recursal/Fanatic-Fandom huggingface dataset:
The War Archer

***Trained in methods used by ancient bowmen and legendary archers, the War Archer is in complete control of their weapon at all times. With incredible speed, precision, and accuracy, War Archers are formidable ranged opponents.***

## Kheprian Draw

At 3rd level, you learn a unique style of shooting that allows you to reload much faster. When using a short or long bow, you may make an additional attack with that weapon as a bonus action. When you reach 15th level, you may instead make two attacks with that weapon as a bonus action.

## Practiced Precision

At 7th level, your precision as an archer allows for increased accuracy. When you hit a creature with a ranged attack roll using a short or long bow, you gain advantage on the next ranged attack you make against them with that weapon. This bonus ends if you take another action or if the creature moves.

## Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

## Blurring Volley

At 15th level, you can fire incredibly quickly by sacrificing some accuracy. You may use the attack action to make a single ranged attack with a short or long bow against any number of targets within the normal range of that weapon. Each of these attacks is made at a -2 penalty.

## War Archer

At 18th level, your archery skill becomes unrivaled. Whenever you take the attack action with a short or long bow, you may take the attack action again as a bonus action.
Thorn Blight

***Although the term "Blight" is, in this case, a misconception, it associates these creatures with the right sort of ideas, as they do happen to be vicious, bloodthirsty plant monsters. With powerful pollen and razor-sharp thorns, a mob of Thorn Blights has proven problematic for more than a few woodsmen.***

## Thorn Blight

*Medium Plant, Chaotic Evil*

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AC: 13

HP: 24 (4d8+4)

Speed: 30 feet

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Ability Scores
 +1

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**Damage Vulnerabilities:** Fire

**Condition Immunities:** Blinded

**Senses:** passive perception 9

**Languages:** --

**Challenge:** 1

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**Pack Tactics:** The Thorn Blight has advantage on attack rolls made within 5 feet of an ally.

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ACTIONS

**Multiattack:** The Thorn Blight makes two Slashing Vines attacks or uses its Pollen Puff.

**Slashing Vines:** +4 (2d4+2 slashing)

**Pollen Puff (recharge 5-6):** one target creature within 5 feet of the Thorn Blight must make a constitution save (DC 11) or be stunned until the start of its next turn as the Blight's pollen scrambles its brain.
Wyvern Lash

*3rd Level Evocation*

Casting Time: 1 action

Range: 15 feet

Components: V, S, M (the stinger of a wyvern)

Duration: Instantaneous

Lash out towards an enemy within range with a spectral green stinger. Make a melee spell attack. On a hit, the target take 6d6 poison damage and is poisoned for 1 minute. While poisoned in this way, you have advantage on attack rolls and opposed checks against the target. The poisoned creature may attempt a constitution save at the start of each of its turns to end to the poisoned effect. Casting this spell at higher levels gives you a bonus to the attack roll of +2 and a bonus to your spell DC for this spell of +1 for each slot level above 3rd.

**Classes: Wizard, Sorcerer, Ranger**
The Warrior

***The archetypal Warrior trains to be a master of their weapons, wielding them both offensively and defensively. Warriors are at home in the thick of the fighting, pushing themselves and their endurance to the limit.***

## Handy with a Weapon

At 3rd level when this archetype is chosen, you learn to use your weapons in unique and versatile ways, increasing their efficacy. Whenever you make an attack roll, you can choose to take a -2 penalty to the roll. If you do, the chosen attack deals an extra 5 damage of the weapon's damage type.

## In the Thick of It

Also at 3rd level, you are familiar enough with yourself and your weapons that being in combat feels like home. If you are in the melee ranges of multiple enemies, you can use the attack action to make a single attack against each creature you can reach.

## Warrior’s Endurance

At level 7, whenever you use your Second Wind feature, you can make a Constitution save. (DC=20-1/2your fighter level) On a success, you do not expend the use of your Second Wind but still gain the benefits. If you fail, you regain the use of Second Wind on a long or short rest, as normal.

## Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

## Merciless Assailant

At level 15, whenever a creature moves into your melee range, or moves inside your melee range, you may make an attack against them, no action required.

## One Person Army

At level 18, you become extremely difficult to kill. Whenever you take damage, reduce it by an amount equal to your consitutiton modifier.
Volka

The purple-skinned Volka dwell in the fiery and seismically unstable region of the Volkan Coast.

**Ability Scores:** You gain +2 charisma and +1 constitution.

**Age:** Volka mature at age 18 and can live well past 200.

**Alignment:** Volka tend towards extremes, either devoted to virtue or dominated by anger.

**Size:** Volka stand at around human size and are medium.

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

**Languages:** You speak Common and Volkan

**Fiery Home:** Your skin is extremely heat resistant. All fire damage you take is reduced by an amount equal to your constitution modifier plus your character level. Additionally, you are immune to fire damage from non-magical sources.

**Volcanic Nature:** As a Volka, fiery magic is in your blood. You learn the cantrips *Green-Flame Blade* and *Produce Flame*. When you reach 3rd level, you learn the spell *Heat Metal* and can cast it once without expending a spell slot. Once you use this feature, you cannot use it again until you finish a short or long rest. Charisma is your spellcasting modifier for these spells.
Wizard Spells

This page lists Wizard spell by level, in alphabetical order, and notes school for convenience.

