recursal/Fanatic-Fandom huggingface dataset:
Shade

***The offspring of mortals and powerful spirits from the ancient world, the origin of Shades is clouded with mystery and superstition. Regardless of their nature, they possess abilities that many consider unnerving. Flitting in and out of the shadows, slaying and disappearing in a cloud of smoke; that is the way of the Shade. Spooky.***

## Shadow Walker

At 3rd level, you gain the Amorphous trait and have advantage on stealth checks while in dim light or darkness.

## Shade Eyes

Also at 3rd level, your eyes become accustomed to the dark. As a bonus action, you may activate or deactivate your Shade Eyes. While this feature is active, you can see in bright light as if it was darkness and in darkness as if it was bright light. This effect works with magical darkness.

## Otherform

At level 9, you gain the ability to temporarily transform into a cloud of thick, black smoke. You may choose to transform at the beginning of your move action, gaining a flying speed of 60 feet and resistance to all damage except psychic, force, radiant, and bludgeoning, piercing, and slashing damage from magical weapons. If you take damage, stop moving for any reason, or take another action, you revert to your normal form.

## One with the Dark

At 13th level, you may remain in your Otherform as long as you want if you are in dim light or darkness, but still revert to your normal form if you take damage, stop moving, or take another action.

## Call the Night

At 17th level, you may channel your spooky magic to suck the light out of an area you specify. Choose a point you can see. The area within 500 feet of that point is reduced in brightness by one light category. (Bright light becomes dim light and dim light becomes darkness) Darkness created by this feature is magical darkness. Once you use this feature, you may not use it again until you finish a long rest.
Sun Heritage

***Demigods with the Sun Heritage could be descendants of Ra, Apollo, Helios, Aten, Bakr, or another solar deity.***

## Heritage Traits

### Heritage-Specific Traits

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

### Cantrips

Light

Sacred Flame

Word of Radiance

Firebolt

### Available Spells

Burning Hands

Searing Smite

Continual Flame

Flaming Sphere

Crusader's Mantle

Flame Blade

Scorching Ray

Aganazzar's Scorcher

Daylight

Fireball

Wall of Fire

Dawn

Flame Strike

Holy Weapon

Sunbeam

## Blazing Light

Whenever you hit a creature with an attack at 7th level and beyond, you can infuse it with the power of the sun by expending a spell slot. Roll a number of d10's equal to the level of the slot and add the result in radiant damage to the damage of the attack.

## Radiant Glory

At level 11, you may use a bonus action to take on an aspect of the sun. While you have this ability active, you shed bright light in a 30 foot radius and anytime you hit a creature within that radius with an attack, increase the damage by your charisma modifier in radiant damage. This light is considered daylight and pierces magical darkness.

## Shining Wrath

Beginning at level 15, anytime you roll damage, you add your charisma modifier in radiant damage.
Rhizic Limbs

*3rd Level Transmutation*

Casting Time: bonus action

Range: self

Components: V, S, M (a piece of the taproot of a tree at least 100 years old)

Duration: 10 minutes, concentration

Sprout four spidery limbs from your back made of rough-barked wood. For the duration of the spell, your size category is increased by one, your movement speed is increased by 15 feet, and you can spiderclimb. You gain an additional action on each turn which you can only use to take the grapple action. Creatures grappled by you for the duration are also restrained.

**Classes: Druid, Ranger**
Power Word Sleep

*6th level Enchantment*

Casting time: 1 action

Range: 120 feet

Components: V

Duration: 1 minute

Choose a creature within range and utter a word of power, compelling it to sleep. If the creature has less than 100 current hit points, it becomes unconscious and stays that way for the duration. It cannot be woken by taking damage or by being shaken awake, but can be woken with a successful *Dispel Magic*.

**Classes:** Wizard, Sorcerer, Bard, Warlock
The Path of the Warrior

Some Enathim devote themselves to the protection of the innocent and the destruction of evil, smiting their foes and dominating the battlefield.

## **Divine Retribution**

When this Path is chosen, you learn to use a Faith point as a free action to add 1d8 radiant damage to an attack on an evil creature. This ability can be used only once per round.

## **Celestial Command**

At 7th level, you can cast Banishment once per short rest. Charisma is your casting ability for this spell, and it may only be cast on evil creatures.

## **Tireless Zeal**

At level 13, whenever you use a bonus action to attack again with a conjured weapon, you may attack twice instead of once.

## **Warrior’s Endurance**

At 19th level, whenever you drop below half your max HP and are still in initiative, you heal a number of HP equal to your Charisma modifier at the start of each of your turns. This feature ceases when you are knocked unconscious.
Necromancy Initiate

***The term "Death Knight" has been used to refer to undead paladins that still hold to the oath they took in life, but it is also used to describe Magi who dabble in the long-feared and demonized school of necromancy. While melting people and raising the dead aren't usually tokens of virtue, these Death Knights have a bit more potential for good.***

## Novice Necromancer

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an necromancy spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Deathly Companion

At 6th level, you may use your knowledge of necromancy to raise for yourself an undead companion in the form of a skeleton, zombie, or shadow. Doing so requires a 10-minute ritual which must be performed at night near the place of death of at least one humanoid. Depending on your choice of undead type, your companion will receive different buffs and penalties.

