

### PAIN FOR THOUGHTS

Beginning at 6th level, your mind uses your body to restore itself. When you are at maximum hit points and you take damage, you may choose to gain that much sorcery points. If you do, you can't use this feature again until you finish a short or long rest.

### MEMORY'S JOURNEY

Starting at 14th level, your learned your way around creating spells. You can use your Font of Magic feature to create 6th level spell slots at the cost of 8 sorcery points.

### BEYOND PLANES

At 18th level, you are able to find a plane where time passes differently to rest your soul. You gain the benefits of a long rest at the end of a short rest.
Grizzly

**Armor Class** 12 + the level of the spell (Natural Armor)
**Hit Points** 50 + 15 for each level of the spell above 5th
 STR18(+4)
 **Condition Immunities** charmed, exhaustion
**Senses** passive Perception 12
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 **ACTIONS**
***Multiattack.*** The Grizzly makes a number of attacks equal to half this spell’s level (rounded down).
***Claw.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + 4 + the spell’s level slashing damage.
Iron Golem

**Armor Class** 11 + the level of the spell (Natural Armor)
**Hit Points** 15 + 5 for each spell level above 1st
 STR16(+3)
 **Skills** Athletics +3 plus PB
**Damage Immunities** poison
**Condition Immunities** charmed, exhaustion, poisoned
**Senses** passive Perception 10
**Languages** Understands The Languages Of Its Creator But Can't Speak
**Challenge** -
 ***Item Creation.*** The golem retains the bonuses from the item it was created from.
***Iron Spikes.*** Whenever the golem is dealt damage by a melee weapon, the attacker takes force damage equal to the damage dealt plus your spellcasting ability modifier.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 **ACTIONS**
***Multiattack.*** The golem makes a number of Blade Arm attacks equal 1 plus half this spell’s level (rounded down).
***Blade Arm.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + 3 + the spell's level slashing damage.
Grappler and Tavern Brawler (Revised)

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

* Increase your Strength or Consititution score by 1, to a maximum of 20.
* You are proficient with improvised weapons.
* Your unarmed strike uses a d4 for damage.
* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
* You have advantage on attack rolls against a creature you are grappling.
* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
College of the Occult

You learn to enter a trance that allows you to be more alert, steadier and more offensive.

### DEMONIC TRANCE

When you join the College of the Occult at 3rd level, you gain the ability to enter trance at the start of a combat. When you roll initiative, you can roll a bardic inspiration die. You enter a trance for a number of turns equal to the number you rolled on the Bardic Inspiration die. While in trance, you can see invisible creatures within 120 feet of you and whenever you use an offensive cantrip, you can use the same cantrip a second time as part of the same action, it can target a different creature. The trance ends early if you are incapacitated or if you voluntarily end it (no action required).

### PAST LIVES KNOWLEDGE

Beginning at 3rd level, your knowledge of spells increases. You learn three cantrips of your choice. They don’t count against your number of Cantrips known. If they don’t appear on the Bard spell list, they are nonetheless Bard Spells for you.

### CONTROLLED TRAUMA

Starting at 6th level, the control over your body has increased, you can now decide at which moment you enter a trance. You can, as a bonus action, roll a bardic inspiration die. You enter a trance for a number of turns equal to the number you rolled on the die and gain all the benefits of your Demonic Trance feature.

Also, when you inspire others with your Bardic Inspiration feature, you can choose to roll the die instead and that creature also gains your Demonic Trance feature for a number of turns equal to the number you rolled on the die.

### POSSESSION SHELTER

At 14th level, being in a trance allows you extra protection. At the start of your turn, if you are in a Demonic Trance, gain 10 temporary hit points. Also, at the end of your turn, if you are in a Demonic Trance, cast the spell Sanctuary on yourself as free action without expending material components and without expanding a spellslot. In addition, if an ally is also in a trance, it gains the same bonuses at the start and at the end of its turn.
Ume's Lament

*Weapon (Wand), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

While wielding this wand, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of spells.

The wand has 10 charges. While holding it, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Decrepify (5 charges), or Terror (2 charges).

The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.
Doombringer

*Weapon (Greatsword), Legendary (Requires Attunement)*

You have a +3 bonus to attack and damage rolls made with this magic weapon and your hit point maximum increases by 4 for each level you have attained. Also, whenever you deal damage with this weapon against a non-undead, non-constuct creature, you regain 1d6 hit points.
Cranebeak

*Weapon (War Pick), Common (Requires Attunement)*

You can spend 10 minutes to summon a raven, for 8 hours, in an unoccupied space within 5 feet of you. The raven is an ally to you and your companions. The raven shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it uses its move to avoid danger. Once you used this feature in this way, you can’t use this feature in this way again until next dawn.
Nature Conclave

You use your magic spells and abilities to restore hit points or increase the resilience of your allies as well as prepare them for combat when you're resting.

