recursal/Fanatic-Fandom huggingface dataset:
Omnitrix Wielder

**Omnitrix Wielder**

**Alignment:** Any

**Hit Die:** D6

**Class Skills:** 4+ Int mod. Appraise, Craft, Drive, Knowledge (Engineering), Perception, Use Computer, Use Magic Device

**Role:** The Omnitrix wielder is incredibly versatile due to their ability to transform into other creatures, however this makes them less effective in any given area than a character that focused on a specialization.

**Proficiencies:** light armor, simple weapons.

**Omnitrix:** At first level, you have acquired by some means a prototype of a tecnological Artifact referred to as the Omnimatrix, or Omnitrix for short. The Prototype Omnitrix has many functions, but the primary one is altering the user's DNA to re-calibrate them into other races.

**Transformations:** Whenever you activate the primary function of the Omnitrix, it is called a Transformation. You begin play with 10 transformations, and gain an additional one at every odd level (Generally, the starting transformations are determined by the GM. The GM may elect to select the additional transformations or randomly roll them, or a mix of the two. They may also allow you to select specific transformations). As a standard action, you replace all of your racial abilities with those of the Transformation you select. You remove any ability score bonuses you received from your base race, but not that you gain from leveling up. You apply the new ability score bonuses granted by a race for your transformations.

The maximum RP of a transformation is equal to 10+your con score+your level in this class (Or your base Race's RP, whichever is higher). A transformation lasts for 1 minute+1 minute/level, after which you "time out" and revert to your original form. The Omnitrix remains timed out for an equal amount of time as you were transformed, making you unable to transform for that duration. You may end a transformation early as a free action on your turn.

Finally, Transformations gain one class level per 4 levels you have in this class (making that the Transformation's effective HD). You retain your class features of this class while in a transformation, and your skills. Your new form also gains skills and feats as if they were leveling normally. Your transformations do not gain favoured class bonuses or ability score increases of their own. When your transformation hits 0 HP, you automatically revert to your normal form.

**Omnitrix Commands:** At second level, and every even level thereafter, you gain access to a new Omnitrix Command. These allow you to utilize new functions of the Omnitrix or simply upgrade its base functions.

**Level 20 Technology:** At twentieth level, your Omnitrix is upgraded to a new model. All of your transformations gain the Advanced Creature template. You gain an additional number of Transformations equal to your Con modifier. Temporary bonuses to your constitution do not effect this, but any permanent increase to Constitution gained in the future grants additional transformations from this. The number of Levels your transformations may possess increases by 2.
Radioactive Grasp

**School:** Evocation [Radiation]; **Level** Sorcerer/Wizard 1

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

DESCRIPTION

A successful melee touch attack deals 1d6 points of radiation damage per caster level (maximum 5d6) as your hand is engulfed by blue fire.
Splixon

**Splixon** **(26 RP)**

**Type (0 RP):** Humanoid

**Ability Scores (-1 RP):** None

**Size (0 RP):** Small, with a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on CMB and to their CMD, and a +4 size bonus on Stealth checks.

**Speed (-1 RP):** 20 ft base speed

**Languages (0 RP):** Splixon begin play speaking Common and Splixon. Splixon with high Int may select Intergalactic,

**Greater Swarming (3 RP):** Up to four Splixon may occupy the same space at the same time. If two Splixon that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. For every additional Splixon in the same square targeting the same foe, they gain an additional +1 flanking bonus to their attack roll.

**Division (10 RP):** Splixon can divide into multiple identical copies of themselves. They can make one copy per level, and it requires a standard action to create a copy. All the Splixon copies share a single pool of resources and HP. If any copy is effected by a status effect, all the copies are effected. A splixon may recall any number of copies into itself as an immediate action so long as the copies are within 10 ft of one another. It is unimportant which Splixon is the original as they are essentially all one creature. The copies may flank with themselves and use the Aid Another action on one another. They are treated as separate creatures for the purposes of teamwork feats.

**Clone Magic (15 RP):** Splixon gain the following as once per day spell-like abilities at the given level so long as they have an Intelligence score of at least 13.

