recursal/Fanatic-Fandom huggingface dataset:
Great Spirit of the Beast

***Great Spirits of Beasts are less connected to one species of animal, and more so symbolic of the animal kingdom in general, embodying shared characteristics. Shamans who commune with such spirits are typically isolated from the rest of the world, preferring to dwell alone in the wild.***

## Additional Features

When you successfully commune with this spirit at 3rd level, you gain access to the following Totems:

### Totem of the Bear

The bearer of this Totem gains +1 constitution and proficiency in constitution saves. This Totem cannot increase an ability score over 22. (The bone of a bear)

### Totem of the Owl

The bearer of this Totem gains +1 wisdom and proficiency in wisdom saves. This Totem cannot increase an ability score over 22. (The beak of an owl)

### Totem of the Panther

The bearer of this Totem gains +1 dexterity and proficiency in dexterity saves. This Totem cannot increase an ability score over 22. (A panther tooth or that of a large cat)

### Totem of the Crow

The bearer of this Totem gains +1 intelligence and proficiency in intelligence saves. This Totem cannot increase an ability score over 22. (The beak of a crow)

### Totem of the Bison

The bearer of this totem gains +1 strength and proficiency in strength saves. This Totem cannot increase an ability score over 22. (A piece of bison horn)

### Totem of the Stag

The bearer of this totem gains +1 charisma and proficiency in charisma saves. This Totem cannot increase an ability score over 22. (A piece of deer antler)

## Subclass Features

As a Shaman who communes with the Great Spirit of the Beast, you gain the following subclass features:

### Become the Beast

Beginning at level 5, you can use a bonus action to assume the shape of a beast of a CR equal to your level or lower. You retain your class features, proficiencies, mental ability scores, hit points, Totem buffs, spellcasting, and Spiritual Attunement abilities, but assume the AC, physical scores, and natural attacks of the beast, as well as any proficiencies the beast possesses and any movement it has such as a swim or fly speed. While in a beast form, you may use a bonus action to become a different beast or become yourself again. The beast you choose cannot be any larger than Large.

### Call of the Wild

Beginning at level 10, you can cast *Summon Beast* as a 1-minute ritual. You can also cast it as an action a number of times equal to your wisdom modifier. This is considered an innate ability and not a spell or magical effect.

### Will of the Great Spirit

Beginning at level 15, you can cast *Dominate Beast* at will as a innate ability, and not as a spell.
Gnobbit

A Gnobbit is the relatively uncommon offspring of a Gnome and a Halfling. Although completely compatible with each other, the two rarely interbreed. This is what happens when they do.

**Ability Scores:** Gnobbits are energetic, passionate, smart, and hopelessly optimistic. They gain +1 dexterity, +1 intelligence, and +1 charisma.

**Age:** Most Gnobbits mature at around the same rate as humans, but can live anywhere from 250 years to 300.

**Size:** Averaging between 3 and 4 feet tall and 40 pounds, your size is small.

**Speed:** Your base walking speed is 25 feet.

**Alignment:** Almost all Gnobbits are Lawful Good. The compassion of their Halfling parent and the Optimism of their Gnome parent leads them to strive to see the good in everyone and everything.

**Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Magical Luck**: Whenever you roll a 9 or lower on a saving throw against magic, you can choose to add 1d4 to the roll.

**Boldness of the Small:** Whenever you are subjected to the Frightened condition or are given penalties from a fear-based effect, you can use your action to end the effect on yourself. ONce you use this feature, you may not use it again until you have completed a long rest.

**Languages:** You can speak, read, and write Common, Halfling, and Gnomish.
Create Monster

*4th Level Illusion*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a piece of the chosen monster)

Duration: 1 minute, concentration

Create an illusory copy of a monstrosity you've seen before. The chosen monstrosity must be of a CR equal to your level or lower. The monster goes on your turn and has the stat block of the chosen monstrosity, with the exception that any damage it deals is psychic damage. Whenever the monster affects a creature, that creature may attempt a wisdom save to see through the ruse. On a success, they perceive the monster as a transparent illusion and gain advantage on saves against it and resistance to damage it deals. If this spell is cast at 7th level or higher, the illusion is so realistic that this spell has the effect of summoning a monstrosity of your choice of a CR equal to or less than your level. It still goes on your turn.

**Classes: Wizard, Sorcerer, Warlock**
Rune of Ignition

*1st level Evocation*

Casting Time: 1 action

Range: touch

Components: V, S

Duration: up to 1 hour

Place a rune of fiery energy on a weapon you touch. For the duration, whoever is holding the weapon may use a free action to ignite the blade, head, or business end of the weapon. While ignited, the weapon casts dim light in a 30 ft. radius and deals an extra 1d4 fire damage on a hit. If you cast this spell again, the effect ends. Casting this spell at higher levels increases the bonus damage die to 1d6 for a 2nd level slot, 1d8 for a 3rd level slot, 1d10 for a 4th level slot, and 1d12 for a 5th level slot.