### RESTORATION BERRIES

When you reach 3rd level, your natural skill at foraging increases. You learn the Goodberry spell, which doesn't count against your number of ranger spells known. Also, berries you conjure by the Goodberry spell restores 4 hit points instead of 1. The restoration increases by 2 at the 7th level (6), 11th level (8) and 15th level (10).

### HEALING MARK

Starting at 7th level, you are adept at reverting your hunter's mark. You learn the Hunter's Mark spell, which doesn't count against your number of ranger spells known. Also, instead of dealing 1d6 additional damage to the target when you hit it with a weapon, you and your allies hitting the target with a weapon restore 1d6 hit points.

### MAGICAL SHELTER

Beginning at 11th level, you are able to magically build a safe haven. You can spend 1 minute to conjure a 15 ft. square safe space surrouding you and your allies for up to twelve hours, making it impossible for outsiders to enter. As soon as you leave the space, it disappears. Also, when a creature leaves the space after spending at least 1 hour in it, it gains temporary hit points equal to your ranger level.

### MYSTICAL RESTORATION

At 15th level, your magical prowess increases even more. You learn the Greater Restoration spell, which doesn't count against your number of ranger spells known. You can cast the spell without expending a spell slot or material components. Once you cast this spell without using material components, you can't do so again until you finish a short or long rest.
Lava Gout

*Wondrous Item (Gloves), Legendary (Requires Attunement)*

While wearing these gloves, once on each of your turns when you attack using the Attack action, you can make one additional attack as part of the same action. Also, you can, use a bonus Action, speak these gloves' Command word, causing your weapon to glow red-hot. While heated, your weapon deals an extra 2d6 fire damage to any target it hits. The heat lasts until you use a bonus Action to speak the Command word again or until you drop or sheathe the weapon.
College of Music

You learn to inspire allies during combat with your instruments while still using your spells.

### INSPIRATION SONG

When you join the College of Music at 3rd level, your instruments plays a big part in your life. As an action, you can expend one use of your Bardic Inspiration to play your instrument and grant a bonus to your allies within 120 feet that can hear you. An affected creature chooses one bonus in the Inspiration Song table and gain it for a number of turns equal to the number you rolled on the Bardic Inspiration die. This effect ends early if you stop playing your instrument as an action on subsequent turn.

Inspiration Song Table
 **Mobility.** Movement speed is increased by 10.

### TEMPO

Starting at 6th level, you get better at keeping a tempo. You can, in addition, keep your Inspiration Song feature active by playing your instrument as a bonus action instead. Also, when you keep your inspiration song feature by playing your instrument, you also have your countercharm feature active.

### DIVINE SINGING

At 14th level, your voice is a catalyst for beauty and harmony around you. When you keep active your Inspiration Song feature, you can use one ability from the Divine Singing table.

Divine Singing Table
 **Assaulting.** A creature within 120 feet that can hear you can, immediately, use its reaction to attack a creature of its choice.
Athena's Wrath

*Weapon (Scythe), Very Rare (Requires Attunement by a Druid)*

You have a +2 bonus to attack and damage rolls made with this magic weapon and you are proficient with it. Also, while you're assuming the shape of a beast, you retain the bonuses from this weapon, your hit points maximum increases by a number equal to the CR of the beast rounded up and whenever you deal damage, you deal additional damage equal to the same amount. Additionally, your CR maximum for your wild shape feature is increased by 1.
Cyclone Armor

**Casting Time:** 1 action
**Range:** Self
**Components:** V S
**Duration:** 1 minute
 You extend your hand and a slight wind starts swirling around you. For the duration, you have resistance against the next three source of acid, cold, fire, lightning, poison and thunder damage dealt to you. After resisting three source of damage, the spell ends.
Charge

*An optional Fighter and Paladin Feature*

*Prerequisite: Interception Fighing Style*

Once per turn, you can forgo an attack to move up to 15 feet in a line (minimum of 5 feet) and attack a creature, this movement doesn't provoke opportunity attacks. On a hit, the creature is shoved 5 feet and takes additional damage equal to one weapon damage die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Amplify Damage

**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** S M (A Sharp Metal Spike)
**Duration:** 1 round
 A sense of discomfort surrounds the creatures in a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, the target has vulnerability against bludgeoning, piercing and slashing damage until the end of your next turn.
Poison Creeper (Creature)