Undead Companions
 Skeleton
 Shadow

This companion is permanently under your control, and if killed, can be restored to its former state as a ten-minute ritual at the end of a long rest. When you do so, you may choose to have the undead take a different form, assuming there is a corpse, skeleton, or spirit nearby.

The companion's physical scores are determined by rolling (4d6 best 3) and its bonuses and penalties, and its mental scores are given a pool of a total number of points which you may distribute how you like. Its hit points when created are 15 + 3x its constitution modifier. Its AC is calculated as normal. Once these statistics have been established, add your proficiency bonus to its AC, hit points, and attack and damage rolls.

At levels 10, 14, and 18, you may choose to grant an ability score improvement, a feat, or a single class level in a class of your choice. Regardless of your choice, the companion's hit points increase by 5 + their constitution modifier.

## Lifesteal

Beginning at 14th level, whenever you hit a creature with a weapon attack, you may choose to spend a spell slot to increase the damage by 1d6 necrotic and heal by 1/2 the necrotic damage dealt. A spell slot higher than 1st level increases the bonus damage by 1d6, to a maximum of 5d6.

## Adept Necromancer

At 18th level, you learn one 6th level necromancy spell. This spell does not count against the number of spells you have prepared and is always prepared.
Ring of Fire

*3rd Level Evocation*

Casting Time: 1 action

Range: self

Components: V, S

Duration: 10 minutes, concentration

Cause fire to erupt from the ground in a ring around you. The radius of the ring can be up to 30 feet. Any creature on that ring must make a dexterity save, taking 3d8 fire damage on a failed save and half as much on a success. Any creature attempting to enter or exit the circle must do the same. Any spell that deals cold damage deals half damage on the inside of the ring. The ring sheds bright light in a 30 ft. radius and dim light for another 30 ft. Casting this spell at higher levels increases the fire damage by 1d8 for each slot level above 3rd.

**Classes: Bard, Druid, Wizard, Sorcerer**
Radiant Warrior

***Radiant Warriors are the holy avengers of the Enathim, choosing to channel their willpower into violence.***

## Radiant Weapons

When this Focus is chosen, you learn to channel your Lightbending to form weapons. As a bonus action, you may form a melee weapon in your hand made of light. A conjured weapon uses your charisma modifier in place of strength or dexterity and you are proficient with any weapon you conjure. For the purpose of this ability, shields count as weapons with the light, one-handed, and thrown (20/60) properties, and you can gain additional AC from wielding two shields at once. You may have no more than two weapons summoned at once, and conjured weapons dissipate moments after they leave your hand. Having conjured weapons in one or both hands doesn't stop you from casting Lightbender spells.

## Shiny Warrior

When this Focus is chosen, you may choose a Fighting Style from the list available to Fighters.

## Radiant Fury

At 7th level, whenever you take the attack action with a conjured weapon, you may attack twice instead of once. Additionally, all conjured weapons have the light, one-handed, and thrown (20/60) properties.

## Tempered Rage

At 14th level, you may add your wisdom modifier to the attack and damage rolls of conjured weapons.

## Radiant Warrior

At 20th level, you have mastered Lightbending in combat. Whenever you cast a Lightbender spell, you may take the attack action with a conjured weapon as a bonus action.
Prose

***Bards that study prose are legendary for their powers of persuasion and reason, and are supposedly able to convince just about anyone of just about anything.***

## Novice Prosaist

As a Novice Prosaist, you learn to phrase your words in compelling ways. As an action, you can compel a creature that can hear you, and subject them to the effects of the spell *Command*. This is not considered magic, as you are simply convincing them to take a particular course of action. Your effective spellcasting DC is the DC for this ability.

## Apprentice Prosaist

As your powers of persuasion increase, you gain expertise in Persuasion, Deception, and Intimidation. Additionally, you may take 10 minutes to give a rousing speech to any number of creatures within earshot. They become under the effects of the spell *Motivational Speech*. Again, this is not magic.

## Adept Prosaist

Now a prosaist of decent competence, you learn to discourage as well as encourage. As a reaction to whenever a creature that can hear you is about to roll one or more dice, you can roll one of your Bardic Inspiration die and subtract the total from their roll. You must choose to use this feature before they roll.

## Expert Prosaist

As an extremely skilled weaver of words, your powers of persuasion are nearly unrivaled. You can take 10 minutes to attempt to persuade any number of creatures that can hear you. Make a Persuasion check. All creatures that are affected are put under the effects of the spell *Mass Suggestion* with no magic needed.

Persuasion DC
 Ambivalent
 Somewhat Annoyed
 Bothered
 Angry
 Murderous

## Master Prosaist

As an unrivaled master of words, you can actually convince just about anyone of just about anything. Make a persuasion check against a target, opposed by their wisdom save. If you win the contest, you may speak up to 25 words in no more than a single sentence. The target will be convinced of whatever you say.
Shadow Bolt

*1st Level Illusion*

Casting Time: Action

Range: 200 feet

Components: S

Duration: Instantaneous

Form a bolt of magical wisps from the shadowfell or form them around a ranged weapon you're holding. Make a ranged spell attack against a target within range or make a ranged weapon attack with the chosen weapon. On a hit, the target takes 3d8 psychic damage, or takes the attack's normal damage plus an additional 3d8 psychic damage. If you cast this spell while in dim light or darkness, the attack roll has advantage. Casting this spell at higher levels increases the damage by 1d8.