**Classes: Artificer, Ranger, Warlock**
Nilstakr

***Faceless titans, fully armored, awaiting a promise never fulfilled. Their most defining feature is their uncanny silence. By some estimates nearing 30 feet tall, clad in mail, and not a whisper. -Jorrel the Dathian, in 'The Rise and Fall of the Venaim'***

## **Nilstakr**

*Huge Aberration, Chaotic Evil*

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AC: 18 (Plate Armor)

HP: 210 (14d20+56)

Speed: walk 40 ft.

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

STR DEX CON INT WIS CHA

22 9 19 15 10 10

+6 -1 +4 +2 +0 +0

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**Saving Throws:** Strength (+11), Constitution (+11)

**Damage Immunities:** Necrotic

**Condition Immunities:** Exhausted, Fatigued, Blinded

**Skills:** Stealth (+20), Athletics (+11)

**Senses:** Blindsense 1,000 ft., passive perception 10

**Languages:** cannot speak or understand any known language.

**Challenge:** 12

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ACTIONS:

**Multiattack:** The Nilstakr makes two greatsword attacks.

**Greatsword:** +11 (2d12+6 slashing)

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**Silence:** Regardless of what actions it is taking, the Nilstakr makes no noise. This includes walking, running, attacking, etc. Any object touched by the Nilstakr is silent while it is touching it. A creature that is damage by the Nilstakr cannot speak or hear for 1 hour. When killed, it silently collapses into a pile of oversized armor.
Oculosonmiath

***The sesquipedaliacly named Oculosonmiaths are titans of psionic magic that manifest for various reasons, sometimes borne from a fanatic's experiments, sometimes spawning spontaneously at the heart of psychic tornadoes, and sometimes emerging on their own from the depths of the Far Realm, bent on subjugating entire species to their terrifying control.***

## Oculosonmiath

*Huge Aberration, Neutral Evil*

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AC: 19 (natural armor)

HP: 300 (24d10+168)

Speed: 40 feet, 40 feet fly

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Ability Scores
 +6

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**Saving Throws:** Intelligence +14, Wisdom +11

**Damage Resistances:** All Magical damage

**Damage Immunities:** Psychic

**Damage Vulnerabilities:** Non-magical slashing, piercing, and fire

**Condition Immunities:** Charmed, Frightened

**Skills:** Perception +19

**Senses:** Truesight 120 feet, darkvision 1,000 feet, magic sense 1,000 feet, passive perception 29

**Languages:** Deep Speech, Telepathy 1,000 feet

**Challenge:** 20

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**Great Eye:** The Oculosonmiath's uppermost arms hold aloft its Great Eye. As long as the Eye is held aloft, the Oculosonmiath may add its intelligence modifier to perception checks. The Eye possesses 50 of the Oculosonmiath's total hit points, an AC of 25, and only takes damage if an attack is made directly at it. Once the Eye is destroyed, the Oculosonmiath cannot cast spells or use its Truesight.

**Unnatural Healing:** The Oculosomniath regains 30 hp at the start of each of its turns unless it has taken non-magical fire damage in the last minute or its Eye has been destroyed.

INNATE SPELLCASTING: PSIONICS (+14 to hit, save DC 22)

The Oculosomniath can innately cast the following spells without verbal or material components:

At will: *Lightning Bolt, Pulse Wave, Tasha's Mind Whip, Vortex Warp, Earthbind*

3/day: *Dominate Monster, Hold Monster, Synaptic Static, Disintegrate, Chain Lightning, Reverse Gravity*

1/day Each: *Plane Shift, Crown of Stars, Dark Star*

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ACTIONS

**Multiattack:** The Oculosomniath casts two spells, or makes two slam attacks, or makes two psionic lightning attacks.

**Slam:** +12 (2d8 + 6 bludgeoning, reach 15 feet)

**Psionic Lightning:** +14 (3d12 force, range 100 feet)

**Summon Aberrations (1/day):** The Oculosonmiath has a 50% chance to summon 1-3 Otyughs.

LEGENDARY ACTIONS

The Oculosomniath has 3 legendary actions, which it can use to act at the end of another creature's turn. It regains all expended actions at the start of its turn.

**Spell:** The Oculosomniath casts a spell.

**Relentless Attack:** The Oculosomniath makes a single Slam or Psionic Lightning attack with advantage.

**Psychic Storm (costs 2 actions):** All creatures within 60 feet of the Oculosomniath must make an intelligence save (DC 22), taking 8d8 psychic damage and being knocked prone on a failed save and taking half as much damage on a success.
The Psychic

***The warrior with instincts honed beyond mundane potential, grabbing arrows out of the air; the silent prophet, waiting for a nudge in the right direction; the scoundrel that uses his foresight to cheat at cards; these are the Psychics, practitioners of instinct and intuition.***

## Psychic Intuition

When this archetype is chosen, you may use an action to attempt to glean some psychic hint. This may take the form of a nudge in the right direction or a minor event that draws attention toward the important focus. It's up to your DM how vague or revealing this intuition will be.

