recursal/Fanatic-Fandom huggingface dataset:
Rimeshard Barrage

*3rd Level Evocation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: Instantaneous

Freeze the moisture in the air into slivers of ice and rain them down at a point you can see within 100 feet of you. All creatures within 30 feet of the chosen point must make a dexterity save, taking 6d8 cold damage on a failed save and half as much on a success. Casting this spell at higher levels increases the damage by 1d8 per slot level above 3rd.

**Classes: Wizard, Sorcerer, Druid**
Mageshot

*1st Level Transmutation*

Casting Time: bonus action

Range: touch

Components: V, S

Duration: 1 round

Touch a ranged weapon, placing a spell on it to enhance its next throw or shot. The next time a creature makes an attack with that weapon while the spell lasts, they add 1d8 to the attack roll. On a hit, the target takes an additional 1d8 force damage and all damage from the attack is considered magical. Casting this spell at higher levels increases both bonus die to 1d10 for a 2nd level slot, 1d12 for the a 3rd level slot, and 1d20 for a slot of 4th level or higher.

**Classes: Artificer, Ranger, Wizard, Sorcerer**
Pierce the Sky

*4th level Evocation*

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a crossbow bolt)

Duration: Instantaneous

Conjure a lance of blueish light and send it hurtling toward a target within range. Make a ranged spell attack. On a hit, the target takes 4d10 piercing damage and if they are flying, they fall until the start of their next turn. Casting this spell at higher levels increases the range by 100 feet for each slot level above 4th.

**Classes: Wizard, Sorcerer, Druid**
The Order of the Runescribes

***The Runescribes, as the name suggests, have perfected the art of storing spells in runes, to be triggered later. Employed by nobles looking for protection or by warlords to riddle battlefields with deadly traps, Runescribes are known to have questionable and less-than-fair play methods.***

## Runing

At 3rd level, you can place a rune on any stationary surface, storing a cantrip or a first or second level spell in it. The casting time of a rune is 1 minute for every level of the spell. When you do so, the spell slot (if used) stays gone until you discharge or cancel the rune, at which point you will regain it at the end of a long rest. Upon casting, specify the terms of its trigger (e.g., touch, movement, though potentially could be more detailed). The rune can be triggered anytime by you as a bonus action. You may have no more than 1 rune active at once.

## Improved Runing

At level 7, your runes can hold 3rd level spells as well, and can be placed on moving objects like weapons, staves, or shields. You may also have up to 2 runes active at once.

## Spell Storing

At 10th level, you may spend 1 hour per spell level scribing runes of a certain spell (evocation, conjuration, and abjuration only) on a chosen object, whether it be a stone, amulet, gauntlet, weapon, staff, wand, or shield. This spell is stored in that object until it is released as a bonus action (or reaction, if it's that kind of spell). If the spell is a cantrip, you temporarily lose the ability to cast it, instead allowing whoever holds the item to cast it. At any time, you can use an action to recall that cantrip, removing any power from the item. Items you imbue can hold up to a 3rd level spell (three 1st level, one 1st and one 2nd, or one 3rd), and spell slots spent in imbuing can be regained via a long rest without losing the stored spells.

## Runemaster

At 14th level, your runic spells can be 4th level. Whenever you take a short rest, you can take 10 minutes to scribe a rune of recovery and meditate in it, regaining 1d4 levels of spell slots. (e.g. a 4 on the dice means one 4th level slot, two 2nd level, or one 3rd and one 1st.) Also, your spell storing can contain up to 7 levels of spells, with no spell higher than 3rd.
The School of Giants

Students of the School of Khasekhem, as the name suggests, argue that everything is better when it’s bigger. They specialize in creating Shabti on a massive scale and are often used as siege weapons and vehicles.

## **Grand Statuary**

When this school is chosen, you can construct one Shabti that is Large, instead of just medium. Such Shabti behave as if they are permanently under the enlarge effect of the spell *Enlarge/Reduce*.

## **Army of Giants**

At level 7, any number of your Shabti may be large. When they are, they gain a +2 to Strength and Constitution in addition to all the other benefits.

## **Colossus Shaper**

At level 13, you may make one of your Shabti huge, gaining advantage and a +2 on strength checks and saves, and a bonus 1d6 on damage instead of 1d4.

## **Titan's Strength**

At level 17, huge Shabti gain +4 Strength and Constitution and have a carrying capacity as if they were gargantuan.
Hounds of Odin

*2nd Level Conjuration*

Casting Time: 1 minute

Range: Self

Components: V, S, M (a wolf's tooth)

Duration: 8 hours

Using an ancient ritual, summon two ghostly hounds to your side. They have the statistics of dire wolves, but add your proficiency bonus to attack and damage rolls. When you summon them, you may name a target creature. The hounds can track the target wherever they go as long as they are on the same plane. In combat, they take their turns together immediately following your turn.

**Classes: Druid, Ranger**
The School of Warriors

The Madjai form their Shabti with combat in mind, raising militias of their own design. Legends tell of entire armies made of clay or stone, walking through fire and annihilating the forces of the living. However, the intentions of the average everyday Madjai might be slightly more down to earth.

## **Dressed for War**

When this school is chosen, your Shabti become proficient with medium and heavy armor, strength saves, and martial weapons.

## **Stone Warrior**

At level 7, each of your Shabti gains an extra attack.