**Classes: Ranger, Sorcerer, Wizard**
Replicate

*3rd Level Illusion*

Casting Time: bonus action

Range: self

Components: V, S

Duration: 1 minute, concentration

Use illusion magic to take on the shape of a creature you can see. The creature must be your size or smaller and have less hit die than your level. While the spell lasts, you gain all actions possessed by the creature you chose to replicate, as well as its AC and saving throws (unless yours are higher). Any and all actions you use this way are only as effective as surrounding creatures believe them to be. For example, any spells you gain the ability to cast still take effect, but only insofar as they affect deceived creatures. (E.G., a spell like *Fireball* would deal 8d6 psychic damage to affected creatures, but a spell like *Divination* would have no effect, as you aren't actually casting anything.) Any time you are hit by a creature, or use an ability gained from this spell to affect another creature, that creature may attempt a wisdom save to see through the illusion. A creature that sees through the illusion is resistant to damage dealt by you using this spell. Damage dealt by you using this spell is psychic damage.

**Classes: Wizard, Sorcerer**
Judgement

*3rd Level Evocation*

Casting Time: 1 action

Range: Self (50 foot radius)

Components: V, S

Duration: Instantaneous

Call upon divine forces to render their judgement against all and any. Each evil-aligned creature within 50 feet of you (including you) must make a wisdom save, taking 7d6 radiant damage on a failed save and half as much on a success. Casting this spell at higher levels increases the radius by 10 feet and the damage by 1d6 for each slot level above 3rd.

**Classes: Cleric**
The Order of the Mageslayers

***The Mageslayers are a group of spellcasters dedicated to honing their skills in combat with other magic users. Driven by the desire for everyday people to be able to compete with spellcasters, most have an inherent dislike for any magic user.***

## Anti-Magic Training

Starting at 3rd level, you have Magic Resistance due to the Order’s training to counter magic.

## Spellbreaking

At 7th level, whenever a spellcaster has to make a concentration check from damage you dealt, they have disadvantage.

## Vulnerability Exploitation

At level 10, other spellcasters have disadvantage on saves against your spells, and the spell *Shield* will only block up to three of your *Magic Missiles*.

## Negatus Mysterium

At level 14, you learn an ancient and mysterious spell that negates magic. Using a 5th level slot, you can make a ranged spell attack on another spellcaster. On a hit, they take 6d6 psychic damage and must make a Constitution save. If they fail, they immediately lose concentration and cannot cast spells for one minute. When you successfully cast this spell, you take 3d6 psychic damage and are stunned until your next turn.
Te'Kal

Once the proud rulers of all of Khesh, the Te'Kal are a rare but nonetheless imposing sight. They have tough skin ranging anywhere from deep jade green to gray to pale blue, and commonly cover themselves in tattoos signifying their birthplace and status.

**Ability scores:** Te'Kal are strong, tough, and proud. They gain +2 strength, and +1 constitution and charisma.

**Age:** Te'Kal mature at age 50 and live upwards of 400 years.

**Size:** Standing between 6 and 7 feet tall, they are medium.

**Speed:** Te'Kal have a base walking speed of 30 ft.

**Alignment:** Te'Kal are generally lawful, but feel no innate tug towards good or evil.

**Languages:** Te'Kal, Khesh, and Common

**Heritage:** As a Te'Kal, you can choose a house, which grants you unique abilities.

*The House of the Sun:* Descended from the emperors of old, you can activate your ability as a free action anytime as long as you are in full sunlight or in bright light as long as that light it daylight. For 1 minute, you regain 1 hp at the start of each of your turns (unless you are unconscious) and gain resistance to radiant and fire damage. For that time, you also shed dim light in a 30 ft. radius as your tattoos and eyes glow a bright white.

*The House of Blood:* Descended from legendary warriors, you can activate your ability as a free action whenever you reduce an enemy to 0 hp. For 1 minute, you gain a +2 bonus to strength checks, strength saves, and strength-based attack rolls and temporary hit points equal to your character level + your constitution modifier. You also shed dim light in a 10 ft. radius as your tattoos and eyes glow a pulsing scarlet.

*The House of Rain:* Descended from the emperors of old, you can activate your ability as a free action when you become submerged in (standing in heavy rain works) water or as a reaction if you take lightning damage. For 1 minute, you have resistance to lightning and acid damage, and can breathe underwater. You may add your charisma modifier in lightning damage to the damage of any spells you cast during that time or attacks you make during that time, and you shed dim light in a 15 ft. radius as your eyes and tattoos glow an electric blue.
Marrowmuck Squirmling

***Marrowmucks are oozes named for their particular taste for bone marrow, as fresh as possible. Often found lurking in graveyards when young and sliming their way through recent battlefields as adults, they'll eat anything they can stuff in their...um...self.***

## Marrowmuck Squirmling

*Small Ooze, Unaligned*

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AC: 12

HP: 17 (2d12+2)

Speed: 25 feet

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Ability Scores
 +2

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**Damage Immunities:** Acid

**Condition Immunities:** Prone, Blinded

**Senses:** Blindsense 30 feet, passive perception 8

**Languages:**--

**Challenge:** 1/2

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**Amorphous:** The Marrowmuck Squirmling can fit through gaps as narrow as 1 inch without squeezing.