## Supernatural Reflexes

Beginning at level 6, you may expend a 1st level spell slot to gain advantage on an attack roll, saving throw, or ability check. You must do so before making the roll. At level 8, you may expend a 2nd level spell slot to roll three times and take the best roll. At level 14, you may choose a 1st, 2nd, or 3rd level slot. (If 3rd, roll 4 times and take the best.) You may also use this ability as a reaction to being hit with an attack roll to add 1d4 to your AC for that attack. The bonus increases by 1d4 for a 2nd level slot and an additional 1d4 for a 3rd level slot, once those are available to use.

## Mind's Eye

At level 10, your psychic awareness grants you blindsense out to 30 feet and advantage on saves against illusion magic.

## Third Eye

At level 14, your vision (and your blindsense) becomes enhanced by psychic energy. You can see magical auras and discern their school, outsiders all have an aura that gives away their home plane, evil creatures radiate evil and good creatures radiate good (the same with chaos and law), and living things and undead things radiate positive and negative energy, respectively.
Raise Companion

*4th Level Necromancy*

Casting Time: 1 hour (ritual)

Range: touch

Components: V, S, M (the body of a humanoid in any state of decomposition)

Duration: Indefinite

Perform a special ritual beneath a full moon, raising the corpse or spirit of a humanoid as an undead companion. Choose zombie, skeleton, or ghost. The companion has the statistics listed as well as a number of levels in a sidekick class of your choice equal to your level. The companion has hit die for every two levels it has, rounded down and corresponding to the sidekick class chosen. (1d6 for spellcaster, 1d8 for expert, 1d10 for warrior) The companion takes its turn in combat on your turn, and may take actions with you in any order.

Undead Companion Statistics
Dexterity 9 (-1)
Constitution 16 (+3)
Intelligence 6 (-2)
Wisdom 12 (+1)
Charisma 4 (-3)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 4 (-3)
Dexterity 16 (+3)
Constitution 10 (+0)
Intelligence 6 (-2)
Wisdom 8 (-1)
 **Resistances/Vulnerabilities** | Immune Poison, Resist Necrotic
 **Special Ability** | Once per long rest, when the zombie is reduced to 0 hp but not killed, it may drop to 1 hp instead.

**Classes: Wizard, Sorcerer, Warlock**
Oath of the Last Breath

***Paladins who take the Oath if the Last Breath swear themselves to a cause til death and beyond. Regardless of their chosen cause, these paladins are the sacred warriors of Ukhel's four children, the World-Breaths, symbolizing the winds and the life force that flows through all living things.***

## Tenets of the Last Breath

Paladins who take this oath traditionally have their tenets tattooed on their forearms.

***Every Breath:*** Symbolically, every breath of your life should be dedicated to the cause you have chosen.

***To the Last:*** A reminder that if you are successful in your oath, your last breath will carry you for centuries.

## Oath Spells

You gain Oath spells at the Paladin levels listed.

Oath of the Last Breath Spells

## Channel Divinity

When you take this Oath at 3rd level, you gain four Channel Divinity options:

**Haad's Ferocity:** Channel the fierce north wind. For the next minute, you have advantage on attack rolls against creatures if you've already dealt damage to them this turn, and your weapon attacks score critical hits on rolls of 19 or 20.

**Zuun's Might:** Channel the strength of the east wind. For the next minute, you have advantage on strength checks and strength saving throws and you add your charisma modifier to the damage rolls of weapon attacks.

**Shuvuu's Endurance:** Channel the relentlessness of the south wind. For the next minute, you have advantage on constitution checks and constitution saving throws and you gain temporary hit points equal to your charisma modifier at the start of each of your turns.

**Bor's Speed:** Channel the swiftness of the west wind. For the next minute, you can dash as a bonus action and attacks of opportunity made against you have disadvantage. Additionally, any attack roll you make immediately after moving at least 10 feet has advantage.

## Every Breath

At 7th level, your devotion wards you from death. Whenever you are reduced to 0 hp and have hit dice remaining, you may choose to expend a hit die, roll it, and drop instead to a number of hit points equal to the result. Whenever you use this feature, roll a d20. On a 1, the expended hit die cannot be regained. If all of your hit dice are lost this way and cannot be regained, you die.

## To The Last

At 15th level, your resistance to death increases. Whenever you use your Every Breath ability, you can choose to expend any number of hit dice at once.

## And Beyond

At 20th level, your devotion to your cause is so strong that not even death can inhibit it. The first time you die after attaining this level, your soul remains in your body and your creature type changes to Undead. You become resistant to necrotic and poison damage and immune to the poisoned and exhausted conditions. Whenever you die from this point onward, make a charisma save (DC=the number of times you've died). On a success, you return to life at 1 hp in 8 hours.
Syvans

Syvans are humans from Ithonn's underdark whose culture is steeped in centuries of tradition and whose bloodline is imbued with minor psionic abilities.

**Ability Scores:** Syvans are thoughtful and wise. You gain +2 wisdom and intelligence.

**Age:** Syvans mature at around the same rate as humans and can live to 200.

**Alignment:** Syvans towards lawful alignments.

**Size:** Syvans are the same size as humans and are medium.

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

**Languages:** You speak Common and Syvan Sign.

**Gifted Mind:** You have telepathy out to 30 feet.

**Innate Psionics:** You know the cantrip *Mage Hand* and the spells *Shield* and *Mighty Leap,* and can cast both without expending a spell slot. Intelligence is your spellcasting modifier for these spells.