## **Construction Improvements**

At level 13, each of your Shabti gains an ability score improvement or a feat.

## **Warrior's Training**

At level 17, each of your Shabti gets an additional ability score improvement or feat and may choose a fighting style from the fighter list.
The Order of Summoning

***Some Arcanists use their understanding of the Weave to form strong bonds with extraplanar creatures and even bend the planes to summon allies.***

## Exotic Familiars

When this Order is chosen, you learn to summon and form bonds with minor outsiders. Whenever you cast *Find Familiar*, you can choose any small or smaller non-Humanoid of a CR 1/2 or less. Additionally, your familiars can take the attack action on their turn, and you add your proficiency bonus to their attack rolls, damage rolls, AC, and hit points. The max CR for your familiar increases to 1 at level 7, 2 at level 10, 3 at level 14, and 4 at level 18, and the size limit increases to medium or smaller at level 7 and large or smaller at level 10.

## Summoning

At 7th level, you learn to call on creatures to aid you. As an action, you can spend a spell slot conjure a CR 1 or less creature in a space you can see within 60 feet of you. As long as you concentrate on it, it remains for a minute and follows your verbal commands, although it still acts in accordance to its alignment and personality. Spending a slot of a higher level increases the CR limit to the same as the slot's level.

## Exotic Companion

At 10th level, and again at level 12, 16, and 19, you can choose to grant your familiar either an ability score improvement or a feat. If you summon a different companion at this or a higher level, you may still apply this bonus.

## Skilled companion

At 14th level, and then again at levels 17 and 20, you can give your familiar 1 class level in a class of your choice. If you summon a different companion at this or a higher level, you may still apply this bonus.

## Strengthened Bond

At 18th level, your bond to your familiar is remarkably strong. You and the familiar share damage resistances and immunities, can communicate telepathically with total clarity at a range of 500 feet, and while you are within 5 feet of each other, you have advantage on attack rolls and attack rolls against you have disadvantage.
Summon Inkling

*1st Level Conjuration*

Casting Time: 1 action

Range: 30 feet

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

Duration: 1 minute, concentration

Create a small, nebulous ally of inky magic at any point you can see within range. The Inkling goes on your turn and follows your commands.

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**Inkling**

*Small Construct, Unaligned*

AC: 13 HP: 13 Speed: 30 feet fly

Strength 8 (-1) Intelligence 7 (-2)

Dexterity 14 (+2) Wisdom 5 (-3)

Constitution 10 (+0) Charisma 9 (-1)

Actions--The Inkling makes a single attack. +5, reach 5 feet. On a hit, the target takes 2d4 acid damage and is blinded until the start of its next turn.

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Casting this spell at higher levels increases the Inkling's hp by 10, its attack modifier by 1, and its damage by 1d4 for each slot level above 1st.

**Classes: Wizard, Sorcerer, Bard**
Wang Dong

Wang Dong is a minor male character in *Martial Master, 武術大師".*

## History

Wang Dong is one of the martial artists who participated in the Northwest Five Countries Tournament in the Ancient City. He was also one of the candidates to advance to the third round of the tournament. He lost the fight against Mo Li.

## Martial Skill

* Dragon And Tiger Combat
* Dragon And Tiger Footsteps
* Celestial Dragon Flight
Peace

*5th Level Enchantment*

Casting Time: 1 action

Range: self (50 foot radius)

Components: V, S

Duration: Concentration, up to 1 minute

Erupt in enchantment magic, washing a powerful calming spell over all creatures within range. All creatures in range of the spell must make a wisdom save or be affected. On a failed save, a target becomes friendly toward you and every other creature in range for the duration. If anyone damages an affected creature, the spell immediately ends for that creature, and it will become hostile towards the offending creature. Casting this spell at higher levels increases the range by 20 feet for each slot level after 5th.

**Classes: Wizard, Cleric, Druid, Bard**
Shining Staff

**Level 3**

**Range: melee**

**Duration: 10 minutes**

**Casting time: 1 bonus action**

Conjure a quarterstaff made of light. (2d6+charisma radiant) You may use your bonus action to make an extra attack. When swung two handed, it deals 2d8+charisma radiant and optional 1d4x5 ft. knockback.  While wielding this staff, you may use your reaction to add your proficiency bonus to your AC for one attack. Casting this spell at 5th level increases the damage by 1d6 (or 1d8).
Stormcast

*3rd Level Conjuration*

Casting Time: Action

Range: 30 feet

Components: V, S

Duration: 1 minute, concentration

Hurl a net made of lightning at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d10 lightning damage and is restrained and knocked prone. At the start of each of the target's turn while the spell is active, it must make a constitution save, taking 2d6 lightning damage on a failed save and ending the spell on a success. Casting this spell at higher levels increases the save DC by 2 for each slot level above 3rd, to a maximum of 20.