* *Mirror Image- 1st level*
* *Lesser Simulacrum\*- 4th level*
* *Simulacrum\*- 8th level*
* *Twin Form- 12th level*
* *Bilocation- 16th level*
* *Doppelganger- 20th level*

*\*Note: Splixon may only create Simulacrums of themselves in this way.*

### Half-Breed Rules:

Dominant: Clone magic does not grant the 16th and 20th level spells. Greater Swarming becomes Swarming (-7 RP)

Non-Dominant: Gain Lesser Division and Swarming (+7 RP)
Share Memory (5e)

**Share Memory**

*2nd-level enchantment*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S

**Duration:** Instantaneous

You are able to instantaneously transfer information into another creature's mind, allowing them to recall things you have experienced as if they experienced it themselves. They are aware the memories are not their own. You may share up to 10 minutes of experience with a creature. You can choose to leave sections out, but the creature is aware that there are gaps in the memory.

**At Higher Levels:** if cast at 3rd level, you can share up to 1 hour of information, and every spell level after allows you to share an additional hour. At 6th level, you may share 6 hours. At 7th, you may share 12 hours. At 8th, you may share 24 hours. At 9th, you may share up to 1 week's worth of memories.
Readiness Switch

**School:** Divination [Chronomancy]; **Level** Antipaladin 1, Bard 2, Cleric/Oracle 2, Inquisitor 2, Mesmerist 2, Psychic 2, Ranger 2, Sorcerer/Wizard 2, Summoner 2, Witch 2, Necromancer 2

CASTING

**Casting Time** Standard action

**Components** V, S,

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** will negates; **Spell Resistance** yes

DESCRIPTION

Upon failing the save, you swap initiative places with the target. For example, if your initiative is 7 and theirs is 23, you now act on 23 and they act on 7 starting on the next round.
Skrull

**Skrull (10 RP)**

**Type (0 RP):** Humanoid (Skrull, Shapechanger)

**Ability Scores (0 RP):** +2 Con, +2 Cha, -2 Int

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Skrulls begin play speaking Intergalactic. Skrulls with high Int may choose .

**Change Shape, Greater (6 RP)**: Skrulls can assume the appearance of a Small or Medium humanoid as the *alter self* spell, save that it does not adjust its ability scores.

**Limb Extension (4 RP)**: Skrulls can cast Long Arm and Longstrider at will.

### Half-Breed Rules:

Dominant: Lose Limb Extension (-4 RP)

Non-Dominant: Gain Lesser Change Shape (+3 RP)
Kyle

**Role:** Kyles are the first line of attack for the Raid. They get crazy and beat stuff with their bare hands.

**Alignment:** Any, but often chaotic.

**Hit Die:** d12

**Starting Wealth:** 3d6 × 10 gold (average 105 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The Kyle's class skills are

**Skill Ranks per Level:**  2+ Int modifier.

**Class Features**

The following are the class features of the Kyle.

**Weapon and Armor Proficiency:**

Kyle's are proficient with whatever the fuck they want. You can't stop them.

However they often prefer to fight hand-to-hand and without armor or shields as it makes you a bitch to use weapons.

**Monster Energy**

At 1st level, A Kyle can drink a Monster Energy as a swift action to Unleash the Beast​™. When they do so, they gain a +4 Monster bonus to Str and Con, but take a -2 penalty to Wis. The effects last 1 minute. A Kyle is assumed to have 1 can of monster+1 per level.

**You Wanna Go?**

At 1st level, A Kyle gains Improved Unarmed Strike as a bonus feat and it increases as per the chart. A Kyle may two weapon fight with unarmed strikes (if that's not something you can already do. I don't remember).

**Three Day's Grace**

At 2nd level, when you use your Monster Energy you can't escape yourself (so many times you've lied) but there's still rage inside. You roll your damage die twice for unarmed attacks while effected by monster energy (2d6, 2d8, 2d10, 2d12, 2d20). Additionally, you gain darkvision 60 feet as when the lights go out, you will understand.

**Cookie Monster Snapback**

At 3rd level, Kyles purchase a dope cookie monster snapback from Spencer's Gifts. It, too, represents the uncontrollable urges of a primal beast. It is now a free action to use your Monster Energy.

**Drywall Destroyer**

At 4th level, Kyles are beginning to fulfill their destinies. They ignore the hardness of any objects they attack.

