recursal/Fanatic-Fandom huggingface dataset:
Belhalar

***Belhalar are the cruel and monstrous warlords of H'Tarria.***

*Huge Fiend (Demon), Chaotic Evil*

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AC: 19 (natural armor)

HP: 200 (20d12+60)

Speed: 30 feet, climb 30 feet

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Ability Scores
 +5

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**Saving Throws:** Strength +10, Constitution +8, Charisma +9

**Damage Resistances:** Cold, Lightning; Slashing, Piercing, Bludgeoning from non-magical attacks.

**Damage Immunities:** Fire, Poison

**Condition Immunities:** Poisoned

**Skills:** Perception +8

**Senses:** Darkvision 120 feet, passive perception 18

**Languages:** Abyssal

**Challenge:** 15

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**Multi-Pedal:** When the Belhalar takes the Dash action, it increases its movement speed to 80 until the end of the turn. Additionally, it may make a bite attack as a bonus action as a part of the same turn.

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ACTIONS

**Multiattack:** The Belhalar makes one bite attack, two fire whip attacks, two scimitar attacks, and one flail attack. It may replace any one of those attack with a use of its Fire Breath, if available.

**Bite:** +10 (3d10+5 piercing. If the target is large or smaller it is Grappled. The Belhalar may throw a Grappled target up to 30 feet as part of this action.)

**Fire Whip:** +10 (2d10+5 fire, reach 30 feet. If the target is large or smaller, the Belhalar can choose to either knock it prone or pull it up to 20 feet closer.)

**Scimitar:** +10 (2d6+5 slashing)

**Flail:** +10 (2d8+5 bludgeoning, one target within 5 feet of the initial target also takes this damage)

**Fire Breath (Recharge 5-6):** The Belhalar exhales a 30 foot cone of flames. Each creature in that area must make a dexterity save (DC 16), taking 5d8 fire damage on a failed save and half as much on a success.
Ravenous Shadows

*8th level Necromancy*

Casting Time: 1 action

Range: 100 ft. (50 ft. radius)

Components: V, S, M (ash from the remains of a shadow demon)

Duration: 1 hour

Imbue total darkness in a 50 ft. radius from a point you can see with vicious hunger. Any creature caught in total darkness in that radius must make a constitution save or take 8d8 necrotic damage. For the duration, any creature that enters the darkness or ends its turn in complete darkness takes 8d8 necrotic damage. A creature reduced to 0 hp by this damage is reduced to bone and cannot be restored to life by any means short of a Wish spell. The shadows you enchant ignore you and up to 4 other creatures you choose. Casting this spell at 9th level increases the damage to 10d10.

**Classes: Wizard, Sorcerer, Warlock**
Fumigate

*4th Level Necromancy*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a match and some spores)

Duration: Concentration, up to 10 minutes

Point to a corpse you can see and cause it to erupt in flames, billowing toxic smoke for the duration. If the targeted corpse is undead, it takes 3d6 fire damage at the start of each of its turns. If the targeted corpse is an undead controlled by you, it doesn't take any damage and the flames are gray. All creatures that start their turn within 10 feet of the corpse, enter that range on their turn, or inhale the smoke directly must make a constitution save or take 2d10 poison damage and be poisoned for the duration. Casting this spell at higher levels increases the number of target corpses by 1 for each slot level after 4th.

**Classes: Wizard, Warlock, Cleric**
Olympian Heritages

Demigod Heritages crafted specifically for the Olympians and fans of PJO. Demigods who choose an Olympian Heritage gain proficiency with light armor, medium armor, and shields.

Zeus

Poseidon

Hades

Aphrodite

Demeter

Athena

Hephaestus

Ares

Apollo

Dionysus

Hermes

## Heritage Traits

### Heritage-Specific Traits

As a child of , your hit dice are d's and you are proficient with and saves. is your spellcasting modifier for demigod spells.

## Special Ability

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item.
Path of Fiendish Fury

***Barbarians of this path have the devil in them. That's what people say, anyway. Whether taken by the madness of Karn or simply fueled by devilish blood in their ancestry, this path is not for the faint of heart. In Dagara, those with the devil in them are known far and wide for their hot, hot rage.***

## Bonus Proficiencies

At 3rd level when this Path is chosen, you gain profiency with heavy armor.

## Hot Headed

At 3rd level when this Path is chosen, your attacks are empowered by the magic of Karn, the plane of violence. Whenever you hit a creature with a weapon attack while raging, you may expend one of your hit dice, roll it, and add the total to the damage of the attack. The extra damage is fire damage.

## Infernal Resistance

At 6th level, your rage is infused with infernal energy. While raging, you gain resistance to poison, fire, cold, and lightning damage and have Devil's Sight out to 60 feet.

## Karnian Stamina

Also at 6th level, the thrill of battle causes you to become supernaturally persistent. Whenever you take damage, you may use your reaction to make a constitution save (DC 15). On a successful save, you regain one of your hit dice. This ability cannot grant you hit dice past your hit die maximum.

## Karnian Instincts

At 10th level, you may learn an additional Fighting Style from the list available to Fighters.