**Syvan Tradition:** Syvan culture is very traditionalist and exclusionary. Most Syvans choose to embrace it, but those who do not become outcasts from the Silent City. Choose one of the following abilities.

* **Tradition:** As a traditionalist, you choose not to speak, as speaking is reserved for matriarchs and special events. You communicate almost exclusively in Syvan Sign. You also choose not to use your innate psionics. In exchange, you receive the full benefits of Syvan citizenship, meaning asylum in the Silent City and legal protection for minor offenses outside the underdark.
* **Outcast:** As an outcast, you can freely speak and use your innate abilities. BUT you will be treated as an oustider by other Syvans and the Syvan government.
Create Golem

*2nd Level Transmutation*

Casting Time: 1 minute (ritual)

Range: self

Components: V, S, M (at least 1 cubic foot of wood, stone, dirt, snow, or clay.)

Duration: 8 hours

Conduct a special ritual to shape a simple servant out of raw material and bind it to your psyche. The created golem has the following stats:

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*Medium Construct, Unaligned*

AC: 15 HP: 30 Speed: 20 feet

Strength 16 (+3) Intelligence 5 (-3)

Dexterity 6 (-2) Wisdom 7 (-2)

Constitution 14 (+2) Charisma 6 (-2)

Actions--The Golem makes one slam attack. +6, reach 5 feet. (2d6+3 bludgeoning)

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As long as you are within 5 feet of the Golem, you gain a +2 bonus to your AC. Additionally, whenever you take physical damage while within 5 feet of the Golem, you may have it use its reaction to take the damage for you. The Golem follows basic commands and will do its best to defend itself if otherwise not directed. It goes on your turn. Casting this spell at higher levels increases the Golem's HP by 10 and its Strength by 2 for each slot level above 2nd.

**Classes: Wizard**
Impenetrable Cube

*4th level Abjuration*

Casting Time: 1 action or reaction

Range: 100 ft.

Components: V, S

Duration: 1 minute, concentration

Form a 5x5x5 ft. box of Abjuration magic at a point you choose within range. On each of your turns, you must use your action to keep it in existence. Nothing can pass in or out of the box, and as long as you concentrate on it it cannot be destroyed except by *Disintegrate* (which destroys it automatically) or *Dispel Magic.* Casting this spell at higher levels increases the duration by 1 minute for each slot level above 4th.

**Classes: Wizard, Warlock, Bard**
Magoloth

***Magoloths are owl-headed fiends from Gehenna who are obsessed with the study of the arcane. Often summoned as consultants by daring wizards or hired for muscle in exchange for a few rare spellbooks, these yugoloths are experts in all things magical.***

## Magoloth

*Medium Fiend (Yugoloth), Neutral Evil*

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AC: 16 (Mage Armor)

HP: 45 (9d6+9)

Speed: 30 feet, fly 40 feet

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Ability Scores
 -1

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**Saving Throws:** Wisdom (+7), Intelligence (+8)

**Damage Resistances:** Fire, Lightning, Cold

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Perception +7, Arcana +8

**Senses:** Passive Perception 22, Darkvision 120 feet

**Languages:** Common, Draconic, Infernal

**Challenge:** 5

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**Arcane Eyes:** The Magoloth has advantage on perception checks, and can cast *Detect Magic* at will.

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ACTIONS

Talons: +7 (1d6+3 slashing)

SPELLCASTING The Magoloth is a 9th level spellcaster. (+8 to hit, DC 16)

Cantrips: Eldritch Blast, Thaumaturgy, Control Flames

1st level (4 slots): Magic Missile, Shield, Ice Knife, Catapult

2nd level (3 slots): Scorching Ray, Invisibility, Shatter

3rd level (2 slots): Lightning Bolt, Flame Blade
Races of Khesh

Khesh is home to many races, and the three listed here should be supplemented with default races like Lizardfolk, Grung, Bullywugs, and pretty much any other jungle-themed species.

### Kheprian

Kheprians hail from the more arid jungle regions of southeastern Khesh. They are a little on the shorter side, with tan skin and dark eyes, but their hospitality, loyalty, and kindness are known throughout the world.

### Ahuatl

The Ahuatl dwell in the swamps, lakes, and rivers of Khesh. They have soft skin ranging from bright yellow to dark green to black. Their necks are ringed with feathery gills, and they have broader, flatter heads. Their tribes are peaceful for the most part and sedentary, staying near the wetlands where they birth their children.

### Te'Kal

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.
Raknar

Known by other races as the children of the forest, Raknar have tough, bark-like skin and almost luminescent green eyes framed by a crown of antlers. Their communities are very respect-based, and the oldest within the communities are indisputably in charge.