## Cantrips

Acid Spit (Ev)

Arcane Missile (T)

Breaking (T)

Necrotic Bolt (N)

Illusory Shard (I)

Nook (C)

Summon (C)

Thundering Palm (Ev)

Water Bolt (Ev)

## 1st Level Spells

Abyssal Lash (C)

Animation (T)

Arcane Maw (C)

Disarm (A)

Entropic Beam (Ev)

Fascination (En)

Fireblast (Ev)

Intuition (D)

Jim's Arcane Shield (A)

Rune of Ignition (Ev)

Wave Shield (A)

## 2nd Level Spells

Acidic Cloud (C)

Concussion (Ev)

Disintegrating Shield (A)

Duelist's Focus (A)

Fire Worm (C)

Force Punch (Ev)

Incendiary Ooze (C)

Jumping Bolt (Ev)

Mobee's Storm Step (T)

Rail Spike (Ev)

Ray of Disruption (A)

Seeker's Mark (D)

Shim's Magical Melting (T)

Smoke Step (I)

Storm Circle (Ev)

Undoor (T)

Winter's Grasp (Ev)

## 3rd Level Spells

Antilife Wave (N)

Aqueous Serpent (C)

Bituminous Blast (C)

Corrosive Pool (C)

Chaos Warp (T)

Expulsion (A)

Fangs of Stone (Ev)

Forge Hand (T)

Freezing Ray (Ev)

Frost Cleaver (C)

Frostfire (Ev)

Hold Item (En)

Lifesteal (N)

Ring of Fire (Ev)

Shim's Starfire Bolts (Ev)

Staff of Force (C)

## 4th Level Spells

Aliven (T)

Black Dart (C)

Chaotic Blast (Ev)

Dragon Scales (T)

Earthen Missiles (T)

Impenetrable Cube (A)

Mouth of the Deep (C)

Quadribrachia (T)

Saint Elmo’s Fire (Ev)

Static Bomb (Ev)

Thunderbolt (C)

## 5th Level Spells

Barastor's Lightning (Ev)

Circle of Life (Ev)

Igniting Volley (Ev)

Storm Strike (Ev)

Throes of Chaos (Ev)

## 6th Level Spells

Bonds of Angharradh (C)

Blasphemous Appeal (D)

Death of a Thousand Cuts (N)

Power Word Sleep (E)

## 7th Level Spells

Cone of Annihilation (T)

Elemental Dragon (C)

Midas’ Touch (T)

Ring of Swords (C)

## 8th Level Spells

Avatar (C)

Prismatic Ring (Ev)

Ravenous Shadows (N)

Worldbend (I)

## 9th Level Spells

Mendacias Res (I)

Skyrise (Ev)

Vorpal Blow (Ev)
Wave Shield

*1st level Abjuration*

Casting Time: 1 reaction

Range: self

Components: V, S

Duration: Instantaneous

When you would take fire or cold damage, wave your hand, calling a sheet of water up in front of you. Any cold or fire damage you take until the start of your next turn is reduced by 2d4. Casting this spell at higher levels increases the damage reduction by 2d4 for each slot level above 1st.

**Classes: Sorcerer, Druid**
The Way of the Wrathful Sky

**Some Monks find themselves drawn to the inexplicable awe of a storm's fury. It fills them, burning inside their Ki, itching to be released in crackling lightning and blasting thunder, tamed by a mortal's inner peace.**

## **Stormy Soul**

At level 3 when this Way is chosen, you gain a few extra abilities when you use your Flurry of Blows. You also have resistance to lightning damage in a turn you spend a Ki point in.

* Spend an additional Ki point to cast *Lightning Lure* instead of that turn’s first attack. Wisdom is your spellcasting modifier for this and any other spells you can cast through this Way.
* Spend an additional Ki point to imbue the last strike that hits with thunderous power, dealing an extra 2d6 thunder damage and knocking the target backwards 10 feet if they are Large or smaller.
* Spend an additional Ki point to cast *Shocking Grasp* instead of one of that round’s unarmed strikes.

## **Lightning Strike**

Whenever you make an attack roll at level 3, you can choose to spend a Ki point to give yourself advantage by accelerating your strike with lightning. On a hit, the target takes an extra 1d4 lightning damage. You can also use an action to target a creature within 15 ft. of you with a ranged spell attack. On a hit, you deal 2d4 lightning damage and can arc the bolt to another creature within 15 ft. of the first with a new ranged spell attack, repeatable to a total of 3 targets. The damage dice for this feature increases with your martial arts die.

## **Storm Step**

At level 6, you can spend 2 Ki points as a bonus action to travel instantaneously in a straight line up to 40 ft. in the form of a bolt of lightning. Any creature caught in that line must make a Dexterity save, taking 3d6 lightning damage on a failed save and half as much on a success.

## **Lightning Reflexes**

At level 11, whenever you are targeted by an attack, you can use a reaction to spend 3 Ki points, moving at incredible speed. This effect lasts until the start of your next turn, and while it is in effect, you can use your Deflect Missiles ability a number of times equal to your Dexterity modifier and you may add your proficiency bonus to your AC. While this is in effect, whenever a melee attack misses you you can make an unarmed strike against the attacker, and you are immune to lightning damage. If you take lightning damage while this is in effect, you regain 1d4 Ki points.