**Armor Class** 12 (Natural Armor)
**Hit Points** 5
 STR5(-3)
 **Saving Throws** Con +0, Cha +5
**Skills**
**Damage Immunities**
**Condition Immunities** charmed, exhaustion, prone
**Senses** passive Perception 9
**Languages** Understands The Languages Of Its Creator But Can't Speak
 **ACTIONS**
***Spread Disease.*** Creatures within 10 feet of the Poison Creeper must make a Constitution saving throw against you spell save DC. On a failed save, a creature takes poison damage equals to 1d4 times your proficiency bonus.
Griswold

**Armor Class** 10
**Hit Points** 51 (6d8+24)
 STR16(+3)
 **Saving Throws** Wis +0, Con +6
**Skills**
**Damage Resistances**
**Damage Immunities** poison
**Condition Immunities** poisoned
**Senses** darvision 60 feet, passive Perception 8
**Languages** -
 **Undead Fortitude.** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
 **ACTIONS**
***Multiattack.*** Griswold makes one slam attack. If that attack hits, Griswold can make one bite attack against the same target.
***Slam.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage and Griswold attempts a bite attack on the same creature.
***Bite.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 3 (1d4) necrotic damage, and the target must make a DC14 Constitution saving throw. On a failed save, the creature is inflicted with the Necrosis disease. It takes 1d4 necrotic damage every hour. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Bloodfist

*Wondrous Item (Gloves), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)*

While wearing these gloves, you can speak its Command Word as a Bonus Action to fill your palm with blood. While your fists are bloodied, whenever you touch the wound of a creature, you can, as an action, cast cure wound or inflict wound expanding a spell slot. The level of the spell is equal to the level of the expanded spell slot. Your fists remain bloodied, until you use a Bonus Action to end this Effect.
Coldkill

*Weapon (Handaxe), Uncommon*

When you hurl this magic weapon and speak its command word, on a hit, the target takes damage from the handaxe plus 4d6 cold damage. Hit or miss, the handaxe releases an ice storm in a 20-foot-radius, 40-foot-high cylinder centered on the target. Each creature in the area must succeed on a DC12 Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a success. Once you used this feature, you can't do so again until next dawn.
Tainted

**Armor Class** 14 (Natural Armor)
**Hit Points** 32 (5d8+10)
 STR15(+2)
 **Saving Throws** Wis +5
**Skills** Perception +5
**Damage Resistances** lightning
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 15
**Languages** Abyssal
 **ACTIONS**
***Multiattack.*** The tainted makes two claw attacks.
***Claw.*** *Melee Weapon Attack:* +4, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus 3 (1d6) lightning damage.
***Orb of Lightning.*** *Ranged Spell Attack:* +5, range 60 ft., one target. Hit: 9 (1d12+3) lightning damage.
Frozen Orb

*Prerequisite: Ice Bolt*

Your grasp on frozen water is impeccable.

You release a glacial orb that moves on a 30 feet long line in the direction you point. You can, as part of the same action, cast a ray of frost on each creatures of your choice within 30 feet of the orb as if the orb was the caster. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also expand a spell slot of level 5 or more to do the same effect.
Way of the Weapon

You enchant a weapon and control it with your thoughts to grant bonuses to your allies and maluses to your enemies.

### COMMAND

Starting when you choose this tradition at 3rd level, you form a special bond with a weapon of your choice. At the end of a long rest, you can choose a melee monk weapon of your choice to become your bonded weapon. Your attacks with your bonded weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also, as a bonus action, you can command your weapon to move to an unoccupied space within 30 feet. In addition, when your weapon is away from you, you can perform attacks with your weapon as if you were wielding it. Your weapon also returns to your hand if it is beyond 30 feet of you.

### PROTECT

Beginning at 3rd level, you are able to help allies from afar with the help of your bonded weapon. You can forgo an attack to command your weapon to move to and spin around a creature you can see within 30 feet of you. Until the start of your next turn and as long as your weapon is on the same space as the target, creatures have disadvantage on attack rolls they make against the target. As part of the same action, you can spend 1 ki point. If you do, the target gains temporary hit points equal to your Martial Arts die + your Wisdom modifier.

### ESCAPE

Starting at 6th level, your weapon plays a role in your movement. You can forgo an attack to move to your weapon in a straight line, this movement doesn't provoke opportunity attacks. As part of the same action, you can spend 1 ki point. If you do, every creature of your choice in a 5 feet wide line between you and your weapon must make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes bludgeoning damage equal to your Martial Arts die + your Dexterity modifier.

### BURST

At 11th level, picking up your weapon allows you to attack enemies around you. Once per turn, whenever you move on the same space as your weapon, you can have each creature of your choice within 5 feet make a Dexterity saving throw against your Ki save DC. On a failed save, a creature takes damage equal to your Martial Arts die + your Dexterity modifier. The damage type is the damage type of your bonded weapon.