**Ability scores:** Raknar are innately tied to the forest and nature, they gain +2 wisdom and constitution.

**Age:** Raknar mature around age 30 and can live well beyond 500 years.

**Size:** Raknar range from 4 and a half to 8 feet tall. Their size is medium.

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

**Alignment:** Most Raknar are neutral, and tend to shrug off authority, leaning towards chaos.

**Languages:** Raknar speak Sylvan, Primordial, and Common

**Antlers:** A Raknar's antlers can be used to deliver devastating blows, and can be used as a strength-based natural attack with which you are proficient. They deal 1d6 piercing damage on a hit.

**Children of the Forest:** Raknar are considered both humanoids and plants, and know the cantrip *Druidcraft*.

**Barkskin:** A Raknar's AC can never be less than 14, regardless of what kind of armor it's wearing.
Mbaihu (Faceless)

***In Onar, their name means "the ones who come from below." In Malek it just means "faceless." I've only ever seen one once, and it's not something I care to relive. It's entire head was filled by its mouth, and its entire mouth was filled with teeth. The Onar fight thousands of them in the dark and the silence. Surface-dwellers forget how lucky they are. -Duiren Throndhammer, Malek Chieftan.***

## **Faceless**

*Medium Abberation, Chaotic Evil*

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AC: 15 (Natural Armor)

HP: 27 (3d10+9)

Speed: walk 35 ft., climb 15 ft.

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STR DEX CON INT WIS CHA

17 16 17 4 3 2

+3 +3 +3 -3 -4 -4

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**Saving Throws:** Dexterity (+5), Constitution (+5)

**Damage Vulnerabilities:** Radiant, Fire, Lightning

**Condition Immunities:** Exhausted, Fatigued

**Senses:** Echolocation 1,000 ft., passive perception 6

**Languages:** --

**Challenge:** 1

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ACTIONS:

**Multiattack:** The Faceless makes three attacks, one with its bite and two with its claws.

**Bite:** +5 (1d12+3 piercing)

**Claws:** +5 (1d4+3 slashing)

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**Frenzy:** If the Faceless reduces a creature to 0 hp with a bite attack, it can move up to half its movement speed and make a bite attack. It may not do so more than once per turn.
The Elder Tempest

***You have forged a bond with a powerful storm elemental, such as a Thunderbird, Kaiju, or Elder Tempest. Thunder and lightning are your sword and shield as you wield the power of storms to smite your enemies.***

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

 2nd
 3rd
 4th
 5th

## **Stormborn**

When you make a pact with a Tempest, you gain resistance to lightning and thunder damage.

## **Vengeful Charge**

At level 6, you are constantly filled with stormy energy. When an enemy within 30 ft. of you hits you with an attack (and doesn’t reduce you to 0 HP), use your reaction to deal 3d8 lightning damage to them as electricity arcs from the point of contact. You may use this feature a number of times per long rest equal to your charisma modifier.

## **Ride the Lightning**

At 10th level, you gain the ability to transform your body into raw power. Once per long rest, you may use your move action to teleport up to 100 ft. in a blast of lightning. Any creature or object in the way is under the effect of a 3rd level Lightning Bolt spell.

## **Tempestuous Conduit**

At 14th level, you become a near-perfect conduit of your patron’s domain. Spells you cast that deal lightning or thunder damage ignore damage resistance.
Radiant Judgement

**Level: 2**

**Range: 30 feet**

**Duration: instantaneous**

**Casting Time: 1 action**

Unleash a torrent of divine lightning from your hand, targeting a creature you can see within 30 feet of you. The target must make a charisma save, taking 4d10 radiant damage on a failed save and half as much on a success. Evil-aligned creatures have disadvantage on the save and are also knocked prone if they fail. Casting this spell at higher levels increases the damage by 1d10 and the number of targets by 1 (additional targets must only be within 30 feet of the initial target) for each slot level above 2nd.
Humanoid Bloodline (Shifter)

Some Shifters specialize in replicating the forms of other humanoids. This allows you to learn Forms of the Humanoid type. You automatically learn the Forms of the common races. When you shift into a race, you gain any racial traits they have, which replace your own while in that form.

## **Child of Many Parents**

At 3rd level, your many faces begin to affect your personality and skillset. Having adopted the multiple identities and occupations over the course of your life, you have learned odd bits and pieces of knowledge. You gain an additional background or feat of your choice, and may choose another at level 6, 10, and 14.

## **Racial Fluidity**

At level 6, You can change your character’s race at will without expending a slot, though it takes about 6 seconds. When you do so, you can change into one of the common races and gain any racial traits they possess. Your ability scores are modified by the amount specified in the race description (E.G. +2 str +1 con, if you turn into a half-orc)

## **Muscle Memory**

At level 10, when you take the time to learn the Form of a living humanoid, you gain any class levels and features they possessed at the time of the Form-learning when you shift into that Form. A Form of this kind is a unique Form, particular to the person who you studied, dead or alive, although you may also gain the Form for whatever race the humanoid was, if you didn’t have it already. When in a unique Form, you cannot level up in whatever class the humanoid had. The Form’s muscle memory is locked. To do so, you must study a target for at least 24 hours per level of the target. They also must be of your level or less.