## **Skywalker**

At level 17, you can spend 3 Ki points as a move action to fly up to 60 ft. Wherever you land, you can spend an additional 1 Ki point to cast *Thunderwave* at 3rd level.
Thunderbolt

*4th level Evocation*

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

Hurl stormy energy at a target within range. Make a ranged attack roll. On a hit,the target takes 4d6 lightning damage and 4d6 thunder damage and is pushed 20 feet away from you in a straight line. When cast at higher levels, this spell deals an extra 1d6 lightning damage and 1d6 thunder damage for each slot level after 4th.

**Classes: Wizard, Sorcerer, Druid**
Whalf

***Whalfs are highly sought after beasts for hire, as their tracking abilities--not to mention their ferocity and stamina--make them stand out even among the best trackers of beast-kind. They were originally created by a crazed bounty hunter dabbling in alchemy and designed to be the perfect tracker. They serve their purpose well.***

## Whalf

*Large Monstrosity, Unaligned*

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AC: 14 (natural armor)

HP: 63 (7d12+14)

Speed: 45 feet, swim 60 feet

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Ability Scores
 +6

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**Damage Resistances:** Cold

**Skills:** Survival +8, Perception +8

**Senses:** darkvision 120 feet, passive perception 23

**Languages:** understands Common but can't speak

**Challenge:** 4

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**Perfect Tracker:** the Whalf has expertise in perception and survival, and makes either check with advantage when relying on smell.

**Chosen Prey:** if a trained Whalf is given a scent to track (e.g. an article of clothing or a tuft of hair), it can detect the prey creature by its smell from up to 10 miles away with a successful perception check.

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ACTIONS

**Multiattack:** The Whalf makes one claw attack and one bite attack.

**Claw:** +9 (2d6+6 slashing)

**Bite:** +9 (1d8+6 piercing)
Toxic Spear

*3rd Level Evocation*

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: 1 round

Hurl a spear of toxic energy at a target within range. Make a ranged spell attack. On a hit, the target takes 5d8 poison damage and is poisoned until the end of its next turn.

When you cast this spell, you may choose to make a ranged weapon attack instead of a ranged spell attack. On a hit, the target takes regular damage from your attack and is subjected to the effects of the spell.

Casting this spell at higher levels increases the damage by 1d8 for each slot level above 3rd.

**Classes: Ranger, Sorcerer, Wizard**
Tyvek

Tyveks are bird-like quadripedal animals found in the Baharadhun that are often used as mounts by the Giyanka. They are highly intelligent and extremely fast.

## Tyvek

*Large Beast, Neutral*

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AC: 13

HP: 27 (3d12+6)

Speed: 45

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STR DEX CON INT WIS CHA

12 16 15 8 9 6

+1 +3 +2 -1 -1 -2

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**Senses:** passive perception 13 (Alert)

**Languages:** understands Giyanka but can't speak

**Challenge:** 2

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**Watchbird:** Tyveks are often used as mounts and guard dogs by Giyanka tribes. They have advantage on perception checks.

**Agile Pounce:** if a Tyvek moves at least 10 feet and then hits a creature with an attack, the target takes 2d6 extra damage and must make a strength save (DC 13) or be knocked prone.

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ACTIONS

**Multiattack:** the Tyvek makes two attacks, one with its beak and one with its talons.

**Beak:** +5 (1d8+3 piercing)

**Talons:** +5 (2d6+3 slashing)
Thur-Knight

***The Thur-Knights are the chosen champions of Thunru, Demon Lord of conquest, battle, and dominion. They appear strangely humanoid, but don't let that fool you. There's no soul in that armor.***

## Thur-Knight

*Medium Fiend (Demon), Chaotic Evil*

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AC: 18 (full plate)

HP: 135 (15d10+45)

Speed: 30 feet

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Ability Scores
 +5

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**Saving Throws:** Strength +11, Charisma +11

**Damage Resistances:** Cold, Lightning, Slashing, Piercing, Bludgeoning

**Damage Immunities:** Fire, Poison

**Condition Immunities:** Poisoned

**Skills:** Athletics +11

**Senses:** Darkvision 120 feet, Blindsight 30 feet, passive perception 12

**Languages:** Abyssal

**Challenge:** 11

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**Abyssal Fire:** Fire damage dealt by the Thur-Knight ignores damage resistance.

**Thunrari Weapons:** The Thur-Knight's weapon attacks are magical, and deal an extra 1d8 fire damage (included in the attack).

INNATE SPELLCASTING (+11 to hit, save DC 19)

The Thur-Knight can innately cast the following spells without material components.

At Will: *Produce Flame (3d8), Burning Hands, Hellish Rebuke, Aganazzar's Scorcher, Scorching Ray*

3/day: *Fireball*

1/day: *Destructive Wave*

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ACTIONS

**Multiattack:** The Thur-Knight casts a spell and makes two Greatsword attacks.

**Greatsword:** +11 (2d6+5 slashing +1d8 fire)
Unmaking

*6th Level Transmutation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: 1 minute, concentration

Choose a point you can see within range and begin to magically unmake everything within 20 feet of that point. Creatures in the area when you cast the spell must make a charisma save, taking 4d12 force damage on a failed save and half as much on a success. On of each of your turns while concentrating on this spell, you can use your action to force creatures in the area to repeat the save, taking 4d12 force damage on a failed save and half as much on a success. Creatures reduced to 0 hp by damage from this spell are atomized, along with any non magical items they were carrying or wearing. Regardless of how you use your actions while you concentrate, if you concentrate on this spell for the full duration, all non magical material in the sphere turns to black ooze and dissipates. Casting this spell at higher levels increases the radius of the sphere by 5 feet and the damage by 1d12 for each slot level above 6th.