**Classes: Artificer, Sorcerer, Wizard**
Storm Dart

***Perhaps forged by a storm giant in eons past or maybe just enchanted by a bored demigod.***

## Storm Dart

*Very Rare javelin, requires attunement*

Appearing as a javelin with a haft made of some silver metal, it constantly smells of ozone and often gives a static shock to someone that picks it up. When thrown, it transforms into a bolt of lightning, dealing 2d8 lightning damage on a hit. Regardless of whether you hit or miss, it returns to your hand after it has been thrown. It otherwise functions as a +1 javelin, and can be used as an arcane focus.
Moon Heritage

***Demigods with the Moon Heritage could be descendants of Artemis, Phoebe, Khonsu, Malaia, or another lunar deity***

## Heritage Traits

### Heritage-Specific Traits

As a Moon demigod, your hit dice are d8's and you have proficiency in charisma and wisdom saves. Wisdom is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain a fly speed of 30 ft. and can teleport from one area of moonlight to another as a bonus action, provided they are within 30 feet of each other.

### Cantrips

Primal Savagery

Chill Touch

Dancing Lights

Minor Illusion

Sacred Flame

Word of Radiance

### Available Spells

Moonbeam

Silent Image

Invisbility

Blur

Polymorph

Beast Bond

Hunter's Mark

Faerie Fire

Magic Circle

Compulsion

## Moonbeams

Beginning at 7th level, you may make ranged spell attacks in the form of beams of moonlight. You may make two attacks at a ranged of 60 feet. On a hit, they deal 2d10 radiant damage. If the target is a shapechanger or a willingly polymorphed creature, it must make a constitution save or revert to its true form. At 11th level you may make two attacks. Additionally, any radiant damage you deal is considered both radiant and cold damage.

## One Acquainted with the Night

Beginning at 11th level, you have darkvision out to 1,000 feet. Additionally, you may teleport from one are of dim light or darkness to another as a bonus action. The two points must be within 100 feet of each other.

## Crown of Stars

Beginning at level 15, whenever the sun sets, you are crowned by seven motes of silver light that shed dim light in a 30 foot radius. As an action, you may attack with any number of these motes. Make a ranged spell attack against a target within 300 feet for each mote you use. On a hit, the target takes 2d12 + your wisdom modifier radiant damage. Any spent motes return with the next sunset.
Rotbeast

***Occasionally, the nefarious and mysterious machinations of the Shadowfell with overtake some innocent land-dwelling beast, creating a Rotbeast: a foul-smelling, half-decayed animal with a hatred for light and all things good.***

## Rotbeast

*Large Undead, Unaligned*

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AC: 12 (natural armor)

HP: 59 (7d12+14)

Speed: 35 feet

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Ability Scores
 +5

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**Damage Resistances:** Necrotic

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** passive perception 9

**Languages:** --

**Challenge:** 3

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**Deathly Charge:** If the Rotbeast moves at least 10 feet before hitting a target with a ram attack, it deals an additional 2d8 bludgeoning damage.

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ACTIONS

**Ram:** +8 (3d8+5 bludgeoning)

**Decaying Breath (Recharge 5-6):** The Rotbeast exhales necrotic gas in a 30 foot cone. All plants within that area wither away, and any creatures within that area must make a constitution save (DC 13), taking 5d8 necrotic damage on a failed save and half as much on a success. Plant creatures have disadvantage on the save.
Stone Discus

*1st level Conjuration*

Casting Time: 1 action

Range: 30 ft.

Components: S, M (a ring of clay)

Duration: Instantaneous

Form a discus of rough-hewn stone, hurling it at a target within 30 ft. of you. Make a ranged spell attack on the target. On a hit, the target takes 4d6 bludgeoning damage and must make a Strength save. If they fail, they are knocked prone. Casting this spell at higher levels increases the damage by 1d6 for each slot level above 1st.

**Classes: Sorcerer, Druid**
Seeker’s Mark

*2nd level Divination*

Casting Time: 1 action

Range: 100 ft.

Components: V, S

Duration: 1 hour, concentration

Mark a creature you can see with an arcane tag, highlighting them in your vision in a bright silhouette that only you can see. This silhouette is visible through up to 3 ft. of dirt or wood, a foot of stone, an inch of metal, or a thin layer of lead. Otherwise, illusions and visual tricks have no effect, allowing you to see clearly the target’s exact location. Casting this spell at higher levels increases the number of targets by 1 for each slot level above 2nd.

**Classes: Ranger, Wizard**
Music

***Musicians fit the Bard bill flawlessly, and are probably what most people think of when Bardic traditions are concerned. Their music is compelling, triumphant or simply beautiful.***

## Novice Musician

When this medium is chosen, you gain proficiency with one instrument of your choice. You gain proficiency with another of your choice each time you level up this medium. Also, you may use a bonus action to play (or sing) a song which lasts until the start of your next turn, or until you end it as a free action. You must concentrate on this as if it were a spell. While you are performing, each creature of your choice that can hear you gains temporary hit points equal to your proficiency modifier. Additionally, you have advantage on persuasion checks against creatures in earshot.

## Apprentice Musician

As you start to find your legs, musically speaking, you learn to soothe adverse emotions with your music. Creatures that can hear your song have advantage on saves against being frightened or charmed. You may use an action on your turn to end such an effect directly on a creature that can hear you.

## Adept Musician

As your skills begin to really grow, your songs grow in beauty. Creatures that can hear your song have advantage on mental saving throws and can't be put to sleep against their will.

## Expert Musician

As a fully-fledged jammin' and jivin' Bard, you can take 5 minutes to perform for as many people as can hear you. Make a performance check. On a success, the creatures that can hear you become friendly towards you and follow your requests with relative loyalty for the next hour.