## **Improved Fluidity**

At level 14, you can shift at will without expending a slot to any playable race (that is, any race deemed playable by your DM), thereby gaining that race’s racial traits.
The Dunestrider Conclave

***The Dunestrider Conclave encompasses those that wander the most barren, hottest climes. Accustomed to the heat and the eternal presence of the sun, Dunestriders fight with fire and endurance.***

## Dunestrider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dunestrider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

## Arid Resistance

At 3rd level, you are accustomed to the harsh desert environment. Whenever you make a save against fire or radiant damage, you take half damage if you fail and no damage if you succeed. You have advantage on saves against blindness, as well as saves against environmental threats from a desert, such as dehydration or heatstroke. You can see in dusty areas (such as in a sandstorm) without any penalties out to 90 ft.

## Warrior of the Sun

Also at 3rd level, any attack you make while in full sunlight deals an extra 1d4 fire damage. This extra damage increases to 1d6 at level 7, 1d8 at level 15, and 1d10 at level 20.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Dusty Stride

At level 7, your movement speed increases by 10 ft. Additionally, you can teleport up to 30 ft. as a bonus action, leaving a cloud of dust in your wake. At the start of each of your turns when you are conscious, roll a d6. On a 6, the ability recharges.

## Darude

At level 15, you gain resistance to radiant and fire damage. Whenever you engage in two weapon fighting, rather than making another attack as a bonus action with your offhand, you may take the Attack action as a bonus action using your offhand. If you have two attacks, this allows you to make two attacks using both hands.
Mala

***In ancient days long since forgotten, a great city stood in the heart of Bedinland, a kingdom blessed by the gods of light, Bakr and Malaia. The Mala are the children of the goddess of night who once helped protect the City of Dusk.***

## **Mala**

*Large Celestial, Lawful Neutral*

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AC: 16

HP: 170 (16d12+58)

Speed: walk 30 ft., fly 60 ft.

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STR DEX CON INT WIS CHA

19 14 16 15 21 20

+4 +2 +3 +2 +5 +5

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**Saving Throws:** Wisdom (+10), Charisma (+10)

**Damage Immunities:** Radiant

**Damage Resistances:** Fire, Cold

**Condition Immunities:** Frightened

**Skills:** Perception (+10), Insight (+10), Intimidation (+9)

**Senses:** Darkvision 1,000 ft., passive perception 20, passive insight 20

**Languages:** Celestial

**Challenge:** 10

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ACTIONS:

**Multiattack:** The Mala makes three attacks: one with its bite and two with its claws.

**Bite:** +9 (2d8+4 piercing)

**Claws:** +9 (2d6+4 slashing)

**Roar (Recharge 5-6):** The Mala lets out a terrifying roar. All creatures within 50 ft. of it must make a wisdom save (DC 18) or be Frightened for 1 minute. Another save may be attempted at the end of each target's turn.

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SPELLCASTING: The Mala is a 12th level caster (DC 18, spell attack +10)

At Will: Darkness, Moonbeam, Invisibility, Charm Person, Guiding Bolt, Faerie Fire

2/day each: Greater Invisbility, Dominate Person, Phantasmal Killer
Jumping Bolt

*2nd level Evocation*

Casting Time: 1 action

Range: 20 ft.

Components: V, S, M (a clump of steel wool)

Duration: Instantaneous

Choose a target in range to make a ranged spell attack against, hitting them with a small arc of electricity. On a hit, they take 5d4 points of lightning damage. If you roll a 4 on any of the damage dice, a new bolt is created, which you may use to repeat a ranged spell attack on a new target within 20 ft. of the first. Second generation bolts deal 4d4 lightning damage on a hit. If you roll a 4 on any of the damage dice for a second generation bolt, you may create a new bolt with a new target (or the original target of the spell). Third generation bolts deal only 3d4 lightning damage, but the process can continue until fifth generation bolts, which deal only 1d4 and cannot multiply.  Casting this spell at higher levels increases the initial damage by 2d4 for each slot level above 2nd.

**Classes: Wizard, Sorcerer, Warlock**
The Magician

***Whether performing in dark alleys, circuses, or taverns, or using their skills to win them an extra bit of coin, Magicians are masters of deception and trickery. Never caught without their bag of tricks but never quite helpless without it, a Magician can be a handy--if somewhat untrustworthy--addition to any team.***

# Class Features

As a Magician, you gain the following class features:

  ===== Hit Points =====

**Hit Dice:** 1d6 per Magician level

**Hit Points at 1st Level:** 6 + your Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Magician level after 1st

##### Proficiencies

**Armor:** None.

**Weapons:** Daggers, Sickles, Shurikens, Shortswords, Clubs

**Saving Throws:** Charisma, Intelligence

**Skills:** Choose three from Investigation, Insight, Perception, Deception, Sleight of Hand, Intimidation, Persuasion, Stealth, and Acrobatics.

##### **Equipment:**

You start with the following equipment, in addition to the equipment granted by your background:

* a) a merchant's pack or b) an explorer's pack
* A bag of tricks
* Travelling clothes costing less than 10 gp.
* A deck of ordinary playing cards.
* A "spell book" in which you keep your secrets written in code.