**Classes: Wizard, Sorcerer, Warlock**
Water Bolt

*Evocation Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Fire a blast of compressed water at a target within range. Make a ranged spell attack against the target, dealing 1d6 bludgeoning damage on a hit and knocking the target prone if it is medium or smaller. Fire elementals take double damage and any flames on the target are quenched. At higher levels, the damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

**Classes: Wizard, Druid, Sorcerer**
Oslag's Bracers

***A simple, well-fitted pair of leather bracers, once worn by the Wolf-King Oslag of Vardenland. In a language that predates the Alkarans, the bracers read "*The Earth is My Bones*" and "*The Wind is My Breath*"***

## Oslag's Bracers

*Legendary, requires attunement by a Druid*

These bracers grant the wearer the strength of their original owner. While wearing the bracers and attuned to them, your strength score becomes 20, unless it was higher before.
Tolugalu

***Tolugalu are some good, old-fashioned, proper aberrant fun. Alien, predatory, and brutal beyond words, these travelers from the far realm are enigmatic in their motivations. Most researchers believe they simply enjoy hunting new and tasty beings of fresh worlds.***

## Tolugalu

*Medium Aberration, Chaotic Evil*

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AC: 17 (natural armor)

HP: 80 (8d12+24)

Speed: 50 feet, spiderclimb 50 feet, swim 100 feet

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Ability Scores
 +1

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Saving Throws: Dexterity +9, Constitution +4

Damage Immunities: Acid, Poison

Damage Vulnerabilities: Fire

Condition Immunities: Blinded, Poisoned

Skills: Survival +7, Perception +7

Senses: Blindsight 1000 feet, Passive Perception 17

Languages: Tolugalu

Challenge: 6

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**Evasion:** whenever the Tolugalu succeeds on a dexterity saving throw for half damage, it takes no damage instead, and half damage on a failure.

**Uncanny Dodge:** whenever the Tolugalu takes damage from a weapon attack, it may use its reaction to halve the damage.

**Amphibious:** the Tolugalu can breathe air and water.

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ACTIONS

**Multiattack:** The Tolugalu makes two ravage attacks, uses its devour ability, or uses its vomit ability if available.

**Ravage:** +9 (2d8+6 slashing damage +2d4 acid damage)

**Devour:** The Tolugalu wraps around a target creature in its melee range, latching onto it with its nightmare of a mouth. The target must make a dexterity save (DC 17) or be grappled, taking 2d8 piercing damage and 2d8 acid damage. If the target is already grappled, this ability deals damage automatically.

**Vomit (Recharge 5-6):** The Tolugalu vomits acid in a 20 foot cone. Each creature in that area must make a constitution save (DC 14), taking 8d6 acid damage on a failure and half as much on a success.
Undying

***The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. These rare but benevolent few are also sometimes sustained by a promise to a deity, celestial, or powerful patron, or simply carry on in order to fulfill some un-realized task.***

**Ability Scores:** Undying gain the ability scores of the race they were in their past life, with an additional +1 constitution.

**Age:** Undying are, well...undying. They are always the age they were in life, do not age, and only begin to fade if whatever passion or zeal that sustained them begins to fade.

**Alignment:** Most Undying are good, as they are usually sustained by positive energy.

**Size:** Your size is that of the race you were in life.

**Speed:** Your speed is that of the race you were in life.

**Languages:** You speak Common and any languages you learned in life.

**Undead:** Your creature type is Undead.

**Spirit of Positive Energy:** You are resistant to necrotic and radiant damage.

**Bloodless:** You are immune to poison damage, and the poisoned and exhausted conditions. You do not need to sleep to complete a long rest, as 8 hours of light activity will suffice.

**Turn Resistance:** You have advantage on saves made against effects that turn Undead.

**Darkvision:** You have dakrvision out to 60 feet.

**Sustained by Love and Light:** Whenever you lose a limb, it is replaced by a spectral replacement. You may choose how much of your body is spectral when you start. Whenever you die outright, any of your companions that witness it may make a charisma save (DC = 10 or 1/2 the killing damage, whichever is higher). If they succeed, you are instead reduced to 0 hp and stabilized. You may be returned to life (or undeath) by the same method at any point if no one witnesses your death, assuming in both cases that your soul is free and willing to return, but the DC increases by 1 for each hour that passes after your death.
The Psion

***The gurus and masters with their hands to their temples, unleashing beams of energy from their minds; the warriors shaping weapons of pure energy; the guardians shielding allies and friends behind walls of force and shields of rippling power; these are the psions, the power-shapers.***

## Psionic Energy

When this archetype is chosen, you learn to use your psionics more effectively to shape planes of force. As an action, you may shape a plane of force of up to 5 feet in any dimension. The creation has an AC of 10 and 5 hp. It deals force damage as its damage type. Expending a spell slot when creating a plane of force increases it's dimensions by 5 feet, its AC by 1, and its hp by 5 all per level of the slot. While you have a damaged plane active, you may use a bonus action and a spell slot on your turn to cause it to regain a number of hit points equal to 5 times the level of the slot you expend. If you create another plane of force, the first disappears. If you create a weapon, it must be a weapon you are proficient with and has the light and finesse properties when you create it.