**Take Off Your Shirt**

At 5th level, a Kyle discovers the ultimate fighting secret. When they Unleash the Beast​™, they also pull off their shirts. This grants them a +2 dodge bonus to AC and CMD, increases their move speed by +30 feet, and grants them an additional attack in a full attack.
Quarian

**Quarian (10 RP)**

**Type (0 RP):** Humanoid (Quarian)

**Ability Scores (0 RP):** +2 Dex, +2 Int, -2 Con

**Size:** Medium

**Speed (0 RP):** 30 ft base speed.

**Languages (0 RP):** Quarians begin play speaking Intergalactic and Quarian. Quarians with high Int may select .

**Scavenger (4 RP)**: Quarians gain a +2 racial bonus on Appraise and Perception checks.

**Master Tinker (4 RP):** Quarians gain a +2 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.

**Hermetically Sealed Suit (3 RP):** While within their suits, quarians are immune to disease and poison. If they suffer a critical hit, their suit tears or their helmet cracks. They must make a DC 10 Knowledge Engineering check and spend one minute to repair it. You are sickened until the suit is repaired. If the suit is not repaired within 1 hour, you are nauseated for one hour and sickened for 8, regardless of if it is repaired or not. If the suit is not repaired within 24 hours, you are exhausted for 1 hour, nauseated for 8 hours, and sickened for 24 hours. If your suit is still not repaired after 24 hours, you must make a DC 20 Fortitude save every hour thereafter or take 1 Con drain.

**Immunocompromised (-1 RP):** While not in their suits, quarians take a –2 penalty on saving throws against disease and inhaled poisons.

### Half-Breed Rules:

Note: It is incredibly dangerous for quarians to mate with other species due to their frail immune systems.

Dominant: Lose Scavenger (-4 RP)

Non-Dominant: Gain Master Tinker (+4 RP)
Vaxasaurian

**Vaxasaurian (31 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (7 RP):** +8 Str, -2 Dex

**Size (7 RP):** Large

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Vaxasaurians begin play speaking Common and Terradino. Vaxasaurians with high Int may select Intergalactic,

**Darkvision:** Vaxasaurians have Darkvision 60ft.

**Damage Reduction (10 RP):** Vaxasaurians have DR 10/-

**Natural Armor (8 RP):** +4 natural armor bonus to AC

**Elemental weaknesses (-4 RP):** Vaxasaurians are more susceptible to fire and electric damage, taking 50% more damage from those energy types.

### Half-Breed Rules:

Dominant: Damage reduction is reduced to 5/- and natural armor is lessened by 2 (-7 RP)

Non-Dominant: Gain +2 Natural armor and +2 Strength. (+7 RP)
Two-Weapon Fighting Feats

***\*Superior Two Weapon Fighting:***

Prerequisites: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Fighting, Dex 21, BAB +16

Benefit: You gain a fourth attack with your off hand, albeit at a -15 penalty.

***\*Double Strike:***

Prerequisites: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Fighting, Dex 18, BAB +14

Benefit: You may make two attacks instead of one as a standard action when fighting with two weapons or a double weapon.

***\*Doubled Reactions:***

Prerequisites: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Fighting, Double Strike, Dex 20, BAB +15

Benefit: You may make two attacks instead of one when you make attacks of opportunity.

***\*Two Weapon Finesse:***

*You are able to apply fine-tuned movements in unexpected ways*

Prerequisites: Two Weapon Fighting, Weapon Finesse, Dex 16

Benefit: While wielding two weapons or a double weapon, you may benefit from the *Weapon Finesse* feat even if the weapon(s) do not normally qualify for it.

***\*Two Weapon Flurry:***

*Your movements are a whirlwind*

Prerequisites: Two Weapon Fighting, Flurry of Blows class feature, Dex 20,

Benefit: When you use your Flurry of Blows class feature, you may make any additional offhand attacks from two weapon fighting feats as well.

***\*Two Weapon Charge:***

*You leap across the battle field before striking with both hands*

Prerequisites: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Fighting, Dex 18, BAB +15

Benefit: While wielding two weapons or a double weapon and charging, you may forgo the bonus to attack and damage from charging (but retain the penalty to AC, unless you can otherwise negate it) to make a single additional attack with your off hand at the normal penalty.