## Hellish Endurance

Also at 14th level, your stamina can carry you much farther than a normal person's. Whenever you roll initiative, you regain a number of hit die equal to your constitution modifier.
Mycotitan

***Mycotitans are the common name for behemoth myconids that grow in the depths of old-growth forests. Boasting impressive magical abilities, these mushroom giants are thought in folklore to be sages and oracles.***

## Mycotitan

*Huge Plant, Lawful Neutral*

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AC: 17 (natural armor)

HP: 143 (13d12+52)

Speed: 15 feet

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Ability Scores
 +6

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**Saving Throws:** Wisdom +12

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Necrotic

**Condition Immunities:** Exhausted

**Skills:** Perception +12, Stealth +13

**Senses:** Lifesense 1,000 feet, passive perception 22

**Languages:** Primordial

**Challenge:** 6

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**Old Growth:** The Mycotitan has expertise in stealth.

**Mycelial Network:** The Mycotitan is aware of all activity within 1 mile of its lair.

SPELLCASTING

The Mycotitan can innately cast the following spells (DC 20, +12)

At Will: *Entangle, Goodberry, Maximillian's Earthen Grasp, Skywrite, Spike Growth*

3/day each: *Aura of Vitality, Erupting Earth, Plant Growth, Grasping Vine*

1/day each: *Awaken, Wrath of Nature, Greater Restoration*

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ACTIONS

**Slam:** +11 (3d12+6 bludgeoning damage, reach 15 feet)

**Pacifying Spores:** All creatures within 30 feet of the Mycotitan must make a wisdom save (DC 20) or be charmed by the Mycotitan for one minute.

**Lulling Spores:** Roll 5d10. These spores can affect a number of creatures up to that many hit points. Beginning with the creature with the lowest hit points, all affected creatures within 30 feet of the Mycotitan fall into a deep sleep. They awake when they take damage or if someone takes an action to wake them. This is not a magical effect.

**Hallucinogenic Spores (1/day):** A willing creature within 15 feet of the Mycotitan is permitted to inhale hallucinogenic spores. They receive a minute long prophetic vision, during which time they are incapacitated and unconscious.
Ephesar

***On occasion, a writhing minion from the fleshpits of Fzech will rise above its siblings, embracing the chaos of its creation and achieving a higher calling: being bigger and angrier.***

## Ephesar

*Large Fiend (Demon), Chaotic Evil*

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AC: 16 (natural armor)

HP: 144 (16d10+48)

Speed: 30 feet

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Ability Scores
 +4

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**Saving Throws:** Strength +10, Charisma +9

**Damage Resistances:** Fire, Cold, Lightning; Slashing, Piercing, and Bludgeoning from non-magical attacks

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** Darkvision 120 feet, passive perception 11

**Languages:** Abyssal

**Challenge:** 9

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**Flames of Fzech:** The Ephesar is resistant to fire damage. Whenever the Ephesar takes fire damage, it then gains temporary hit points equal to the damage dealt.

**Restless Rage:** The Ephesar has advantage on attacks as long as it has temporary hit points.

INNATE SPELLCASTING (+9 to hit, save DC 17)

The Ephesar can innately cast the following spells, requiring no material components:

At Will: *Produce Flame (4d8), Create Bonfire (4d8), Green-Flame Blade (3d8), Control Flames, Hellish Rebuke*

3/day: *Fireball, Summon Lesser Demons, Scorching Ray*

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ACTIONS

**Multiattack:** The Ephesar makes three Fire Poker attacks or casts a spell, and uses its Noxious Breath, if available.

**Fire Poker:** +10 (1d10 + 4 piercing + 1d8 fire, reach 10 feet)

**Noxious Breath (recharge 5-6):** The Ephesar exhales toxic smoke in a 30 foot cone. All creatures in that area must make a constitution save (DC 17), taking 8d8 poison damage and being poisoned for 1 minute on a failed save and half as much on a success. Affected creatures may repeat the save at the end of each of their turns, ending the effect on a success. If there is open flame within the area of effect when the Ephesar uses this ability, the smoke it exhales ignites, causing a 30 foot radius explosion centered on it. Each creature in that area must make a dexterity save (DC 17), taking 8d8 fire damage on a failed save or half as much on a success. The Ephesar can choose to fail this save.
Xiao Ya/Relationships

Master Xiao has a business relationship with Qin Chen, he has provided pill formula's to the Pill Pavilion and they split the profits. Qin Chen has also helped her advance to a Tier 4 Alchemist by helping him refine pills and learning his techniques. Even though she is older than him, she shows at times she has personal feelings for him. While she has a strict and dominating personally towards most people, when it comes to Qin Chen she is friendly and at some times submissive. She openly shows her desire to belong to him.

### Liu Guang

He is Xiao Ya's right hand man and he is loyal to her.