## Psionic Pulse

At level 6, you gain the ability to generate surges of psionic energy. You may use an action to fire a blast of psionic energy at a target within 60 feet of you, making a ranged spell attack. On a hit, the target takes 2d8 force damage. Whenever you hit a creature with these attacks or with a conjured weapon attack, you may expend a spell slot to deal an additional 1d6 force damage per level of the slot.

## Psionic Defense

Beginning at level 10, you may use your Psionic Energy feature as a reaction to being targeted with an attack roll or being inside the area of an area of effect such as a red dragon's fire breath or a *Lightning Bolt* spell.

## Psionic Mastery

At level 14, whenever you take the attack action with either your Psionic Pulse feature or with a weapon created with psionic energy, you may make one additional attack to the normal amount you would take. Additionally, force planes created with your Psionic Energy feature have an additional 5 hp and +1 AC.
The Way of the Growing Tree

**For some, the easiest place to channel their Ki is in a silent forest. Such monks follow the Way of the Growing Tree, a way that ties the life force of the Monk into the life force of the forest and plants themselves.**

## Sylvan Focus

As a monk of the Way of the Growing Tree, the forest helps you focus. Whenever you in a forest or surrounded by significant vegetation, you can use an action to focus and regain 1 Ki point.

## Stance of the Rooted Oak

Beginning at level 6, you cannot be tripped, knocked prone, or moved against your will while you are conscious. You also add your wisdom modifier to strength and constitution saves.

## Soul of Life

When you reach level 11, you embody the harmony plants share with nature. While touching the ground, you may use an action to spend a Ki point and regain 1d8 hit points. For this purpose, you may spend a number of Ki points at once equal to your wisdom modifier.

## One with the Forest

At level 17, your connection to nature is strong enough to awaken the spirits inherent in plants and animals. You may cast *Awaken* once per long rest without expending a spell slot or material components. Additionally, whenever you are in initiative and have your feet on fertile soil, you regain 1 Ki point at the start of each of your turns.
Voan’s Glacial Smite

*5th level Evocation*

Casting Time: 1 bonus action

Range:  Self

Components: S, M (a shard of stained glass from a church or cathedral)

Duration: 1 minute, concentration

The first attack you hit with during the duration unleashes a mighty wave of freezing divine power. The target takes an additional 5d8 cold damage and must make a Constitution saving throw. On a failure, they are paralyzed as they are frozen in ice. The target may repeat the saving throw on the end of each of their turns, ending the effect on a success. If the target succeeds the initial saving throw, their speed is halved for 1 minute.

**Classes: Paladin**
Sea Heritage

***Demigods with the Sea Heritage could be descendants of Poseidon, Sobek, Sildurath,* or other maritime gods.**

## Heritage Traits

### Heritage-Specific Traits

As a Sea demigod, your hit dice are d10's and you are proficient in strength and dexterity saves. Dexterity is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain a swim speed of 100 ft. You can also breath water.

### Cantrips

Shape Water

Acid Splash

Prestidigitation

### Available Spells

Create or Destroy Water

Fog Cloud

Misty Step

Tidal Wave

Water Walk

Water Breathing

Wall of Water

Control Water

Watery Sphere

Maelstrom

## Tidal Motion

Beginning at level 7, whenever you take the attack action, you may attack twice instead of once. Additionally, when you hit with an attack, you may move up to 10 feet without provoking attacks of opportunity or move your opponent up to 10 feet. If they are one or more size categories larger than you, they may attempt a strength save to avoid this movement.

## Fluidity

Beginning at 11th level, you can fit through gaps up to 1 inch wide by transforming into water. If you end your turn in this state, you return to normal size and, if there is not enough room for your normal body, take 3d8 bludgeoning damage and are shunted to the nearest empty space. You can use this ability to entirely negate fall damage.

## Sea God's Blood

Beginning at 15th level, you have advantage on saves made while at least waste-deep in water. Additionally, whenever you are at least a foot deep in water or in the rain, you regain a number of hit points equal to your constitution modifier (minimum 1) at the start of each of your turns. This stacks with the 18th level demigod ability.
Vorpal Blow

*5th level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a slashing weapon)

Duration: Instantaneous

As part of casting this spell, make a melee attack against a creature within range using the chosen weapon. On a hit, the target takes 10d8 slashing damage. On a critical hit, the target is decapitated and dies instantly. This effect simply reduces the target to 0 hp if it is a Troll or Hydra, or if it has other special abilities related to being decapitated. If it has more than one head, it takes damage as normal and only one head is removed.

**Classes: Ranger, Paladin**
Storm Circle

*2nd level Evocation*

Casting Time: 1 action

Range: self (30 foot radius)

Components: V, S, M (a piece of quartz, which the spell consumes)

Duration: Instantaneous

Strike the ground at your feet, sending out ripples of lightning that arc through the floor in a 30 foot radius around you. Any creatures in that area must make a dexterity save, taking 3d8 lightning damage on a failed save and half as much on a success. Any creature that fails the save is also knocked prone. Casting this spell at higher levels increases the damage by 1d8 for each slot level above 2nd.

**Classes: Druid, Sorcerer, Wizard**
Worldbend

*8th level Illusion*

   Casting Time: 1 action

Range: 60 ft.