### ASCEND

Beginning at 17th level, you can do additional effects when picking up your weapon. Once per turn, whenever you move on the same space as your weapon, you can take one additional action and bonus action.
Goatman

**Armor Class** 15 (Natural Armor)
**Hit Points** 13 (3d8)
 STR16(+3)
 **Saving Throws** Str +4, Con +2
**Skills** Athletics +5
**Damage Resistances**
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 9
**Languages** Abyssal
***Greataxe.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.
***Ram.*** *Melee Weapon Attack:* +5, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Whirlwind

*An optional Barbarian Feature*

At 7th level, as an action, you can move half your movement in a straight line. You can move through large or smaller creatures, you do not provoke opportunity attacks and whenever you move within 5 feet of a creature for the first time, make an attack against this target. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Lightning Strike

**Casting Time:** 1 action
**Range:** Self (5-foot radius)
**Components:** S, M (a javelin or spear)
**Duration:** Instantaneous
 **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Pitspawn Fouldog

**Armor Class** 14 (Natural Armor)
**Hit Points** 39 (6d8+12)
 STR15(+2)
 **Saving Throws** Wis +5
**Skills** Perception +5
**Damage Resistances** cold, lightning
**Damage Immunities**
**Condition Immunities**
**Senses** darkvision 60 ft., passive Perception 15
**Languages** Abyssal
 **Cold Enchanted.** Pitspawn Fouldog's attack rolls are increased by 2 and it deals, when it hits a target with a weapon attack, an extra 7 (1d8 + 3) cold damage and the target must make a DC14 Constitution saving throw. On a failed save, the target is restrained until the end of Pitspawn Fouldog's next turn (included in the attack). Also, when Pitspawn Fouldog dies, each creature within 15 feet must make a DC14 Constitution saving throw. On a failed save, a creature takes 4 (1d8) cold damage and is restrained until the end of Pitspawn Fouldog's next turn. On a successful save, the creature takes half as much damage and isn’t restrained.
 **ACTIONS**
***Multiattack.*** The tainted makes two claw attacks.
***Claw.*** *Melee Weapon Attack:* +6, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus 3 (1d6) lightning damage plus 5 (1d6 + 2) cold damage.
***Orb of Lightning.*** *Ranged Spell Attack:* +5, range 60 ft., one target you can see. Hit: 9 (1d12+3) lightning damage.
Spiritual Warrior

Your combat prowesses are equalled also out of combat with extra senses and physical powers.

### EXTRASENSORY SENSES

When you choose this path at level 3, your eyes starts to glow of a purplish color making you more alert to things around you. You gain proficiency in Perception, Investigation and Insight. Also, whenever you search for traps, you have advantage.

### SEER'S GRACE

Also at 3rd level, your physical prowess are increased greatly with powers from within. You can cast Jump and Longstrider on yourself at will as a 1st-level spell, without expending a spell slot or material components. Also, when raging, you get the same jump distance as if you were under the effect of Jump.

### MYSTICAL WEAPON

Starting at 3rd level, your rage envelops your weapon with a thin glow of various colors and you learned to enhance it with mystical powers. When you are raging, your weapon provides bright light in a 10-foot radius and dim light for an additional 10 feet of the color of your choice. Also, your weapon gains the Thrown (30/60) property which you can use once per turn. In addition, when your weapon is thrown, it comes back into your hands as part of that attack.

### INNER THOUGHTS

At 6th level, your mind expands and you are able to insert thoughts into others' minds. You can cast the spell Suggestion as a 3rd level spell, without expanding a spell slot or material components, a number of time equal to your proficiency bonus. The Spell save DC for this feature is 8 + your proficiency bonus + your Wisdom modifier. You regain all charges at the end of a long rest.

### PROJECTILE DEFLECTION

Starting at 10th level, you are able to predict a projectile's trajectory and block them with your weapon. You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced to 0. You can choose to use this feature after the creature makes its roll, but before the creature deals its damage.

### MYSTIC GRAPPLE

At 14th level, you develop mystical powers within your body and your surroudings. As a bonus action, while raging, you can use one of your free hand to grapple a target within 30 feet. On a success, it becomes restrained for the duration of the grapple and takes 1d10 bludgeoning damage. On each of your turns, for the duration of your rage, you can use your bonus action to deal 1d10 bludgeoning damage and keep the creature grappled. The effect ends if you use your bonus action to do anything else. You can use this feature a number of time equal to your proficiency bonus. You regain all charges at the end of a long rest.
Tornado

**Casting Time:** 1 action
**Range:** Self(30-foot line)
**Components:** V S M (Wind in a bottle)
**Duration:** instantaneous
 **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage or the cold damage (your choice) increases by 1d8 for each slot level above 3rd.