### Chen Mo

He is a tier two alchemist who is in charge of testing new students.He was later placed in charge of external matter's by Liu Guang.
Knight of the Last Sphere

***Of all the denizens of the Far Realm, none have a more enigmatic origin than the Knights of the Last Sphere. While they certainly put up stiff competition, even faceless masses of tentacles and seething voids full of countless eyes get humdrum after a while. But armored templars infused with aberrant magicks, carrying out some unknown mission in the depths of the least hospitable plane of the universe? That's something. Many scholars (of the few who know of them) theorized they might be heroes who strayed too far from reality, or demigods who met similar fates unable to find themselves or a way home again. Still others think they must be the sworn servants of some Outer God too old or too esoteric to have Its name grace the pages of lorebooks.***

## Knight of the Last Sphere

*Large Aberration, Lawful Good*

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AC: 18 (full plate)

HP: 262 (21d12+126)

Speed: 50 feet

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Ability Scores
 +9

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**Saving Throws:** Strength +22, Dexterity +8, Constitution +13, Intelligence +12, Wisdom +10, Charisma +13

**Damage Resistances:** Fire, Cold, Lightning, Acid, Thunder, Radiant, Necrotic; non-magical slashing, piercing, bludgeoning

**Damage Immunities:** Poison

**Condition Immunities:** Blinded, Frightened, Charmed, Paralyzed, Petrified, Exhausted

**Senses:** Blindsense 1,000 feet

**Languages:** understands all but doesn't speak

**Challenge:** 19

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**Strangely Unstrange Aura:** All good-aligned creatures within 20 feet of the Knight get a +7 bonus to all saving throws.

**Sworn to a Cause Forgotten:** The Knight of the Last Sphere's weapon attacks are magical, and it scores a critical hit on a roll of 19 or 20.

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ACTIONS

**Multiattack:** The Knight of the Last Sphere makes three greatsword attacks, or uses its Ancient Challenge ability and makes two greatsword attacks, or uses its Hurl Through Reality ability.

**Greatsword:** +15 (3d10 + 9 slashing + 3d8 force)

**Ancient Challenge:** The Knight points its sword at a creature within 1,000 feet of it. For the next minute, it and the target have advantage on attack rolls against each other and disadvantage on attack rolls against any other creature.

**Hurl Through Reality (recharge 5-6):** The Knight extends its arm, forming an ancient and powerful sigil towards a creature it can sense within 100 feet of it. The creature must make a charisma save (DC 21) or be banished into the depths of the Far Realm. If the Knight is in the Far Realm, the target is instead banished to the Astral Sea.

REACTIONS

**Guard the Defenseless:** Whenever a creature within its Aura takes damage, the Knight can use its reaction to reduce that damage by 3d8 + 7.
Staff of Force

*3rd level Conjuration*

Casting Time: bonus action

Range: self

Components: S, M (a rod or stick about 8 inches in length)

Duration: 1 minute

Conjure a staff made of glowing green energy that functions as a quarterstaff with which you are proficient. Attacks may be made using your spellcasting modifier, and the damage dice are 2d8 force damage. While you are wielding this staff and are hit with a cantrip or 1st level spell that requires a ranged attack roll, you may use your reaction to reduce the damage by 2d8.

**Classes: Wizard, Artificer**
Chaos Warp

*3rd level Transmutation*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute, concentration

Choose a target within range and subject it to tides of magic from Limbo. If unwilling, it may make a wisdom save. If willing, or on a failure, roll on the Chaos Warp table. The target assumes the new form for the duration, taking on the AC, abilities, proficiencies, ability scores, and any innate spellcasting of the new form but retaining it's hit points, proficiency bonus, alignment, and personality. The target may not cast or concentrate on spells while in it's new form, unless they are spells granted by the new form. The target can only use armor and equipment if the new form could reasonably do so, and any equipment that could not be used or worn by the new form is incorporated into it. Equipment and armor shrink or grow to accommodate the new size, if usable and necessary.

On each of your turns while this spell is active, you may use your action to roll on the table again, causing the creature to change shapes once more. The target reassumes its true form when reduced to 0 hp or when targeted by *Restoration* or *Dispel Magic*, or when you lose concentration or the spell ends. At the start of each of the target's turns while it is being effected, it may repeat the saving throw, ending the spell on itself on a success.

**Classes: Wizard, Sorcerer, Warlock**
Candlegeist

***Candlegeists are mischievous undead spirits that inhabit light sources and pop out at the most unlikely moments to frighten passersby. While possessing a light source, the light changes color slightly and the geist is invisibly contained within. While not possessing a light source, its form is vaguely humanoid and formed of melted wax.***

## Candlegeist

*Tiny Undead, Chaotic Evil*

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AC: 11

HP: 13 (2d8+2)

Speed: 25 feet fly

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Ability Scores
 -2

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**Saving Throws:** Dexterity +3, Charisma +4

**Damage Resistances:** Cold, Radiant

**Damage Immunities:** Poison, Necrotic

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Prone, Poisoned, Paralyzed, Petrified, Frightened

**Skills:** Intimidation +6, Stealth +5

**Senses:** darkvision 120 feet

**Languages:** understands common but rarely speaks

**Challenge:** 1/2

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**Candlegeist:** As an action, the geist can possess a light source it can see. An observer can detect the color change in the light with a successful DC 13 perception check. It can revert to its normal form as a bonus action. If it uses its Scare ability immediately after leaving a light source when undetected, the target has disadvantage on the save.