Components: V, S, M (a multi-faceted prism)

Duration: 1 minute, concentration

Channel powerful Illusion magic to bend reality in a 60 ft. radius surrounding you. This area becomes incredibly distorted and disorienting, appearing escher-like and warped. While you maintain concentration, all ranged attacks have a 50% miss chance. On a miss, roll 1d6. On a 1 or 2, this missile harmlessly impacts on the ground or into the sky. On a 3 or 4, it instead targets another random creature in the area. On a 5 or 6, it hits the attacker. Every round you have this Illusion in place, you may use a reaction to redirect a ranged attack to wherever you would like in that area and you may cause parts of the landscape to lash out at a target with a bonus action. The target must make an Intelligence save or take 7d6 psychic damage. Creatures that attempt to move in the area must roll a d6. On a 1-3, they move ahead as planned. On a 4-5, they move in a random direction (1d4, north/west/east/south as per *Infestation*), and on a 6, they take 4d4 psychic damage and fall prone.

**Classes: Wizard, Bard**
Urmahlullu

***In the time before the fall of Bagaya, they were the unchallenged kings of the savannas. Now they are a rare sight, and only beyond the cliffs. It's said that they still wander the broken halls of their empire. -Jana the Rhysite, regarding the Urmahlullu***

## **Urmahlullu**

*Large Monstrosity, True Neutral*

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

AC: 16 (Natural Armor, Shield)

HP: 60 (6d10+24)

Speed: walk 45 ft.

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

STR DEX CON INT WIS CHA

18 12 18 10 14 16

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

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

**Saving Throws:** strength (+7), constitution (+7)

**Condition Immunities:** Frightened

**Skills:** Athletics (+7), Perception (+5), Survival (+5)

**Senses:** Darkvision 60 ft., passive perception 15

**Languages:** Common, Primordial

**Challenge:** 5

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

ACTIONS:

**Multiattack:** The Urmahlullu makes three attacks, two with its spear and either one with its claws or one with its bite.

**Spear:** +7 (1d8+4 piercing, thrown 20/60)

**Bite:** +7 (1d6+4 piercing)

**Claws:** +7 (1d6+4 slashing)

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

**Second Wind:** As a bonus action on its turn, the Urmahlullu can regain 1d10+6 hit points. Once it does so, it cannot do so again in the same day.
Whirling Rush

*1st Level Transmutation*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Create a whirling spout of water that rushes toward a point within range. Creatures within 5 feet of that point must make a dexterity save, taking 2d8 slashing damage and being knocked prone on a failed save and no damage on a success. Casting this spell at higher levels increases the damage by 2d8 for each slot level above 1st.

**Classes: Wizard, Sorcerer, Druid**
The Way of the Many

***Some Monks train their minds not to keep unwanted things out, but to keep other things in. The rare few are cursed with many souls in one mind, the strongest of which must focus their mind and body to contain the voices jumping at the reigns. Some go mad and destroy themselves, others devolve into schizophrenia and insanity, but the one who learns to harness the power of the Many gains a pathway to abilities some consider unnatural.***

## **Many souls, one mind**

As a Way of the Many monk, your power comes from the multitude of spirits trapped in your mind. Most of them were normal people, but a few possess abilities that can be harnessed, even from beyond the grave. Using a spirit’s ability grants you certain bonuses, but also risks your body being taken over by this alternate personality. As the player, you may determine what the strongest personalities besides your own are. At 3rd level, choose three of the following spirits to be able to harness. At level 6, 12, and 15, you gain another of your choice.

Anytime you channel one of these ghosts, roll a d20. On a 1, make a wisdom save. (DC=8+the number of times you have channeled today) If you fail, that personality takes over. Every turn afterward, you may repeat the save to attempt to regain control.

## **Keeper of Souls**

At level 6, you may attempt to extract the soul of a fallen enemy. The slain creature must make a wisdom save or have their soul given over into your mind. You gain a soul ability with a similar origin. (E.G., if you kill a priest, you would gain the Priest channel ability)

## **Spiritual Control**

At level 11, whenever you hit a creature with a melee attack, you may use 2 Ki points to force them to make a wisdom save. If they fail, you can choose 1 of 2 outcomes.

1. Knock their soul free from their body, stunning them until their next turn.
2. Release some of your souls into them, putting them under the effects of *Confusion* for 1 minute. At the start of each of their turns, they may repeat the save, forcing the rogue souls back into you on a success.

## **Soulrend**

At level 17, when you hit a target with a melee attack that was enhanced via one of your souls, you may expend 5 Ki points to attempt to claim their soul outright. If they have less than 20 hp, they die instantly and you absorb their soul. If they have more than 20 hp but less than 100, they must make a wisdom save or suffer the same consequences.
Thunder Heritage

***Demigods with the Thunder Heritage could be descendants of Thor, Zeus, Tlaloc, or a similar entity***

## Heritage Traits

### Heritage-Specific Traits

As a Thunder demigod, your hit dice are d12's and you are proficient with strength and constitution saves. Strength is your spellcasting modifier for demigod spells.

### Movement Enhancement

Gain a jump height equal to your walking speed and a jump distance equal to twice that.