Performance DC
 Ambivalent
 Somewhat Annoyed
 Bothered
 Angry
 Murderous

## Master Musician

As a Master Musician, your music is unparalleled. Creatures of your choice that can hear your song are resistant to psychic damage, cannot be charmed or frightened, and enemies cannot have advantage on attacks against them.
Lifesteal

*3rd level Necromancy*

Casting Time: 1 action

Range: 15 ft.

Components: V, S

Duration: Instantaneous

Choose an unconscious creature within 15 ft. of you that has not yet died and draw on its life force through a beam of green smoke. The unconscious creature must make a Constitution save. If they fail, they fail a death save and you regain the slot you spent casting this spell and regain a slot of your choice of third level or lower. Casting this spell at higher levels allows you to regain a slot of a level equal to the level it was cast at.

**Classes: Wizard, Warlock, Cleric, Sorcerer**
Profane Bloodline

***Some bloodlines are tainted with the influence of the lower planes, infusing descendancies with profane magic and fiendish power. Demon or Devil, the children of such bloodlines are gifted (or perhaps cursed) with dark and frightening power.***

## Profane Birthright

When this bloodline is chosen, you gain Darkvision out to 120 feet and resistance to fire damage. Additionally, you may choose your bloodline to be Infernal (Devils), Abyssal (Demons), or Neutral (Yugoloths, Night Hags, and other fiends), granting the following features:

* Abyssal: You gain proficiency in intimidation and athletics checks, and learn the spell *Chaos Bolt* which you can cast at 1st level a number of times per long rest equal to your proficiency bonus without expending a spell slot.
* Infernal: You gain proficiency in persuasion and deception checks, and learn the spell *Charm Person* which you can cast at 1st level a number of times per long rest equal to your proficiency bonus without expending a spell slot.
* Neutral: You gain proficiency in arcana and religion, and learn the spell *Hellish Rebuke* which you can cast at 1st level a number of times per long rest equal to your proficiency bonus without expending a spell slot.

## Fiendish Magic

At 6th level, your Fiendish magic manifests in intense bursts of energy. Whenever you deal Cold, Fire, or Lightning damage with a spell, you may spend a sorcery point to cause the damage to ignore damage resistance as you imbue your magic with hellfire.

## Channel Profanity

At 14th level, you learn to channel the dark magic of your ancestry as an action. You may use this feature once per long rest, but it's effects are determined by your Profane Birthright:

* Abyssal: Cast any evocation spell on the Sorcerer spell list of a level for which you have at least one slot. This spell is cast at max level (for you) and does not expend a spell slot.
* Infernal: Cast any enchantment spell on the Sorcerer spell list of a level for which you have at least one slot. This spell is cast at max level (for you) and does not expend a spell slot.
* Neutral: Cast any transmutation spell on the Sorcerer spell list of a level for which you have at least one slot. This spell is cast at max level (for you) and does not expend a spell slot.

## Fiendish Nature

At 18th level, your connection to the lower planes becomes incredibly strong. You are considered a fiend in addition to your other types, and the lower plane of your choice is considered your home plane for the purpose of spells like *Banishment*. Additionally, you gain resistance to cold, fire, and lightning damage and immunity to the charmed and frightened conditions.
Path of the Blizzard (Barbarian)

***Embracing the primal power of arctic storms, these fierce barbarians imbue their rage with the freezing winds of the tundra.***

## Frosty Fury

Beginning when this path is chosen, you become resistant to cold and fire damage while raging, and once per turn when you hit a creature with a melee attack, that attack deals an extra 1d6 cold damage. This damage increases at higher levels, to 1d8 at level 6, 1d10 at level 10, and finally to 1d12 at level 14.

## Blizzard’s Wrath

At level 6, you can use a bonus action while you are raging to cast *Gust* or *Frostbite*. Constitution is your casting modifier for these spells.

## Aura of Chill

At level 10, as soon as you start raging, you can choose to cause the effects of *Sleet Storm* focused on you. You can choose a number of creatures up to your constitution modifier that this spell will not affect.

## Icy Blast

Beginning at level 14, you can cast the spell *Cone of Cold* directly in front of you when you start raging. Once you use this feature, you cannot use it again until you finish a long rest. Additionally, you can apply your bonus cold damage from Frosty Fury to any number of attacks per turn.
The Order of the Oculators

***The Oculators are Artificers united in their ability to imbue lenses and glass with magical properties. They specialize in transforming sand and dust into powerful spectacles, telescopes, and sometimes magnifying glasses.***

## Lens Grinding

At 3rd level you gain the skills to craft your own lenses of the three main types--*offense*, *defense*, and *passive*--all of which are detailed with material requirements. With 4 hours of work, the proper equipment, and 4 consecutive Arcana checks (DC=20-1/2 your level), you may craft a lens. Any lens can be used by anyone with a successful Intelligence check (DC 10) All the lenses are listed here.

## Lens mounting

At 7th level, you may craft spectacles to fit your lenses in. You may place two different types of lenses at once or double up. If you double up offensive lenses, the damage doubles as they fire at the same time. All other effects remain the same.

## Sand collecting

At level 10, you become familiar with the properties of magical sands. Rather than requiring material components for lenses, you can choose to spend an hour searching in mundane sand to acquire a pinch of magical sand. Before you do so, state what lens’s sand you are searching for and make an Investigation check. (The DM may adjust the DC based on the rarity or power of the lens.)