**Darkness Dependent:** The Candlegeist has two levels of exhaustion while in direct sunlight.

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ACTIONS

**Flare:** +4 (2d4+2 radiant + an additional 2d4 radiant if the target is frightened of it)

**Scare (Recharge 4-6):** The Candlegeist lunges towards a creature it can see in an attempt to scare it. The target must make a wisdom save (DC 14) or be frightened of the Candlegeist for 1 minute. The save may be repeated at the end of each of the target's turns. Whenever the Candlegeist successfully frightens a creature, it gains 1d6 temporary hp or regains 1d6 hp.
Shrike

***If you listen, on still nights, sometimes you can hear the shrikes calling from as far as Khaj Tariim. Those crags are a dangerous place. Sometimes you don't even see them until you can smell the ozone.***
***-Merek Windhand, Guardian of the Wandering Star***

## **Shrike**

*Large Dragon, unaligned*

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AC: 17 (Natural Armor)

HP: 81 (9d10+27)

Speed: walk 20 ft., fly 50 ft.

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STR DEX CON INT WIS CHA

18 15 16 8 14 10

+4 +2 +3 -1 +2 +0

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**Saving Throws:** dexterity (+6), wisdom (+6), constitution (+7)

**Damage Immunities:** Lightning

**Damage Resistances:** Thunder

**Condition Immunities:** Stunned

**Skills:** Intimidation (+4), Acrobatics (+6), Perception (+6)

**Senses:** Darkvision 120 ft., passive perception 16

**Languages:** Understands Draconic, but can't speak

**Challenge:** 4

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ACTIONS:

**Multiattack:** The Shrike makes two attacks, one with its bite and one with its talons.

**Bite:** +8 (2d8+4 piercing)

**Talons:** +8 (2d6+4 slashing)

**Breath Weapon (Recharge 5-6):** The Shrike opens its mouth, unleashing a torrent of lightning in a 30 ft. line. Any creatures in that area must make a dexterity save (DC 12), taking 6d6 lightning damage on a failed save and half as much damage on a success.

**Deafening Shriek (Recharge 5-6):** The Shrike emits a high-pitched, scream-like roar that can be heard up to 10 miles away. Any creatures within 30 ft. of it when it does so must make a constitution save (DC 12). On a failed save, they take 4d6 thunder damage, are Deafened for 1 minute, and are Stunned until the start of their next turn. On a successful save, they take half as much damage and negate the Stunned effect. Either way, the targets are Deafened for 1 minute.
Knight Light

***Knight Lights are the lantern-headed security force of Caer Llwyden, guarding its populace against the many, many, many hostile entities of Uldervald's wild lands.***

## Knight Light

*Medium Construct, Lawful Neutral*

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AC: 20 (full plate, shield)

HP: 44 (5d10+10)

Speed: 25 feet

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Ability Scores
 +3

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**Saving Throws:** Strength +6, Wisdom +4

**Damage Resistances:** Psychic, Non-magical Slashing, Piercing, Bludgeoning

**Damage Immunities:** Poison, Necrotic

**Damage Vulnerabilities:** Cold

**Condition Immunities:** Frightened, Surprised

**Skills:** Perception +7

**Senses:** Darkvision 120 feet

**Languages:** Understands Common but can't speak.

**Challenge:** 2

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**Knight Light:** The Knight Light sheds bright light for 30 feet and dim light for 30 feet more. It has disadvantage on stealth checks because of this. The light that it sheds is magical, and reveals invisible creatures as per *Faerie Fire*. If the Knight Light takes cold damage, it's light is extinguished and it is blinded until the end of its next turn.

**Grim Warden:** The Knight Light was created to defend the people of Caer Llwyden from undead. If it detects an undead creature, it immediately becomes hostile.

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ACTIONS

**Multiattack:** The Knight Light makes two longsword attacks or uses it's Defend ability.

**Longsword:** +6 (1d8 + 3 slashing + an additional 1d8 radiant if the target is undead)

**Defend:** The Knight Light shields a target creature with its body. Attacks against the target have disadvantage until the start of the Knight Light's next turn.
Monkeys

Monkeys are the most "civilized" of the Awakened, thanks to their thumbs and their general dexterity. They mostly reside in a small kingdom on the Emerald Coast. Monkeys is an umbrella term which also applies to apes and lemurs and their cousins. Its quite flexible.

**Ability Scores:** All Monkeys gain +1 wisdom, dexterity, and strength.

**Age:** Monkeys mature at around 1 year old and rarely live longer than 40 years.

**Alignment:** Monkeys predictably tend toward chaotic alignments thanks to their nearly ubiquitous love of freedom.

**Languages:** Monkeys speak Beast and Common

**Size:** Monkeys can be either small or medium, and your choice determines your speed and special ability.

* **Small (Monkeys)**
	+ Gain an additional +2 dexterity
	+ Have a walking and climbing speed of 25 feet
	+ **Prehensile Tail:** monkeys have advantage on acrobatics checks.
	+ **Acrobatic Fighter:** whenever a monkey moves at least 10 feet before making an attack roll, they may attempt an acrobatics checks against the target’s AC. On a success, the following attack has advantage.
* **Medium (Apes)**
	+ Gain an additional +2 strength
	+ Have a walking speed of 35 feet and a climbing speed of 20 feet
	+ **Mighty Leap:** Apes have a standing jump height and distance of 10 feet and 15 feet, respectively. Whenever one of these leaps is immediately before an attack roll, they may add both strength and dexterity to the attack and damage rolls.
Gudonim

Named after the children of Gudon, the Earthshaker, the Gudonim certainly carry the presence of the earth giants of old. They are formidable in size, and are covered in thick, dark brown scales. They inhabit the steep rocky slopes of Tyrrh, and rarely interact with other peoples. They have broad, wide heads and even broader shoulders.