### Cantrips

Thunderclap

Booming Blade

Thaumaturgy

Shocking Grasp

### Available Spells

Thunderwave

Thunderous Smite

Shatter

Call Lightning

Pulse Wave

Storm Sphere

Destructive Wave

Thunder Step

## Storm-God's Fury

Beginning at level 7, all your strength-based damage rolls are increased by 1d6 thunder.

## Thunderous Rebuke

Beginning at 11th level, whenever you are damaged in melee, you may use your reaction to spend a spell slot. The offending creature must make a strength save, taking 5d8 thunder damage and being pushed back 20 feet on a failed save and taking half as much damage and knockback on a success.

## Call the Storms

Beginning at 15th level, you can use a bonus action to call a lightning bolt to any point within 300 feet of you. Any creature within 10 feet of the point you specify (or above it any distance) must make a constitution save, taking 3d6 lightning damage and 3d6 thunder damage on a failed save and half as much on a success. This ability can only be used outside.
Waterways

*5th level Conjuration*

Casting Time: 1 action

Range: 100 miles

Components: V, S, M (water)

Duration: instantaneous

You and up to eight willing creatures you can see sink into a body of water, emerging at a point you specify within range. The destination must be a body of water that the starting body is connected to in some way. Casting this spell at higher levels increases the range by 100 miles per slot level used beyond 5th.

**Classes: Druid**
The Telepath

***The voice tickling the back of an allies mind from miles away; the whisper from a silent mouth; the thoughts forcing themselves, cramming themselves into a mind and poring through their memories; these are the deeds of a Telepath, a master of mental magic.***

## Improved Telepathy

When this archetype is chosen, the range on your Telepathy doubles. Additionally, you may use an action to search with your mind where your eyes cannot see. The presence of any mind within 60 feet of you is made known to you. You may use this feature a number of times per long rest equal to your intelligence modifier.

## Psychic Plunge

Beginning at level 6, you learn to force your way into a creature's mind. As an action, launch your consciousness into that of one creature within your telepathy range. If the creature is willing, you succeed automatically. If the creature is unwilling, they may attempt an intelligence save against your spell save DC. On a success, you are repelled and take 1d4 psychic damage. On a failure, you gain access to the creature's knowledge and memories, discerning one thing or visiting one memory. At the start of each of their turns, they may make another save, ending the effect on a success. On three successive failures, you gain unrestricted access to their mind.

A creature that succeeds its save is immune to this ability for 24 hours. Using this ability takes your concentration. A creature that cannot be possessed is immune to this ability.

## Mental Manipulation

At level 10, you learn to launch devastating assaults on a creature's mind. If you successfully enter a creature's mind with your Psychic Plunge ability, you may cause them to be under the effects of any Enchantment spell on the Mystic spell list by expending a spell slot of the appropriate level. They get no save, and you don't have to have the spell prepared.

## Create Thrall

At level 14, you learn to completely sway a creature's allegiance. As an action, touch one creature and cause them to make an intelligence save as you attempt to take hold of their psyche. If they fail, they become unerringly obedient to you, going so far as to do things that they believe you would want them to do even without prompting. This save may be repeated any time they are reduced to 0 hp, charmed by another creature, frightened, or take damage greater than your Mystic level.
The Telekineticist

***The smallest of people holding the largest of boulders frozen in thin air; the mage hurling enemies away from the wounded with nothing but the power of their mind; the student concentrating to lift a single apple off their teacher's desk; these are the archetypal Telekineticists.***

## Improved Telekinesis

When this archetype is chosen, the range and max weight of your telekinesis ability double. Additionally, this ability can be used for fine motor movement and, if you are holding a weapon in your telekinetic grip, you may use your action to take the attack action with it. Additionally, you may move an object of 10 pounds or less up to your maximum range as a bonus action.

## Telekinetic Surge

At 6th level, you learn to surge power into your telekinesis. Whenever you are grappling a creature with your telekinesis, you may use your action and expend a spell slot to deal 1d6 magical bludgeoning damage per level of the slot to the grappled target. Whenever you hold a small or larger object, you may use your action and expend a spell slot to hurl it at a target within range as a ranged spell attack. On a hit, the target takes 1d6 magical bludgeoning damage per level of the slot for a small object, 1d8 per slot level for a medium object, d10 for large, and d12 for huge. Additionally, you may spend a spell slot as a free action to increase the maximum weight or maximum range of your telekinesis by 100 pounds or by 20 feet for each slot level. This change lasts until the start of your next turn.

## Defensive Grip

Beginning at 10th level, you may use telekinesis as a reaction when targeted by a weapon attack or physical object that would cause you harm, such as a falling boulder or a *Catapult* spell. When you do so, make an Intelligence check against either the attack roll or the spell's save DC (you may do this before or after finding out whether you succeeded the save or if the attack would hit). If you succeed, the projectile stops just short of you and is held in your telekinetic grip. A melee weapon may not be moved until the end of your next turn, until you release it, or until it's wielder succeeds on a strength save against your spell save DC. You may expend a spell slot when using this feature in order to catch an additional number of projectiles equal to the level of the slot spent. When you do this successfully, all projectiles immediately fall to the ground except one of your choice, and the projectiles don't all have to be from the same attack action or spell, as long as they happen before the start of your next turn.

## Telekinetic Mastery

At 14th level, you become a master of telekinesis. You may target two things at once with your telekinesis ability.
Volo's Snatch

*Transmutation Cantrip*

Casting Time: bonus action

Range: 30 ft.