**Marrow-Feeder:** When the Marrowmuck Squirmling starts its turn in the same space as a body or bone, it regains 1d4 hit points.

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ACTIONS

**Multiattack:** The Marrowmuck Squirmling makes one attack with its Bone Shard and uses its Feed ability if it can.

**Bone Shard:** +4 (1d4+2 piercing damage)

**Feed:** The Marrowmuck Squirmling sticks itself to a wounded creature it can reach, dealing 1d4 acid damage to the creature and regaining hit points equal to the damage dealt.
Magnetar

***Magnetars are powerful elementals that hail from the border between the plane of earth and the plane of lightning. They possess innate and refined control over all electromagnetic substances and usually avoid stepping into any major conflicts.***

## Magnetar

*Medium Elemental, Lawful Neutral*

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AC: 18 (natural armor)

HP: 81 (9d8+36)

Speed: 30 feet, fly 30 feet (hover)

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Ability Scores
 +2

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**Damage Resistances:** non-magical Slashing, Piercing, Bludgeoning

**Damage Immunities:** Lightning, Poison

**Condition Immunities:** Petrified, Poisoned

**Senses:** passive perception 11

**Languages:** Terran

**Challenge:** 6

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**Ferrokinesis:** The Magnetar can innately control magnetic substances within 120 feet of it. As an action, it can move a creature or object made of or wearing a significant amount of metal and weighing up to 1,000 pounds in weight up to 30 feet. An unwilling creature can make a strength save (DC 16) to remain where it is.

**Magnetic Field:** The Magnetar is surrounded by a powerful magnetic field. Metal weapons swung or fired at the Magnetar stop a few inches short of their target and remain suspended but not immobilized. Lightning and lightning-based spells arc off course or fizzle out before they reach it.

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ACTIONS

**Multiattack:** The Magnetar makes three Hurl Spikes or Ferrokinesis attacks in any combination, or uses its Barrage ability.

**Hurl Spikes:** +8 (1d10+4 piercing, range 120 feet)

**Ferrokinesis:** A target creature made of or wearing metal within 60 feet of the Magnetar must make a strength save (DC 16), or be flung up to 30 feet in any direction. This ability may be used to target metal objects as well, and if they are being held or carried, their bearer may attempt a save to stop the object from being flung.

**Barrage (recharge 5-6):** The Magnetar flings metal spikes in a 60 foot cone. All creatures within the effected area must make a dexterity save (DC 16), taking 8d8 piercing damage on a failed save and half as much on a success.
Lith

Remnants of a once-great empire, the story of the Tyrrhan kingdom of the Lith is a familiar one. Miners, greedy men, boring into the earth. They dug too deep. Now, the sight of a Lith is one of myth. The stories say they have skin like stone, and studs of rock like beards. They say their strength was unchallenged, their riches unrivaled. Now their halls of stone lie empty in the hollow caverns of Tyrrh.

**Ability scores:** Lith are very strong and durable. They gain +3 strength and constitution.

**Age:** Lith mature at age 50 and can live up to 700 years.

**Size:** Lith stand about the height of an average human, and are medium.

**Speed:** Lith are heavy. They have a base walking speed of 20 feet.

**Alignment:** Any.

**Languages:** Lith.

**Stoneskin:** All damage that Lith take is reduced by 1 thanks to their thick stone-like skin.

**Like a Bag of Rocks:** Lith cannot swim. If they enter water, they sink at a rate of 60 feet per round.

**Stance of Endurance:** When standing perfectly still, Lith can enter a trance in which they are Petrified along with all items that they are wearing and carrying, and are indistinguishable from a normal statue. They do not require food, drink, air or sleep, and are dimly aware of everything within 10 feet. of them. In this stance, they do not age, and they can stay in it indefinitely. They cannot, however, wake themselves up. That can only be achieved through Restoration or a similar spell that can remove the effects of Petrification.
Primordial Bloodline

***Some are touched with the deepest of magic, power that holds together and binds the oldest energies and life in all the planes. Innately tied to nature and the elements, those blessed with the magic of the Primordials are filled with secrets as old as time.***

## Nature Magic

Starting at first level in this class, and whenever you learn a new spell in this class, you can choose spells from either the Sorcerer or Druid spell lists. You also know the cantrips Thorn Whip and Druidcraft, which do not count against the number of cantrips you know. You learn Primordial if you did not already speak it.

## Primordial Strength

Also at level 1, you may add your charisma modifier to damage rolls of cantrips that deal elemental damage type (fire, cold, thunder, lightning, acid). You may use this feature with the cantrip Thorn Whip.