**Ability scores:** The Gudonim are massive. They gain +3 strength and constitution.

**Age:** Gudonim mature at age 20 and can live upwards of 500 years.

**Size:** Though pushing the limit at well over 8 feet tall, they are medium.

**Speed:** Gudonim have a base walking speed of 20 feet.

**Alignment:** Any.

**Languages:** Gudonim, Terran, Common

**Natural Armor:** A Gudonim's AC can never be less than 14 thanks to their tough scales.

**Ponderous Size:** Due to their immense size, Gudonim are considered one size category larger when determining their carrying capacity. However, their bulk causes them to subtract their constitution modifier from acrobatics checks, stealth checks, and dexterity saving throws. Additionally, you may increase your strength and constitution scores to a maximum of 22.

**Giant Kin:** A Gudonim's size and bulk allows it to do many things, but its arm strength is on a whole other level. You may wield greatswords, greataxes, and mauls in one hand. This ability does not allow you to dual-wield two-handed weapons, even with the dual wielder feat.
The Order of the Gravekeepers

***The Gravekeepers are a surprisingly good-intentioned group, for the most part. Dedicated to the eradication of Necromancy and the destruction of undead, most live a heroic, adventurous life. But, as with all who obsess, some take it far too far.***

## Disruption

At 3rd level, you may use an action to make a ranged spell attack against a creature. On a hit, the target takes 2d6 + your spellcasting modifier force damage as you disrupt its natural life energy. If the creature is an undead of a CR less than ¼ of your level, it must make a constitution save or be destroyed.

## Improved Disruption

At 7th level, whenever you hit an undead creature with an attack or they take damage from one of your spells, if they are of a CR less than ¼ your level, they are destroyed. Additionally, the damage from for Disruption ability increases to 2d8 + your spellcasting modifier.

## Sanctity of Death

At level 10, you are resistant to necrotic damage and have advantage on saving throws against necromancy or effects from undead creatures. You also have resistance to damage dealt to you by undead.

## Necromancer’s Bane

At level 14, whenever you cast *Counterspell* or *Dispel Magic* on a necromancy spell you succeed regardless of the spell level.

## Deathslayer

At 18th level, you become a paragon of deathly purity. You are immune to necrotic damage and deal double damage to undead creatures.
The Order of The Truthseekers

***The Truth-Seekers are a sect of scholars dedicated to the pursuit of absolute truth. For this reason, they tend to have a grudge against Illusionists.***

## Focus of Verity

At level 3, Illusion spells of 1st level or less appear transparent for you, and you have advantage on Insight checks.

## Beacon of Truth

At level 7, you can cast *Zone of Truth* at will.

## Truthful Perception

At level 10, you see Illusion spells of 3rd level or lower as transparent replicas of themselves.

## Eyes of the Seer

At level 14, you may cast Truesight on yourself as a ritual or with a 5th level spell slot.
Improvised Mount

*2nd Level Transmutation*

Casting Time: 1 action

Range: touch

Components: V, S

Duration: 1 hour

Touch a medium or smaller beast of a CR 4 or less, causing it to grow in size and strength. An unwilling creature may attempt a wisdom save to resist. It becomes a large creature for the duration, in addition to the following changes:

* It gains a movement speed of 40 feet.
* Its AC becomes 13 and its strength becomes 16. (unless either were higher before)
* It gains a number of temporary HP equal to your level if its medium, twice your level if its small, and three times your level if its tiny.
* It innately understands your wishes and follows your commands.
* It gains a natural attack at +6, reach 10 feet, dealing 2d6+3 slashing, piercing, or bludgeoning damage. (whichever makes the most sense)

If the Improvised Mount loses all of its temporary HP, the spell ends. It retains any and all abilities it had before the change occurred. This includes any natural attacks, if it had any. Those attacks deal an extra 1d6 damage while under the effects of the spell. Casting this spell at higher levels targets an additional creature for each slot level above 2nd.

**Classes: Ranger, Druid**
Oath of the Guardian

***Paladins who take the Oath of the Guardian swear themselves to protect someone or something that is very dear to them. They will do anything and everything in their power to ensure that no harm befalls the things they swear to defend.***

## Tenets of the Guardian

Paladins of this Oath usually carve their tenets into their shield or armor.

***Protect What You Love:*** Defend the things you care about to your last breath.

***Never Give Up:*** Let nothing stand in your way. People are counting on you.

***Be Selfless:*** Put others before yourself. Always.

## Oath Spells

You gain Oath spells at the Paladin levels listed.