## Oculator’s instincts

At level 14, you can switch which lens or pair of glasses you have equipped as a free action or reaction.
Shrieking Shempest

***Some spawn of a lesser known Outer God, Shempests are formidable but somewhat mindless creatures of destruction that sometimes manifest in particularly nasty storms on the material plane but usually appear as the summons of a mad mage.***

## Shrieking Shempest

*Large Aberration, Unaligned*

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AC: 16 (natural armor)

HP: 114 (12d10+48)

Speed: 30 feet, swim 30 feet

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Ability Scores
 +4

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**Saving Throws:** Strength +8, Constitution +8

**Damage Vulnerabilities:** Lightning, Thunder

**Condition Immunities:** Deafened, Frightened, Charmed

**Senses:** Passive perception 9

**Languages:** --

**Challenge:** 6

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**Spawn of Yj'llyjaj:** The Shempest is vulnerable to lightning and thunder damage. Whenever it takes damage of either type, any recharge abilities it has immediately recharge.

**Hyperaggresive:** Whenever the Shempest reduces a creature to 0 hp, it may immediately move up to its speed toward a different target and make a single attack against it.

**Voracious:** The Shempest's bite attacks score critical hits on rolls of 15-20 against grappled targets.

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ACTIONS

**Multiattack:** The Shempest makes two claw attacks, or makes a grab attack and a bite attack, and always uses its Shriek, if recharged.

**Claw:** +8 (2d8 + 4 slashing)

**Grab:** +8 (2d6 bludgeoning, target is grappled)

**Bite:** +8 (3d6 + 4 piercing)

**Shriek (Recharge 5-6):** The Shempest releases its namesake shriek in a 30 foot cone. All creatures in that area must make a constitution save, taking 8d8 thunder damage and being deafened for 1 minute on a failed save and half as much on a success.
Mana

Keeping to themselves on their isle in the southeast of Erissan, the Mana are sedentary, peaceful people. The odd one will go out adventuring, and when they do, they can't get enough of it. Diminutive, they have short, spiky, brown fur and a head full of quill-like hair.

**Ability scores:** Similar to Halflings, Mana are agile and energetic. They gain +2 charisma and dexterity.

**Age:** Mana reach maturity at the age of 12 and live to around 90.

**Size:** Standing only a little over 3 feet, Mana are small.

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

**Alignment:** Most Mana are chaotic, but have good intentions.

**Languages:** Mana, Common

**Pricky Quills:** When a Mana takes damage from a melee attack, they can use their reaction to deal 1d4 piercing damage to the attacker. They may use this feature a number of times per long rest equal to their constitution modifier.

**Keen Hearing and Smell:** Mana have advantage on perception checks relying on hearing or smell.
Soulbind

**Level 5**

**Range: 100 ft.**

**Duration: until dispelled**

**Casting time: 1 action**

Expel a single target’s Astral Form and bind it in place with shining chains. If they have less than 100 hp they get no save, if they have more than 100 hp they may attempt a Wisdom save to avoid being bound. Once bound, they are unable to move, take actions, cast spells, etc. They can still see, hear, and speak. Their physical body becomes prone and unresponsive, but will not decay naturally. The spell is broken if the caster dies or expends a spell slot, or under the effect of a *Wish* spell.
Orcs (Dagara)

Orcs are physically traditional orcs with a fully fleshed out identity and culture. Strong, warlike, honorable. They live in the northern taigas of the Wilds, where they carry out inter-clan traditions and their long-standing blood feud with the Castians.

**Ability Scores:** Orcs are strong and durable. You gain +2 strength and +1 constitution.

**Age:** Orcs mature faster than humans, reaching adulthood at around 14 and rarely growing older than 75.

**Alignment:** Orcs are loyal and honorable, and tend toward lawful alignments.

**Size:** Orcs stand taller than humans, averaging over 6 feet. You are medium.

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

**Languages:** You speak Orc and Common.

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

**Relentless Endurance:** When you are reduced to 0 hp but not killed outright, you can choose to drop to 1 hp instead. Once you use this ability, you cannot use it again until you finish a long rest.

**Savage Attacks:** When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add the result to the damage of the attack.

**Frosty Homeland:** You are resistant to cold damage and have advantage on saving throws against environmental cold.
Illusion Initiate

***Illusion Initiates have a very well-deserved reputation for being hard to hit and infuriating to fight. Well, fighting them isn't usually too hard; it's finding them and hitting them that proves to be difficult. And tracking them down? Nigh impossible.***

## Novice Illusioner

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 Illusion 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.

## Combat Illusion

At 6th level, you learn the cantrip *Minor Illusion* if you didn't already know it. When you cast this cantrip, you may choose to do so as a bonus action and create a weapon. A weapon formed in this way may be wielded using intelligence as its combat modifier, and deals psychic damage instead of it's normal damage type. When they first see it, any creature may make an insight check against your spell DC to recognize it as an illusion. If they succeed, they take half damage from attacks from it.

Alternatively, you may use your action to cast this cantrip in the form of another damaging cantrip. If you would damage a creature with the result, the damage is the normal amount, but psychic.

## Improved Combat Illusion

Beginning at 14th level, you may use illusion magic to render a weapon or object you hold invisible at will, although you may not affect more than one object at once. Doing this to a weapon allows you to add your intelligence modifier to attack rolls made with it.