## Ancient Command

At level 6, you learn to use your magic to influence plants around you, effectively casting *Animate Objects* on plants within 60 feet of you. The spell works as it normally would, but large and smaller plants have a walking speed of 30 feet even if they are rooted in the ground. Once you have used this feature, you cannot do so again until you finish a long rest. Additionally, whenever you cast *Animate Objects* the normal way, you may choose to target plants.

## Primordial Fury

Beginning at level 14, spells that deal an elemental energy damage type (fire, cold, thunder, lightning, acid) cast by you act as if they were cast at 1 level higher. (e.g. a 1st level *Burning Hands* spell would deal 4d6 fire damage, or a 2nd level *Scorching Ray* would produce 4 rays.)

Additionally, elemental spells you cast always behave as if they were Empowered, regardless of your Metamagic options. Spells that are Empowered in this way cannot be Empowered using Metamagic.

Spells that are plant based (e.g. Entangle, Ensnaring Strike) cost 1 less when applying Sorcery points for Metamagic.

## Champion of the Old Ways

At level 18, your connection with Ancient Power grants you several abilities.

* You may cast *Awaken* as a ritual.
* Elemental (fire, cold, thunder, lightning, acid) damage dealt by you ignores damage resistance.
* You learn the spell *Storm of Vengeance*, and it does not count against the number of spells you know. If you already know it, you may learn another 9th level spell.
Hurin

***The Hurin are Erissan's rarest human race, hailing from the uppermost reaches of Vundurgard. As a result, they have little contact with the surface-dwellers but are well acquainted with the Malek and some Onar.***

**Ability Scores:** Hurin increase each ability score by 1, and constitution by an additional 1.

**Age:** Hurin live relatively short lives, maturing at 10 or so and living just past 80.

**Alignment:** Hurin are usually lawful, as a strict society helps them survive the dangers of Vundurgard.

**Size:** Standing a little shorter and slighter than humans, Hurin are medium.

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

**Languages:** Hurin, Undercommon, Common

**Dwellers in Darkness:** Although a Hurin's violet eyes pick up light better than most, they have developed a different method of navigating the shadowed corners of their homes. As long as you are not deafened, you have blindsense out to 30 feet. Additionally, the horrors of the underdark have left their mark on you. You are immune to the frightened condition.
Infernacorn

***Infernacorns are the winged, fire-breathing mounts of Karnian war-devils.***

*Large Fiend (Devil), Lawful Evil*

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AC: 12 (natural armor)

HP: 42 (6d8+12)

Speed: 50 feet, fly 50 feet

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Ability Scores
 +2

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

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** Devil's Sight 120 feet, passive perception 10

**Languages:** Infernal

**Challenge:** 3

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**Flyby:** The Infernacorn doesn't provoke opportunity attacks while flying.

**Warhorse:** If the Infernacorn moves at least 10 feet before making a Hooves attack, that target must make a strength save (DC 13), being knocked prone on a failure.

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ACTIONS

**Multiattack:** The Infernacorn makes a Hooves attack and uses its Fire Breath, if available.

**Hooves:** +5 (2d6+2 bludgeoning)

**Fire Breath (Recharge 5-6):** The Infernacorn exhales a 15 foot cone of fire. Each creature in that area must make a dexterity save, taking 3d6 fire damage on a failed save and half as much on a success.
Javasant's Fury

*4th level Evocation*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Choose a creature within range and lash out with a blast of magical lightning. The target must make a charisma save, taking 5d10 force damage on a failed save and half as much on a success. Creatures with Magic Resistance make this save with disadvantage. If the target is one size category larger than you or smaller and fails the save, it is also pushed backward ten feet and knocked prone.

**Classes: Wizard, Sorcerer**
Riverbind

*Transmutation Cantrip*

Casting time: 1 action

Range: 15 feet

Components: V, S

Duration: 1 round, concentration

Shape water into chains or lashes to bind a humanoid within range. The target is restrained for the duration, and may attempt a strength save on the start of each of its turns to end the effect. The bonds fall away at the start of your next turn.

**Classes: Wizard, Sorcerer, Druid**
Saint Elmo’s Fire

*4th level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 10 minutes

Choose a point within range, coating every surface in a 30 ft. radius of that point with luminous plasma. For the duration, the Ethereal Plane is visible in that area. This means that any incorporeal creatures (such as ghosts or spirits) are visible when they pass through it, and invisible creatures become visible in this area. Additionally, this plasma glows a vibrant blue around a good-aligned creature and a deep red around an evil-aligned creature. Spell attacks and attacks with magical weapons are made with advantage against creatures in the Fire. Casting this spell at higher levels increases the affected radius by 10 feet per slot level above 4th.

**Classes: Sorcerer, Druid, Cleric, Wizard**
Races of Gazar

### Humans (Gazar)

Humans are the most populous race of Gazar and the chosen people of Darkhan, their patron god. Humans of Gazar are smart, crafty, and good with their hands. The best art, architecture, and craftsmanship in the world are made by them.