Oath of Fury Spells
 5th
 9th
 13th
 17th

## Guardian Magic

As a Paladin of this Oath, whenever you cast an Oath spell with a range of self, you may instead choose to target another creature within 10 feet of you.

Additionally, you may use your Lay on Hands feature as a bonus action when targeting a creature other than yourself.

## Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options:

***Pick On Someone Your Own Size:*** For the next minute, hostile creatures have disadvantage on attack rolls against creatures other than you. This effect ends if you are reduced to 0 hp.

***Desperate Defense:*** When a friendly creature you can see takes damage, you can use this Channel Divinity option as a reaction to negate that damage. You then take radiant damage equal to half the damage negated, rounded down. This damage cannot be reduced in any way.

## Aura of Abjuration

At 7th level, your aura becomes empowered by your devotion to your cause. Friendly creatures within 15 feet of you cannot fail death saves as long as you are conscious. Additionally, whenever a hostile creature makes an attack against a creature other than you while within 15 feet of you, you may immediately take an attack of opportunity against it, no action required. The attack roll triggered by this ability happens before the triggering attack.

## Divine Guardian

At 15th level, creatures in your aura become difficult to harm. All damage taken by friendly creatures within 15 feet of you is reduced by an amount equal to your charisma modifier.

## Paragon of Protection

At 20th level, your zeal to protect those you care for becomes so powerful it can hold back death itself. As long as you are conscious, whenever a friendly creature within 15 feet of you is reduced to 0 hp but not killed outright, they drop to 1 hp instead.
Rogue Cephalopod

***Every once in a very long while, the Far Realm produces creatures neither humongous nor terrifying. Usually its just because they're being sneaky, but in this case its because a random octopus from space isn't actually as bad as it sounds.***

## Rogue Cephalopod

*Medium Aberration, Unaligned*

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

AC: 12

HP: 40 (8d6+8)

Speed: 25 feet, 25 feet swim

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Ability Scores
 -1

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Damage Vulnerabilities:** Slashing

**Condition Immunities:** Prone

**Senses:** passive perception 10

**Languages:** --

**Challenge:** 2

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Amphibious:** The Cephalopod can breathe air and water.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

ACTIONS

**Multiattack:** The Cephalopod makes three shortsword attacks and a spear attack.

**Shortsword:** +4 (1d6 + 2 piercing)

**Spear:** +4 (1d6 + 2 piercing, reach 10 feet)
Ring of Swords

*7th Level Conjuration*

Casting Time: 1 action

Range: Self, 60 ft.

Components: V, S, M (8 needles)

Duration: 1 minute

Summon a ring of 8 upward-facing spectral longswords that hover around you for the duration. As part of casting this spell, you can choose to launch any number of the swords at targets within range. Make a ranged spell attack for each sword, dealing 3d8 force damage on a hit. Any swords you don't launch in the initial casting hover in a circle around you for the duration. While the spell is active, you may use a bonus action to launch any number of swords. Casting this spell at higher levels increases the number of swords by 1 for each slot level above 7th.

**Classes: Wizard, Sorcerer, Warlock**
Modron

***Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. Every once in a while, if abandoned while on the Great Modron March, or if the Modron is of a lowly power level, they are forgotten by the Great Machine and left to their own devices on foreign planes. Such Modrons are almost always Monodrones.***

**Ability Scores:** Modrons come in a few different varieties but all gain a +1 constitution.

**Age:** Modrons are created fully formed on the pane of Mechanus, but usually defect after a few hundred years and will live until their gears wear out or until they are slain by a hit squad from the Great Machine.

**Alignment:** Modron player characters can have any alignment other than lawful neutral, since they are defective, but tend heavily toward the chaotic end.

**Size:** Modrons stand about 5 feet high. Your size is medium.

**Speed:** You have a base walking speed of 30 feet.

**Languages:** You speak Common, Modron, and one other extra-planar language of your choice.

**Somewhat Axiomatic Mind:** Although the truly untouchable nature of a Modron's mind changes when they defect, a part of it remains. You have advantage on saves against enchantment effects, possession, and attempts to read your thoughts or compel you to act against your own will.

**Gaze of the Great Machine:** You are born of the plane of absolute order, and as a result, you have Truesight out to 120 feet.

**Disintegration:** Being a child of Mechanus has its downsides. When you die, your body is atomized, leaving behind anything you were wearing or carrying.

**Puresteel Skeleton:** As you are made of metal, your base AC equals 14. This does not apply when you are wearing armor, but does still work with unarmored defense features and shields.

**Drone Type:** The only defective Modrons that are unimportant enough to escape Mechanus are the lowest of the heriarchy, monodrones and duodrones. Choose one of these.