## Adept Illusioner

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

***Storm Seraphs are the violent and unpredictable servants of gods of tempests and skies.***

## Storm Seraph

*Medium Celestial, Chaotic Neutral*

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AC: 17 (natural armor)

HP: 49 (7d8+14)

Speed: 40 feet, fly 120 feet

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Ability Scores
 +1

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**Damage Resistances:** Cold, Fire

**Damage Immunities:** Lightning, Thunder, Radiant

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

**Senses:** passive perception 10

**Languages:** Celestial

**Challenge:** 5

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**Stormy Flight:** The Storm Seraph can pass through a creature's space as long as it moves at least 50 feet on the same turn. Any creature whose space the Storm Seraph passes through must make a dexterity save (DC 17), or take 1d8 lightning damage.

**Blurring Speed:** Attacks against the Storm Seraph have disadvantage.

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ACTIONS

**Multiattack:** The Storm Seraph makes two thunderbolt attacks or three shocking grasp attacks.

**Thunderbolt:** +7 (2d8 lightning + 2d8 thunder, range 60 feet)

**Shocking Grasp:** +10 (1d8+7 lightning)
Mystic Reposté

*3rd level Abjuration*

Casting Time: reaction

Range: relative

Components: S

Duration: Instantaneous

When you are targeted with a spell, cast a timely ward to both increase your defenses and hasten the casting of a basic offensive spell. If the triggering spell required an attack roll, add your proficiency bonus to your AC for that attack. If the triggering spell required a save, add your proficiency bonus to the saving throw. If the attack roll hits you anyway or you fail the save, this spell ends. If the attack roll misses you or you succeed on the saving throw, you may cast a damaging cantrip targeting the caster of the triggering spell as part of this reaction, as long as they are in range of the chosen cantrip.

If you cast this spell at 4th or 5th level, your reposté may be a damaging 1st level spell. If cast at 6th or 7th level, it may be a damaging 2nd level spell. If cast at 8th or 9th level, you may reposté with a 3rd level spell of your choice.

**Classes: Bard, Wizard, Sorcerer**
The School of Magicians

Hekau imbue their Shabti with arcane energy, allowing them to cast spells. Such Such Shabti are known for being especially useful in large melees, for what's better than a stone soldier who protects you *and* smites your enemies with blast of arcane magic?

## **Arcane Conduit**

When this school is chosen, your Shabti become proficient with spellcasting focuses as well as wands, staves, scrolls, etc. They also gain limited spellcasting ability in the schools of Evocation, Conjuration, and Abjuration from the Druid, Wizard, or Sorcerer spell lists. You may choose 2 cantrips and a 1st level spell for your Shabti to know. It uses your spellcasting modifier and has two 1st level slots. You may use an additional Ankh point in a Shabti’s creation to grant it an extra spell slot and another spell known.

## **Improved Arcana**

At level 7, your Shabti have three 1st level slots, two 2nd level slots, and 4 spells known. They also learn an extra cantrip.

## **Increased Spellcasting**

At level 13, your Shabti have four 1st level slots, three 2nd level slots, two 3rd level slots, and 7 spells known. They also learn an extra cantrip.

## **Magician's Likeness**

At level 17, your Shabti have five 1st level slots, four 2nd level slots, three 3rd level slots, two 4th level slots, and 10 spells known. They also learn an extra cantrip.
Street Magician

***A smirking tiefling casually shuffling a deck of cards; a halfling dazzling crowds by making a coin appear and disappear: these are teh archetypal Street Magician. Gifted in deception and sleigth of hand but not possessing any magic of their own, Street Magicians are legendary tricksters.***

## Gifted Trickster

At 3rd level when this archetype is chosen, you learn a number of tricks from the list of Magician's Tricks equal to half your level, rounded up. These tricks are non-magical and are rather accomplished through a combination of careful planning and expert sleight of hand. Some of these tricks use Intelligence as their "casting modifier" and others use dexterity. Either way, the save DC=10 + your "casting modifier" + your proficiency bonus. Additionally, in order to use these tricks you must have a trick bag that either costs 15 gp or is made yourself from items you possess.

## Slippery Intellect

At 9th level, you are constantly planning ahead and predicting possible outcomes. You add your intelligence modifier to all saving throws.

## Quick Thinking

Beginning at 13th level, you can use tricks that have a casting time of 1 action using your Cunning Action feature.

## Legendary Mischief

At 18th level, you become a legendary trickster. Anytime you make a charisma-based ability check and the die rolls less than a 15, you may choose to take a 15.
Tarakalan

***The Tarakalans are a fair-skinned, black-haired race native to the taigas of Tarakal, their namesake region. Blessed in ancient times by Gheran the Wise, they have a natural affinity for magic.***

**Ability Scores:** Tarakalans are a race of human. They gain a +1 bonus to every ability score.

**Age:** As humans, they mature fully around 20 and live no older than 100.

**Alignment:** Tarakalans, as humans, have no natural alignment inclination and have the potential for both great good and great evil.