### Goblins (Gazar)

Goblins are far more intelligent than those in more traditional settings, but it hasn't improved their social standing much. They are considered second-rate citizens in most urban areas and are relegated for the most part to menial labor like mining and building. There are whispers, though, of a goblin's paradise far below the earth. Goblins were shaped out of mud at the beginning of time by Delkhii, the goddess of outcasts.

### Baghera/Catfolk

All Catfolk in Gazar are the descendants of Ghera the great and their clan, a group of humans so fierce and valiant in battle that they earned the personal blessing of Baatar, the Tiger-god of war: the head and claws of a cat.

### 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.

### Awakened Beasts

Awakened Beasts are rare, but certainly not unusual. Larger and much more intelligent than their wild cousins, these creatures are descended from the hordes of beasts enslaved by Baigali, another ill-meaning dragon of eons past, once again foiled by Id Shidai and free will.

### 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.
Hurl

*3rd Level Transmutation*

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Pick up an unanchored object of no more than 500 pounds and hurl it at a point within range. Each creature within 10 feet of that point must make a dexterity save, taking 7d8 bludgeoning damage on a failed save and half as much on a success. Casting this spell at higher levels increases the weight limit by 100 pounds, the range by 10 feet, and the damage by 1d8 for each slot level above 3rd.

**Classes: Sorcerer, Wizard**
Races of Misava

The people who inhabit the Misavan Expanse and the surrounding realms.

### Humans (Misava)

Humans in Misava hail from the archipelago of Ithos and are heavily Greco-Roman in their art and culture. Besides that, they are normal humans.

### Hobgoblins (Misava)

Misava's Hobgoblins are warlike and semi-nomadic inhabitants of the vast and barren lands of the Expanse.

### Monkeys (Misava)

Monkeys in Misava dwell in the city of Balalia and surrounding settlements suspended in the giant floating chunks of rock in the air above the Expanse.

### Falkra

The Falkra are birdlike humanoids that hail from northern Misava in a snowy region called High Dinlain.

### Sparra

The Sparra are the Falkra's smaller, more violent cousins.

### Volka

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

*9th level Conjuration*

Casting Time: 1 action

Range: 100 ft.

Components: V, S

Duration: 1 minute, concentration

Open a portal to near the sun, calling into being a 100 ft. high, 30 ft. radius cylinder of pure, unfiltered sunlight. A creature in that area may attempt a Dexterity save to move 5 ft. away, potentially avoiding the effects. A creature still in the area takes 10d8 radiant damage and must make a Constitution save or be Blinded for 1 minute. A creature that begins its turn in the area or enters the area on its turn takes 10d8 radiant damage and must make a Constitution save or be Blinded for 1 minute. Any flammable material that is not being worn or carried in the area is incinerated, metal and stone are melted beyond repair, and the spell leaves a 1 foot deep scorch mark where it was cast. The column of light is visible from 10 miles away.

**Classes: Druid, Cleric**
Radiant Missiles

**Level 1**

**Range: 120 ft.**

**Duration: Instantaneous**

**Casting time: 1 action**

Generate 3 orbs of energy, each dealing 1d6 radiant damage. They can target one enemy or up to three. They can be blocked automatically by a shield or light shield spell. Casting this spell at higher levels increases the number of missiles by one for each slot level over 1st.
The School of the Elements

Kosmou are unique among the Aliveners, choosing to form Shabti from nature and her energies. Possibly the most arcane of the schools of Alivening, the Kosmou school forms servants from blazing fire, crackling lightning, and blustering wind.

## **Exotic Materials**

When this class is chosen, you gain access to unique materials for constructing Shabti, all of which are detailed in the Kosmou material table below.

## **Form of the Tempest**

At level 7, you expand your possible materials to wind, water, and magma.

## **Body of Sun and Moon**

At level 13, you can form shabti out of fire, shadow, and light.

## **Harness the Storm**

At level 17, you can form Shabti out of pure lightning and force.
Spectral Avatar

**Level 5**

**Range: Self**

**Duration: 1 minute, concentration**

**Casting time: 1 bonus action**

Summon an avatar of spectral energy in your exact shape that hovers about 6 inches away from your skin. It replicates any equipment you have. While in this avatar, your unarmed strikes deal 1d10+charisma radiant/bludgeoning, the damage of any weapons you are wielding increase by 1d10 radiant, and you are impervious to damage. The avatar has 100 hp and an AC of 25 and dissolves when reduced to 0 hp. The Avatar is immune to radiant damage and fall damage and emits bright light in a 50 ft. radius.
Static Bomb

*4th level Evocation*

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M (A glass ball, which the spell consumes)

Duration: 1 round

Hurl a ball of energy at a point within range, where it explodes in a blast of sound and light. Any creature in a 15 foot radius must make a constitution save or be stunned until the start of their next turn. Casting this spell at higher levels increases the DC by 2 for each slot level over 4th.

**Classes: Sorcerer, Wizard, Bard**
Otiluke's Repelling Sphere

*5th Level Evocation*

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: 1 minute, concentration

Choose a point you can see within range and shape an invisible 20 foot radius sphere of repulsive energy, causing every creature inside to make a strength save. On a success, they are shunted to the nearest side of the sphere. On a failure, they are flung 2d6x5 feet away from the sphere's origin and land prone. Whenever a creature enters the sphere, they must make the save again, being flung on a failure. If they succeed on a save to enter the sphere's area, they may move 5 feet into the sphere, but must make the save again at the start of each of their turns there. Casting this spell at higher levels increases the radius by 10 feet.