## **Expertise**

When you choose this class, you gain Expertise in Sleight of Hand, Deception, and 1 other skill of your choice.

## **Street Magic**

As a Magician, you have honed your skills in the most basic acts of deception and trickery. At first level, you learn 1 Trick from the Magician's Trick List.
Olskygga

***Olskygga are celestial spirits in the form of horned owls that occasionally manifest on the material plane, granted travelers blessings or curses as they assess their behavior.***

## Olskygga

*Small Celestial, Neutral Good*

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AC: 11

HP: 3 (1d4)

Speed: 5 feet, fly 30 feet

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Ability Scores
 -2

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**Saving Throws:** Wisdom +4

**Condition Immunities:** Blinded

**Skills:** Perception +4

**Senses:** Darkvision 60 feet, passive perception 14

**Languages:** All

**Challenge:** 0

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**Divine Judgement:** The Olskygga can determine a creature's alignment by looking at them.

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ACTIONS

**Bless:** A target creature within 60 feet is bolstered by the Olskygga's approval. It adds 1d4 to the next roll it makes.

**Bane:** A target creature within 60 feet is hindered by the Olskygga's displeasure. It subtracts 1d4 from the next roll it makes.

**Ram:** +0 (1d4-2 bludgeoning)
Smoke Step

*2nd level Illusion*

Casting Time: bonus action

Range: 60 ft.

Components: S

Duration: Instantaneous

Teleport 20 feet in a cloud of smoke to a place you can see. Any attack roll you make immediately after teleporting has advantage. Casting this spell while in a smoky area doesn't expend a spell slot.

**Classes: Sorcerer, Wizard, Ranger**
Mendaasa

***Mendaasi walk the line between earth, fire, and air as elemental desert spirits shaped of the same stuff as mirages. They exist as nature's malevolence, Her own special way of leading travelers to an untimely demise.***

## Mendaasa

*Medium Elemental, Neutral Evil*

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AC: 13

HP: 50 (5d8+25)

Speed: 30 feet

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Ability Scores
 +1

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**Damage Resistances:** Fire

**Senses:** Blindsense 120 feet, passive perception 12

**Languages:** Primordial

**Challenge:** 4

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**Living Mirage:** The Mendaasa possesses inherent illusory magic, which allows it to become invisible or visible again as a bonus action. While invisible in this way, it can be seen with a successful DC 16 perception check as a slight shimmer in the air. It may also change the appearance of the landscape around it in a 300 foot radius as per the spell *Hallucinatory Terrain* at will.

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ACTIONS

**Multiattack:** the Mendaasa makes two claw attacks.

**Claw:** +6 (2d4+3 slashing)
Runemaster

***The Runemasters, as the name suggests, have perfected the art of storing spells in runes, to be triggered later. Such mages can be effective spellswords or devestating trappers, with their potential only being limited by the creativity of the Runemaster.***

## 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, provided you can see it.

## Improved Runing

At level 5, your runes can hold 2nd level spells as well, and can be placed on moving objects like weapons, staves, or shields.

## Spell Storing

At 9th 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 15th 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.)
Refraction

*4th Level Illusion*

Casting Time: reaction

Range: self (20 foot cone)

Components: V, S, M (a prism)

Duration: Instantaneous

When you take damage from a magical source that isn't piercing, slashing, or bludgeoning, react by using your illusion magic to reduce the incoming magic to its composite arcane parts, releasing the refracted energy in a rainbow explosion in a 20 foot cone in front of you. All creatures in that area must make a dexterity save, taking 1d8 acid damage, 1d8 fire damage, 1d8 cold damage, 1d8 thunder damage, and 1d8 lightning damage on a failed save and half as much damage on a success. The triggering damage is reduced by 5d8. Casting this spell at higher levels increases the damage reduction by 2d8 for each slot level above 4th.

**Classes: Wizard, Sorcerer**
Lunarch

***Lunarchs are the servants of moon deities and powerful lunar spirits. Though rarely found on the material plane, they appear as often as a moody moon god seeks vengeance for hubris or other slights.***

## Lunarch

*Large Celestial, Chaotic Good*

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AC: 14 (natural armor)

HP: 85 (10d8+40)

Speed: 30 feet

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Ability Scores
 +5

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**Damage Resistances:** Necrotic, Radiant

**Damage Immunities:** Poison, Cold

**Condition Immunities:** Exhausted, Charmed, Poisoned

**Skills:** Perception +5

**Senses:** darkvision 120 feet, passive perception 15

**Languages:** Common, Celestial

**Challenge:** 5

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**Carved of Moonlight:** As an action, the Lunarch can activate or deactivate this ability. While active, the Lunarch sheds bright light in a 20 foot radius and dim light for another 20 feet. This light is moonlight. Any shapechanger in the light when the ability is first activated or that begins its turn in the light must make a constitution save (DC 15), reverting to its true form on a failed save.