**Size:** Tarakalans are medium.

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

**Languages:** Tarakalan, Common

**Gift of Gheran:** As a Tarakalan, you know two cantrips and two 1st level spells of your choice from the Sorcerer spell list. You have a number of innate spell slots equal to your proficiency bonus. These slots are all of 1st level and are restored upon completion of a long rest. Charisma is your spellcasting modifier for these spells. If you choose to take levels in Wizard, you may choose to use intelligence instead.
The Order of Magi

***As with just about everything in history, Arcanists have found ways to fully weaponize their abilities. The Order of the Magi is filled with those Arcanists, who often offer themselves as sellswords and mercenaries.***

## Spellsword

Choosing this order gives you proficiency with simple weapons, light armor, medium armor, and four martial weapons of your choice. Heavy weapons are too heavy to be wielded with magic, so while you can use this feature to gain proficiency with a weapon with a Heavy property, it can't be used with any of this subclass's features.

At 3rd level, you can imbue a weapon you're holding with magic of a certain level. As a bonus action, choose a cantrip. If the weapon you're holding is ranged, then the cantrip must have a range of at least 30 feet. If the weapon is melee, the cantrip must have a range of 15 feet or less. If you hit with the attack, the cantrip takes effect. For cantrips that require spell attacks, the initial weapon attack counts as both the weapon attack and the spell attack. For cantrips that require saves, the save is made after (and only if) the weapon attack has hit.

## Extra Attack

Beginning at level 7, whenever you take the attack action, you may make two attacks instead of one.

## Improved Spellsword

Beginning at 10th level, you can imbue your attacks with cantrips or up to 1st level spells.

## Enhanced Talent

At 14th level, you learn to enhance your martial prowess with your skill with magic. You may add your intelligence modifier to weapon attack and damage rolls you make that aren't being affected by your Spellsword feature.

## Master Spellsword

At 18th level, you can imbue your attacks with cantrips, 1st level spells, and 2nd level spells.
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.

**Ability Scores:** Misavan Monkeys are agile and quick. You gain +2 dexterity and +2 to another mental score of your choice.

**Age:** Monkeys have a unique origin in Misava. They mature before age 10 and usually live to 100 but can rarely live up to 500 years.

**Alignment:** Monkeys tend towards goodness.

**Size:** Monkeys are slight and diminutive, and are on the smaller end of medium.

**Speed:** You have a walking speed of 30 feet and a climbing speed of 25 feet.

**Languages:** You speak Common and Balalian.

**Natural Dexterity:** You are proficient in acrobatics and dexterity saving throws. If you already were proficient in either already, you instead gain expertise.

**Hero's Heart:** You have advantage on saves against being frightened.
Shining Chain

**Level 2**

**Range: 25 ft.**

**Duration: Instantaneous**

**Casting time: 1 action**

Launch a spiked chain of light out of your hand. (1d8+charisma radiant) On a hit, you may attempt to pull the target 10 feet closer to you. A successful strength save negates the pull. If you successfully pull the target within your melee range, you can use your bonus action to make an attack against them. Casting this spell with a 3rd level slot or higher allows you to shoot a chain from either hand, each with it's own ranged attack, giving the target disadvantage on the save if you hit with both.
Pangoliath

***Pangoliaths are rare and powerful werebeasts that get trapped in a massive, scaly form that never recedes with the moon.***

## Pangoliath

*Large Monstrosity, Any Alignment*

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AC: 18 (natural armor)

HP: 76 (8d12+24)

Speed: 25 feet

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Ability Scores
 +5

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

**Senses:** passive perception 11

**Languages:** common

**Challenge:** 4

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ACTIONS

**Multiattack:** The Pangoliath makes two claw attacks.

**Claw:** +8 (2d6+5 slashing)

**Curl Into a Ball:** until the start of its next turn, the Pangoliath is Blinded, Prone, and has its AC increased by 5.
Red Karya

***One doorway opened to a place the Venaim called Karyot, a dry world of cracked orange stone. Explorers said they saw ruins, but none made it longer than a few minutes before the wisps came, balls of primordial fury, red and blue, fighting each other to the death and laying waste to all in their path.***

***-Jorrel the Dathian, in 'The Rise and Fall of the Venaim'***

## **Red Karya**

*Medium Aberration, Chaotic Evil*

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AC: 16

HP: 96 (12d12+12)

Speed: fly 100 ft.

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STR DEX CON INT WIS CHA

15 22 13 10 6 28

+2 +6 +1 +0 -2 +9

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**Saving Throws:** Dexterity (+10), Charisma (+13)

**Damage Immunities:** Radiant, Poison, Necrotic

**Damage Resistances:** Psychic, Thunder, Lightning, Acid, Cold, Fire, and Slashing, Piercing, and Bludgeoning from non-magical weapons.

**Condition Immunities:** Paralyzed, Restrained, Grappled, Petrified, Blinded, Stunned, Prone, Deafened

**Senses:** Blindsense 1,000 ft., passive perception 8

**Languages:** Understands all non-warded thoughts within 100 feet of it but cannot speak.

**Challenge:** 8

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ACTIONS:

**Multiattack:** The Karya makes three blast attacks or uses its Disintegration.

**Blast:** The Karya releases a bolt of crackling energy +13 (1d10+9 force, reach 30 ft.)

**Disintegration (Recharge 5-6):** The Karya makes a single attack, forcing one creature within 30 ft. to make a dexterity save. On a failure, they take 10d6+40 force damage, and if that damage reduces them to 0 hp they are turned to dust, as per the *Disintegrate* spell. On a successful save, the beam misses them and turns a nearby section of solid material into dust out to a 10 ft. cube.