**Classes: Wizard**
Murithim

***The tales say there dwell giants, one with the forest, their legs like weathered trunks, their heads like crowns of leaves. There, in the Ariada, beyond the walls of ice.***

***-Jorrel the Dathian, 'The Secret Wood'***

## **Murithim**

*Huge Fey, Neutral Good*

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

AC: 16 (Natural Armor)

HP: 204 (17d12+85)

Speed: walk 30 ft.

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

STR DEX CON INT WIS CHA

22 10 21 15 25 19

+6 +0 +5 +2 +7 +4

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

**Saving Throws:** Wisdom (+13), Constitution (+11)

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Exhausted, Fatigued, Unconscious, Paralyzed

**Skills:** Insight (+13), Perception (+13)

**Senses:** Darkvision 120 ft., Lifesense 1,000 ft., passive perception 23

**Languages:** Sylvan

**Challenge:** 15

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

SPELLCASTING: the Murithim is a 13th level caster. (DC 21, spell attack +13)

Cantrips: Druidcraft, Thorn Whip, Shillelagh

1st level slots (4): Healing Word, Cure wounds, Entangle, Goodberry

2nd level slots (3): Healing Spirit, Barkskin, Locate Animals or Plants, Lesser Restoration

3rd level slots (3): Aura of Vitality, Plant Growth, Speak With Plants

4th level slots (3): Grasping Vine, Guardian of Nature (Targeting any other creature, Great Tree only)

5th level slots (2): Tree Stride, Wrath of Nature

6th level slots (1): Heal, Wall of Thorns

7th level slots (1): Regenerate, Resurrection
Quadribrachia

*4th level Transmutation*

Casting Time: bonus action

Range: touch

Components: V, S

Duration: 1 minute, concentration

Bend the body of yourself or a willing target to form an extra set of arms. While you possess these arms, you may use a free action to either take an extra attack or cast a cantrip. You may also do anything else that having four arms would help with, such as dual-wielding two-handed weapons (if you took the Dual Wielder feat), using two shields, or use an additional item interaction. While you have these arms, you have advantage on Athletics checks.

**Classes: Sorcerer, Wizard, Warlock**
Inkbolt

*2nd Level Evocation*

Casting Time: 1 action

Range: 40 feet

Components: V, S, M (a drop of ink)

Duration: 1 round

Lash out towards a target creature with a lance made of inky liquid. Make a ranged spell attack. On a hit, the target takes 2d6 acid damage and is blinded until the start of your next turn, or until they pass through running water, or until a creature takes an action to clear the ink away from their eyes. When cast at higher levels, the range of this spell increases by 40 feet for each slot level above 2nd.

**Classes: Wizard, Sorcerer, Druid**
Rocky Fist

*Conjuration Cantrip*

Casting Time: 1 action

Range: self

Components: S, M (a clump of hardened clay)

Duration: Instantaneous

Summon a rocky gauntlet around your hand and make a melee spell attack against a target in your melee range. On a hit, the target takes 1d8 bludgeoning damage and your AC is increased by 1 until the start of your next turn. At higher levels, the AC bonus increases, to +2 at level 5, +3 at level 11, and +4 at 17.

**Classes: Druid, Sorcerer, Artificer**
Incendiary Ooze

*2nd level Conjuration*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a bit of pitch or tar)

Duration: 1 minute

Cause black ooze to leach out of the ground in a 10 ft. radius of a point you choose within 60 ft. of you. Any creature in that area when the spell is cast must make a Dexterity save, having their speed reduced to 0 on a failure. A success allows them to move up to 5 ft. as a reaction, potentially avoiding the ooze. When a creature enters the area on its turn or starts its turn there, it must make a Strength save or be unable to move. On a success they may move at half speed. If the ooze comes into contact with fire, it ignites instantly, dealing 3d4 fire damage per round to any creature caught in it. The blaze dies down in 2d4 rounds. Casting this spell at higher levels increases the radius by 5 ft. for each slot level above 2nd.

**Classes: Druid, Sorcerer, Wizard, Warlock**
Iromancy Spell List

## Cantrips

Acid Splash

Create Bonfire

Control Flames

Eldritch Blast

Firebolt

Frostbite

Green-flame Blade

Lightning Lure

Primal Savagery

Produce Flame

Ray of Frost

Shocking Grasp

## 1st level spells

Absorb Elements

Arms of Hadar

Burning Hands

Chaos Bolt

Chromatic Orb

Earth Tremor

Frost Fingers

Hellish Rebuke

Ice Knife

Inflict Wounds

Jim’s Magic Missile

Searing Smite

Tasha’s Caustic Brew

Thunderous Smite

Thunderwave

Witch Bolt

Wrathful Smite

## 2nd level spells

Aganazzar’s Scorcher

Dragon’s Breath

Flame Blade

Flaming Sphere

Heat Metal

Maximillian’s Earthen Grasp

Scorching Ray

Snilloc’s Snowball Swarm

## 3rd level spells

Call Lightning

Elemental Weapon

Erupting Earth

Fireball

Lightning Arrow

Lightning Bolt

Melf’s Minute Meteors

Pulse Wave

Thunder Step

## 4th level spells

Blight

Elemental Bane

Fire Shield

Staggering Smite

Vitriolic Sphere

Wall of Fire
Octonian

***One of the few humanoid races native to Lumey, Octonians resemble (but thankfully only in appearance) Illithids with their glowing eyes and tentacled faces, but in reality are composed of many tentacles all stretching from their bulbous heads.***