**Magic Weapons:** Damage from the Lunarch's attacks is considered magical.

**Magic Resistance:** The Lunarch has advantage on saves against spells and magical effects.

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ACTIONS

**Multiattack:** The Lunarch makes three longsword attacks.

**Longsword:** +9 (2d6+5 slashing)
Sahuagin

***Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. This is the legacy of the Sahuagin culture, but each Sahuagin is free to choose how they will act, although they will be met with stiff discrimination because of their race, like many on this list.***

**Ability Scores:** Sahuagin are tough, powerful, and surprisingly intelligent. They gain +1 strength, constitution, and intelligence.

**Alignment:** Most Sahuagin embrace the traditions of their people, tending towards lawful evil.

**Age:** Sahuagin mature in less than a year and can live past 70.

**Size:** Sahuagin are medium, comparable to humans in weight and height.

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

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

**Amphibious:** You can breathe air and water, and have a swimming speed of 40 feet. If you do not submerge in water at least once in 24 hours, you take a level of exhaustion.

**Marine Warrior:** Accustomed to the underwater life, you are proficient with tridents and spears. Additionally, attacks you make against creatures without a swimming speed while both you and the target are submerged have advantage.

**Savage Bite:** You have a natural bite attack that uses strength as its combat modifier and deals 1d6 piercing damage on a hit.

**Blood Frenzy:** Whenever you reduce a creature to 0 hp, you may move up to your speed towards a hostile creature and immediately make a bite attack. If it hits, you gain a number of temporary hit points equal to half the damage dealt. This ability cannot be used more than once per turn.

**The Deep Down Dark Deep Down:** You have darkvision out to 120 feet, and are not affected by the pressure of deep water.
Nothic

***Rather than gaining the godlike supremacy they craved, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand.***

**Ability Scores:** Nothics, as the remnants of a wizard, are both intelligent and cunning. They gain +3 intelligence and +2 wisdom.

**Alignment:** Most Nothics tend toward evil, but not all follow this trend.

**Age:** Nothics are spawned mature, and do not age, nor will they die of old age.

**Size:** Nothics are medium, ranging anywhere from 5 to 7 feet tall.

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

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

**Eye of the Seeker:** You have advantage on perception checks that rely on sight, and can cast *Detect Magic* at will. You may use a free action to grant yourself True Seeing until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.

**Rotting Gaze:** Youcan target one creature you can see within 30 feet of you as an action. The target must succeed on a constitution save (DC = 8 +your proficiency bonus + your wisdom modifier) against this magic or take 3d6 necrotic damage.

**Weird Insight:** You may target one creature you can see within 30 feet of you. The target must contest its deception check against your insight check. If you win, you magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. Additionally, you have expertise in Arcana and Insight checks.

**Hideous Visage:** You have disadvantage on persuasion checks against good-aligned creatures and those creatures cannot be charmed by you.
Sparking Whip

**Level: Cantrip**

**Range: 15 ft.**

**Duration: 1 minute**

**Casting time: 1 bonus action**

Summon a whip of sparking energy. It can be used a few different ways.

-Deal 1d4+charisma radiant/slashing with reach of 15 ft.

-Grapple or disarm using Charisma instead of Strength or Dexterity

-Lift items weighing up to 15 pounds.

At higher levels, the damage scales (2d4 at level 5, 3d4 at 11, 4d4 at 17)
Carcosan Immortal

***Carcosan Immortals are blademasters in the employ of Hastur's court. Are they people? Probably not, but its truly difficult to say.***

## Carcosan Immortal

*Medium Aberration, Lawful Evil*

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AC: 17 (half plate)

HP: 56 (7d10+14)

Speed: 30 feet

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Ability Scores
 +2

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**Saving Throws:** Dexterity +6, Charisma +5

**Damage Resistances:** Necrotic, Radiant

**Damage Immunities:** Psychic

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

**Senses:** blindsense 30 feet, passive perception 11

**Languages:** Carcosan

**Challenge:** 5

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**Servant of the King:** Whenever the Carcosan Immortal deals psychic damage to a creature, it regains half that much hp, rounded down.

**Carcosan Steel:** The Immortal's weapon attacks deal an extra 1d8 psychic damage (included in the attack).

**Undying Madness:** When the Carcosan Immortal is reduced to 0 hp, it lashes out with psychic energy towards whichever creature damaged it last. The target must make a wisdom save (DC 14), taking 2d6 psychic damage on a failed save.

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ACTIONS

**Multiattack:** The Carcosan Immortal makes two rapier attacks or makes one rapier attack and performs a maneuver.

**Rapier:** +6 (1d8 + 3 piercing + 1d8 psychic)

**Maneuver (Disarm):** Target must make a dexterity save (DC 14), or drop whatever it's holding.

**Maneuver (Position):** Target must make a strength save (DC 14), or be moved up to 10 feet in a direction of the Immortal's choice.

**Maneuver (Maim):** Target must make a constitution save (DC 14), or be wounded, taking 1d8 piercing damage and having disadvantage on attack rolls and ability checks until it regains hit points.

REACTIONS

**Expert Parry:** In response to being hit with an attack, the Immortal can use its reaction to add 3 to its AC for that attack, potentially causing it to miss.