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**Magic Resistance:** The Karya has advantage on saving throws against magic.

**Destructive Aura:** The Karya can pass through another creature's space on its turn, forcing them to make a dexterity save. On a failure, they take 4d6 force damage, taking half damage on a success.
Hunter’s Vision

*2nd level Divination*

Casting Time: 1 action

Range: 30 ft.

Components: V

Duration: 1 minute, concentration

Enhance your eyesight to detect the footprints of any creature that passed through the area less than 24 hours previously. This magic highlights tracks in a different color for each different creature. Nature and survival checks to determine the number of creatures, their type, and their time passing through made while this spell is in effect have advantage.

**Classes: Druid, Ranger, Artificer**
Magus Spell List

This page lists the spells available to Magi. \*from the Heroes of Erissan spell list.

## Cantrips

Acid Splash

Acid Spit\*

Booming Blade

Chill Touch

Create Bonfire

Firebolt

Frostbite

Frozen Fractals\*

Green-Flame Blade

Levin Strike\*

Lightning Lure

Necrotic Bolt\*

Ray of Frost

Shocking Grasp

Sonic Blast\*

Sword Burst

Thunderclap

## 1st level spells

Burning Hands

Catapult

Chromatic Orb

Earth Tremor

Entropic Beam\*

Fireblast\*

Frost Fingers

Ice Knife

Thunderwave

Witch Bolt

## 2nd level spells

Aganazzar's Scorcher

Arcing Smite\*

Concussion\*

Force Punch\*

Jumping Bolt\*

Melf's Acid Arrow

Mobee's Storm Step\*

Scorching Ray

Shatter

Snilloc's Snowball Swarm

Storm Circle\*

Rail Spike\*

## 3rd level spells

Bituminous Blast\*

Erupting Earth

Expulsion\*

Fireball

Freezing Ray\*

Frostfire\*

Lightning Bolt

Melf's Minute Meteor's

Thunder Step

Tidal Wave

Vampiric Touch

## 4th level spells

Blight

Dimension Door

Earthen Missiles\*

Fire Shield

Ice Storm

Static Bomb\*

## 5th level spells

Barastor's Lightning\*

Cone of Cold

Igniting Volley\*

Negative Energy Flood

Steel Wind Strike

Synaptic Static

Transmute Rock
Jim's Arcane Shield

*1st level Abjuration*

Casting Time: 1 reaction

Range: self

Components: V, S

Duration: Instantaneous

When hit with an attack (weapon or spell), erect a hasty shield of force to shield you from harm's way. Reduce the triggering damage by 1d12+your casting modifier. Casting this spell at higher levels increases the reduction by 1d12 for each level slot after 1st.

**Classes: Wizard, Sorcerer, Warlock, Artificer**
Redirection

*4th level Abjuration*

Casting Time: reaction

Range: 30 feet

Components: S

Duration: Instantaneous

When a creature, object, or location within 30 feet of you is targeted with a projectile-based spell, you attempt to change the destination of that projectile. Spells that can be countered by this spell must require a ranged attack roll, with the exceptions of *Fireball* and *Magic Missile*. An attack from a spell of 4th level or lower is automatically redirected, and you may choose a new target creature, object, or location, keeping the same total. To redirect a higher level spell, make a spellcasting ability check (DC=10+the spell's level), or cast this spell using a slot of equal or higher level. If the redirected spell involves more than one attack roll and is of a lower level than the level at which this spell was cast, you may make a spellcasting ability check on each successive attack roll to redirect those as well. (E.G. additional rays of a *Scorching Ray*, the other missiles of a *Magic Missile*, or additional beams of *Eldritch Blast*)

**Classes:** Wizard
Karnian Devil

***Karnian devils are built for war. Their mistress Karona is the archdevil of slaughter, and she and all her minions revel in bloodshed and violence.***

## Karnian Devil

*Medium Fiend (devil), Lawful Evil*

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AC: 17 (half plate)

HP: 65 (10d8+30)

Speed: 30 feet, fly 50 feet

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Ability Scores
 +3

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**Saving Throws:** Dexterity +6, Constitution +7

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

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Athletics +7, Intimidation +6

**Senses:** Devil's Sight 120 feet, passive perception 11

**Languages:** Infernal, Common

**Challenge:** 5

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

**Dive Attack:** If the Karnian Devil flies at least 20 feet before making a spear attack, that attack deals an extra 2d6 piercing damage.

**Battle Rage:** Whenever the Karnian Devil is hit with an attack, it may use its reaction to make a spear attack against the offending creature.

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ACTIONS

**Multiattack:** The Karnian Devil makes two spear attacks or one hurl flame attack, or uses its Reckless Attacks ability, or uses its Terrify ability.

**Spear:** +7 (1d8+3 piercing, reach 10 feet)

**Hurl Flame:** +7 (3d8 fire, range 50 feet)

**Reckless Attacks:** The Karnian Devil makes two spear attacks at advantage. Until the start of its next turn, attack rolls against it have advantage.

**Terrify:** The Karnian Devil focuses on a creature it can see, filling its mind with the terror of war. The target must make a wisdom save (DC 14), becoming frightened for 1 minute on a failed save. A frightened creature may repeat the save at the end of each of its turns.