* Monodrone: As a monodrone, you gain +2 dexterity and a flying speed of 30 feet thanks to a pair of clockwork wings.
* Duodrone: As a duodrone, you gain +2 intelligence and the Dual Wielder feat thanks to your perfect ambidexterity.
Svarta

***Svarta are spirits of dusk and night that flit through Nyrheim's frosty forests. Often they are kind and gentle, sheltering travellers from the sun. Other times, they are deceptive and malicious, leading travellers astray.***

## Svarta

*Medium Fey, Chaotic Neutral*

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

AC: 13

HP: 35 (5d8+10)

Speed: 35 feet

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Ability Scores
 +0

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Saving Throws:** Dexterity +5, Charisma +4

**Damage Vulnerabilities:** Radiant

**Condition Immunities:** Charmed, Frightened

**Skills:** Stealth +5, Acrobatics +5

**Senses:** Darkvision 120 feet, passive perception 10

**Languages:** Svarta, Common

**Challenge:** 2

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Shadow Magic:** The Svarta possesses innate control over shadows. While in dim light or darkness, it can use a bonus action to teleport up to 60 feet to another area of dim light or darkness.

**Nightime invisibility:** While in dim light or darkness, the Svarta can become invisible as an action.

**Uncertain Form:** While in dim light or darkness, attack rolls against the Svarta have disadvantage.

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ACTIONS

**Multiattack:** The Svarta makes two tail attacks.

**Tail:** +5 (1d6 + 3 slashing, reach 10 feet)

BONUS ACTIONS

**Teleport:** The Svarta teleports from one area of dim light or darkness to another within 60 feet.

**Invisibility:** While in dim light or darkness, the Svarta turns invisible until it takes an action or enters an area of bright light.
Slithering Slime

***Slithering Slimes are toxic, serpentine oozes that dwell in swamps. Voracious and remarkably stealthy predators, they will hunt anything that moves.***

## Slithering Slime

*Medium ooze, unaligned*

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

AC: 13

HP: 30 (5d8+5)

Speed: 35 feet

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Ability Scores
 +3

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Damage Resistances:** Poison

**Condition Immunities:** Prone, Blinded, Poisoned

**Skills:** Stealth +6

**Senses:** Blindsense 100 feet, passive perception 11

**Languages:** --

**Challenge:** 2

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ACTIONS

**Multiattack:** the Slithering Slime makes two strike attacks, or makes a strike attack and uses its Constrict ability.

**Strike:** +6 (2d6+3 poison and the target is grappled, reach 10 feet)

**Constrict:** The Slithering Slime encircles a grappled target and squeezes. The target takes 2d6 bludgeoning damage and 2d6 poison damage.
Purple Rain

*3rd Level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Unleash a flurry of twenty tiny arcane missiles like shards of purple crystal divided as you choose among any number of targets within range. Each crystal deals 1 force damage, and they strike simultaneously. A creature under the effects of a *Shield* spell is immune to damage dealt by this spell. Casting this spell at higher levels gives you five additional crystals for each slot level above 3rd.

**Classes: Wizard, Sorcerer**
Reminiscence

*5th Level Divination*

Casting Time: 1 minute

Range: Touch

Components:

Duration: 10 minutes, concentration

Place your hand on the head of a target creature, attempting to dive into their memories. An unwilling creature may attempt a wisdom save to avoid this, but takes 1d6 psychic damage if they do so. For the spells duration, you can travel through the creature's memories like watching a movie, seeing, hearing, smelling, tasting, and feeling in perfect detail, even if the creature cannot recall those things themselves. A creature that succeeds on the save may also attempt a deception check against your spell save DC, able to change one detail without you noticing on each success. They may do so once per minute while the spell is active. Casting this spell at higher levels increases the duration by 10 minutes for each slot level higher than 5th.

**Classes: Wizard, Sorcerer, Cleric, Bard, Druid**
Monster Hunter Conclave

***Monster Hunters are extremely self explanatory. They excel at tracking, fighting, and killing various threatening beasts.***

## Discern Weaknesses

At 3rd level, you learn to assess opponents at a moment's glance. As a bonus action, you may make a Nature check against a target creature's passive Deception. If you succeed, you gain advantage on all attacks you make against the target creature until the start of your next turn. As a part of this action, you can call out the information you discerned, granting any creatures that can hear and understand you the same bonus until the start of your next turn.

## Extra Attack

Beginning at 5th level, whenever you take the attack action, you may make two attacks instead of one.

## Telltale Signs

At 7th level, you are familiar enough with most common monsters that you can recognize them more easily. Whenever you make a survival check to track a creature or a medicine check on wounds to determine what caused them, if your end result is over 20, you learn the creature's type and subtype (if any), as well as its approximate CR.

## Targeted Strikes

At 11th level, you learn to compound your attacks to be more effective against a single opponent. Whenever you hit a creature with an attack on your turn, other attacks you make on that turn against that creature gain advantage. If you have hit a single creature with two attacks on your turn, you make take the attack action as a bonus action.

## Improved Discern Weaknesses

At 15th level, whenever you use your Discern Weaknesses ability, you also learn the creature's resistances and vulnerabilities, if any, and any attack you land on it for the next minute scores a critical hit on a roll of 15-20.