Components: S

Duration: Instantaneous

Choose an object within 30 feet of you that is not held, carried, or magically warded and cause it to fly to your open hand. This object must weigh less than 10 pounds.

**Classes: Wizard, Sorcerer, Warlock, Bard**
Tustorian

Tustorians live in the broad expanse of the northwestern plains of Eredin. With short fur and prominent horns, they resemble minotaurs. Their tribes are nomadic and often get into skirmishes and sometimes blood feuds with other tribes.

**Ability Scores:** Tustorians are tough and muscular. They gain +2 strength and constitution.

**Age:** Tustorians mature around age 15 and live to be almost 100 years old.

**Size:** Though tall and broad-shouldered, reaching height of 7 or 8 feet, they are still Medium.

**Speed:** Tustorians have a base walking speed of 30 ft.

**Alignment:** Most Tustorians are loyal to their tribes, inclining them toward lawful neutral.

**Languages:** Tustorians speak Tustorian and Common.

**Horns:** A Tustorian's horns make for formidable weapons, and function as a natural attack using strength that you are proficient with. They deal 1d8 bludgeoning or piercing damage.
Witcher Conclave

***In the dark and haunting forests of Uldervald, the bravest and most skilled of adventurers become Witchers. Dedicating themselves to the hunt and slaughter of monsters and dark magic alike, these rangers pose a formidable foe to any eldritch evil.***

## Witching

Beginning at 3rd level, you become hyper-aware of dark magic and unnatural creatures. Using your Primeval Awareness feature will alert you to the presence of magical effects within it's range.

## Countercharms

Also at 3rd level, you learn a few basic incantations which can be used to counteract the effects of most curses, hostile spells, and magical afflictions. As an action or reaction, you may expend a spell slot targeting a spell or magical effect within 30 feet of you. If the level of the spell slot you expended is equal to or higher than the level of the target spell or effect, that effect is dispelled or that effect is countered. If the level of the spell slot you expended is lower than that of the target spell/effect, you must make a wisdom check (DC=10+the level of the spell or the caster's save DC, whichever is higher) to succeed in countercharming.

## Extra Attack

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

## Witcher Signs

Beginning at 7th level, you learn basic magic to aid you in your hunting. Choose two from the list of Witcher Signs to know. Mechanically, these should be treated as spells. You learn an additional sign at levels 9, 11, and 13.

## Witchslayer

At 15th level, you learn to coordinate your attacks to deal devastating blows to your quarry. Whenever a creature becomes affected by one of your signs it leaves them vulnerable. The next hit you land on them that turn is a critical hit.
Winter’s Grasp

*2nd level Evocation*

Casting Time: 1 action

Range: 50 ft.

Components: V, S, M (a piece of string)

Duration: 1 minute, concentration

Choose a target within range and cause ice to form around their legs, rooting them in place. They must make a Dexterity save or have their speed reduced to 0 and take 3d4 cold damage. At the start of each of their turns after this, they may make a Strength save to attempt to break free. If they fail, they remain rooted and take another 3d4 cold damage. Casting this spell at higher levels increases the initial cold damage by 2d4 for each slot level after 2nd.

**Classes: Wizard, Sorcerer, Bard, Druid**
The Watcher

***No one knows the true identity or origin of the entity known as the Watcher. Some say he is a dark god; others say a rogue spirit from the plane of dreams. Most often manifesting as a pair of purple, almost feline eyes in the darkest corners, some say they’ve seen him as a normal human, distinguished only by glowing, purple eyes. You have had the privilege and misfortune of negotiating with this being, gaining magic as a result.***

The Watcher lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:

 2nd
 3rd
 4th
 5th

## **Watcher’s Eyes**

Starting at level 1, you have perfect Darkvision and can cast *Detect Magic* at will without expending material components. You also may add your charisma modifier to Perception, Insight, and Investigation checks and have advantage on saves against Illusion spells.

## **Mind’s Eye**

At level 6, you learn to see without looking, able to move your perspective up to 30 feet per round. While doing so, you are Blinded in your normal body. Your mental eyes can pass through 3 feet of dirt or wood, a foot of stone, an inch of metal, or a thin sheet of lead, but cannot go further than 1,000 feet from your physical body. Your mental eyes can only be detected via a *Detect Magic* spell or similar magic, and then appear as faint outlines of eyes, glowing purple.

## **Gaze of the Seer**

As an action, at level 10, you can activate the Gaze of the Seer as your eyes burn with purple fire. For 1 minute, you can see through solid materials (3 feet of dirt or wood, a foot of stone, an inch of metal, or a thin sheet of lead) and every life form is outlined in a gentle glow, as is everything radiating magic. You can also see through any and all Illusion magic while this is active. You may use this feature a number of times per long rest equal to your charisma modifier. Additionally, your normal vision can see through Illusion spells of a level that is less than ⅕ your warlock level.

## **The One Who Watches**

At level 14, your irises become permanently tinted purple and you gain Truesight.
Ward Sphere

*2nd Level Abjuration*

Casting Time: Reaction

Range: Self

Components: S

Duration: 1 minute, Concentration

Project a protective bubble around yourself. The bubble has 15 hit points. Whenever you take damage that isn't psychic damage, the bubble takes it instead. Casting this spell at higher levels increases the bubble's hit points by 10 for each slot level above 2nd.

**Classes: Artificer, Ranger, Sorcerer, Wizard**