## Octonian

*Medium Aberration, Neutral*

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

AC: 10

HP: 15 (2d8 + 2)

Speed: 25 feet, 25 feet swim

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

Ability Scores
 +0

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

**Damage Resistances:** Cold

**Condition Immunities:** Grappled, Restrained

**Senses:** Warmthsense 30 feet, passive perception 10

**Languages:** Octonian

**Challenge:** 1/4

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

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

**Amorphous:** The Octonian can fit through spaces as small as 1 inch wide without squeezing.

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

ACTIONS

**Slam:** +2 (1d4 bludgeoning)

**Grapple:** The Octonian wraps around a medium or smaller creature with its tentacles. The target must make a strength save (DC 10), being restrained on a failure. A creature restrained in this way begins suffocating.
School of Holimancy (Wizard)

***Well versed in the lore and myth of Christmas, the students of Holimancy dedicate their art to harnessing the power of the Christmas spirit to cause powerful magical effects.***

## Student of Holiday Magic

Beginning at 2nd level, you can learn 1st level spells from the Cleric spell list. You also gain a level of spell slots equal to your wisdom modifier (Minimum 1). For example, if you have a wisdom bonus of +3, you would have 3 levels of spell slots, meaning you could use them to cast 1 3rd level spell, 1 2nd level spell and 1 1st level spell, or 3 1st level spells.

## Ward of the Season

At level 6, you learn to shape guards and wards from festive materials. By taking about ten minutes with the required materials, you can imbue magic into one of the following wards:

* Wreath: the wearer gains the effects of Sanctuary every time they roll initiative.
* Christmas Sweater: the wearer gains +1 charisma.
* Santa Hat: the wearer gains a +1 bonus to mental saving throws.
* Delicious Treat: the wielder of this enchanted candy cane can use a free action to lick it, regaining 1d4 hit points. Once they have done this three times, the magic fades.
* Magic Snowball: Creates the effect of *Snilloc’s Snowball Swarm* when thrown.
* String o’ Lights: the first time the wearer is reduced to 0 hp, they fall instead to 1. The lights then go out and the magic fades.

## Wish Fulfillment

Starting at level 10, you can channel a creature’s holiday wish into magic. If you ready an action to use this feature, another creature within 30 feet can use their action to make a wish for you to fulfil by spending a 5th level spell slot. The effect may be one of the following:

* The effect of any other spell of 4th level or lower (which acts as if cast at 5th level).
* Changing the state, shape, or type of non-magical matter within a 10 foot cube (unoccupied), or removing it completely.
* Removing any effect currently active on a creature within 60 feet.
* Granting resistance to an energy type to everyone of the wisher’s choice within 60 feet.

## Greater Holiday Magic

Beginning at level 14, the limits of Wish Fulfillment change as follows (although in order to employ these features you must expend a 7th level slot):

* The effect of any other spell of 6th level or lower (which acts as if cast at 7th level).
* Changing the state, shape, or type of non-magical matter within a 25 foot cube (unoccupied), or removing it completely.
* Removing any effect currently active on a creature within 100 feet.
* Granting resistance to up to three energy types to everyone of the wisher’s choice within 100 feet.

When you use this feature, you must make a DC 17 intelligence save. If you fail, you cannot concentrate on a spell (other than what was potentially just cast using this feature) for 10 minutes.
Hunnu

The calls of the Hunnu echo across the rocky expanses of southern Erissan, where they live in semi-nomadic kingdoms. With pale skin, short fur, and two pairs of eyes and arms, they make for an alien sight. Their heads are crowned by a bony ridge which is used to generate loud trumpet-like calls for long range communication.

**Ability scores:** Hunnu have a good amount of diversity but are built tough. They gain +1 strength, dexterity, and constitution.

**Age:** Hunnu live about as long as humans.

**Size:** Standing between 5 and a half and 6 and a half feet tall, their size is medium.

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

**Alignment:** Any.

**Languages:** Hunnu, Common

**Four-armed:** Hunnu are gifted with an abnormal number of limbs, allowing them to do abnormal things. Whenever they engage in two-weapon fighting, they can use a free action to make yet another attack with as many hands hold light weapons. Regardless of feats and class features, any extra attacks gained because of their arms do not add their combat ability modifier to damage. While engaging in regular two-weapon fighting, they may dual-wield shortbows and longbows.

**Four-eyed:** Hunnu gain a +4 racial bonus on wisdom (perception) checks.