If you use this ability outside of combat, you instead learn its resistances, vulnerabilities, immunities, and ability score modifiers.
Jack of the Lantern

***A unique Candlegeist partial to inhabiting pumpkin-lanterns, Jack or Frightful John is barely more than a legend in Uldervald. He rarely claims mortal lives, but prefers to terrify and disappear into the night. His body is made of melted wax and bone, topped off with a jack o' lantern lit with blue flame.***

## Jack of the Lantern

*Medium Monstrosity, Chaotic Evil*

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

AC: 15

HP: 88 (11d10+22)

Speed: 30 feet

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Ability Scores
 +1

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Damage Resistances:** Cold, Necrotic

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Fire, Radiant

**Condition Immunities:** Poisoned, Frightened, Petrified, Exhausted

**Skills:** Stealth +10, Intimidation +14

**Senses:** Darkvision 120 feet, passive perception 10

**Languages:** Common, Mistborn

**Challenge:** 5

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Candlegeist:** As a candlegeist, Jack can temporarily possess any torch, candle, or lantern he can see as an action. His body dissipates and the flame of the chosen vessel glows slightly blue. The abnormal color can be detected with a Perception check (DC 18). He may remain inside a vessel as long as he wants, or switch to a new vessel he can see without manifesting and he is fully conscious and aware while possessing a vessel, although he cannot damage a creature or take damage. If the vessel's flame is blown out, he reforms immediately. He may reform out of the vessel as a bonus action, and saves made against his Scare ability immediately following his departure from the vessel have disadvantage.

**Lantern-Head:** While in his physical form, Jack sheds dim light in a ten foot radius.

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ACTIONS

**Multiattack:** Jack uses his Ghostly Flame ability and then uses his Scare ability, if available, or he makes two Wax Arms attacks.

**Ghostly Flame:** Jack exhales a 15 foot cone of ghostly blue fire. Any creatures caught in that area must make a dexterity save, taking 5d6 radiant damage on a failed save. Creatures currently Frightened of Jack have disadvantage on the save and take an extra 2d6 radiant damage.

**Wax Arms:** +6 (1d6+ 3 bludgeoning + 1d6 radiant)

**Scare (Recharge 4-6):** Jack lunges toward a single creature he can see, attempting to startle it. It must make a wisdom save (DC 22) or be Frightened of Jack for 1 minute. It may repeat the save at the end of each of its turns. When Jack successfully scares a creature, he gains 2d8 temporary hit points or regains that many hit points.
HuruHuru

***The HuruHuru (which most races shorten to just "Huru") are a fierce, warlike people native to the deserts of Nurim. Their feathers are bright blues, reds, and greens, and they are well-paid mercenaries all across Thuriim.***

**Ability Scores:** Huru are fast and tough. They gain +2 dexterity and constitution.

**Age:** While fierce, they are not gifted with longevity. Huru mature at age 5 and will live no longer than 60 years.

**Alignment:** Most Huru are neutral and will work for just about anyone.

**Size:** Huru are slightly larger and more muscular than humans. Your size is medium.

**Speed:** Huru, like all birdfolk, have a base walking speed of 35 feet.

**Languages:** Huru, Common

**Martial Affinity:** You are proficient with shields and one weapon of your choice from spears, halberds, glaives, scimitars, and tridents. All Huru are proficient with a traditional style of archery that allows the use of a shield and a short or long bow at the same time.

**Battle Scream:** As a bonus action, you may focus on one enemy within 30 feet of you. If that creature can both see and hear you, it must make a wisdom save (DC=8 + your proficiency bonus + your constitution modifier) or be frightened of you until the end of its next turn.
Stillness

*2nd Level Abjuration*

Casting Time: Reaction

Range: Self

Components: V, S

Duration: 1 round, Concentration

Ward yourself against hostile movement. Until the start of your next turn, you are immune to thunder damage and you cannot speak or be moved against your will. Your speed is reduced to 0 and you also become immune to the prone and stunned conditions.

**Classes: Druid, Ranger, Sorcerer, Wizard**
Demons (Gazar)

Outwardly resembling tieflings, demons were crafted from elemental magic eons ago by the dragon Ukhalaag and were later granted souls and free will by Id Shidai, the goddess of magic and wisdom. They are even less welcome in most cities than goblins, and player demons will likely face discrimination.

**Ability Scores:** Demons are born of magic. They gain +2 to two mental scores of their choice.

**Age:** Demons mature before 30 and can theoretically live forever, but rarely make it past 300.

**Alignment:** Demons tend toward chaotic alignments by nature, and their somewhat exiled status only accentuates this.

**Size:** Demons can be any size, but player demons should be small or medium.

**Speed:** 30 feet (if medium) or 35 feet (if small)

**Languages:** Demons speak Common and Draconic

**Dragon-born:** As magical creations, Demons have resistance to poison, fire, and lightning damage and are immune to non-magical fire and lightning damage. They also have Magic Resistance.

**Natural Spellcasters:** All Demons know two cantrips and one 1st level spell from the sorcerer spell list. Charisma is their casting modifier for these spells. The leveled spell they learn can be cast a number of times equal to their proficiency bonus, and can be cast at will once 11th level has been reached.

**Ukhalaag's Curse:** Demons were cursed by their creator after he was defeated in the Dragon War. They roll critical fails on a result of 1 or 2.