***\*Two Weapon Pounce:***

*Your ability to bound into a fight and unleash an assault on your enemies is unrivaled*

Prerequisites: Greater Two Weapon Fighting, Improved Two Weapon Fighting, Superior Two Weapon Fighting, Two Weapon Fighting, Two Weapon Charge, Dex 24, BAB +18

Benefit: While wielding two weapons or a double weapon and charging, you may forgo the bonus to attack and damage from charging (but retain the penalty to AC, unless you can otherwise negate it) to make a full attack afterwards.
Orthopterran

**Orthopterran** **(34 RP)**

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (5 RP):** +4 Str, +2 Dex, +2 Con, +2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft. base speed

**Languages (0 RP):** Orthopterrans begin play speaking Common and Orthopterran. Orthopterrans with high Int may select .

**Darkvision**: Orthopterrans possess Darkvision 60 ft.

**Natural Athletes (7 RP):** Orthopterrans gain a +2 racial bonus to Athletics and Acrobatics checks, and always treat these skills as class skills. Finally, they are always considered to have a running start when making Athletics checks to jump.

**Incredible Leaper (3 RP):** Orthopterrans are under the constant effects of the Jump spell. The caster level of the spell is equal to the user's character level. If dispelled, they may resume its effects as a free action on their turn.

**Powerful Kicks (10 RP):** Orthopterrans possess a natural slam attack that deals 2d6+twice their strength modifier. When used on a charge, it deals twice the number of dice and adds their Str modifier an additional time. They gain the Improved Natural Attack feat for this slam, and its damage increase is included here.

**Pounce (8 RP)** Orthopterrans may make a full attack on a charge.

### Half-Breed Rules:

Dominant: lose Pounce (-8 RP)

Non-Dominant: Gain Incredible leaper and Powerful kicks, but dealing only 1d8+Str mod or double on charge (+8 RP)
Ore-Borne

**Ore-Borne (13 RP)**

Note that these are changes I made to a race created by my brother for his minecraft campaign. Big yoink.

**Type (3 RP):** Outsider (Native, Earth)

**Ability Scores (-1 RP):** Each Ore-Borne variant has their own ability score changes, listed below.

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed.

**Languages (0 RP):** Ore-borne begin play speaking Common. Ore-borne with high Int may choose

**Darkvision:** Ore-borne have darkvision 60 ft.

**Natural Armor (2 RP):** Ore-borne gain a +1 natural armor bonus to AC.

**Earthen Damage Reduction (2 RP):** Ore-borne gain DR 5/ piercing

**Self-sustained (1 RP):** Ore-borne do not need to eat, but may do so to gain any benefits from doing so.

**Ore-igin (6 RP):** Select one of the following Ore-borne variants, and gain all of the listed abilities:

### Diamond

* +2 Str, -2 Wis
* You gain an additional +1 bonus to natural armor
* Your DR is instead DR 5/ magic

### Gold

* +2 Dex, -2 Str
* You gain Fire Resistance 10
* You gain a +4 bonus to all saves against disease or poison
* Piglins always see you as an ally, even when not wearing gold armor

### Iron

* +2 Con, -2 Dex
* additional +2 Natural Armor
* Steadfast: Three times per day, when an Iron Ore-born makes a Fortitude saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

### Lapis

* +2 Int, -2 Con
* You gain a +1 bonus on knowledge Arcana and Spellcraft checks, and they are always class skills for you
* You increase your CL by 1

### Redstone

* +2 Wisdom, -2 Cha
* You gain an additional skill point per HD
* You gain Craft magical arms and armor as a bonus feat

### Emerald

* +2 Cha, -2 Int
* You gain a bonus feat you meet the prerequisites for
* you gain a +2 bonus to diplomacy checks

### Half-Breed Rules:

Dominant: Lose Natural Armor and Earthen damage reduction (-4 RP)

Non-Dominant: Gain the first option listed under chosen Ore-igin (After ability score changes) (+4 RP)
Technique slots by class

Each class gains a number of technique slots, based on their level. These are listed here, in reference to other classes on the Disgaea d20 website.

Armorer: Gain technique slots as if they were a Merchant of their level

Battle Paragon: Gain technique slots as if they were a Monk of their level

Omnitrix Wielder: Gain technique slots as if they were a Wizard of their level

Freerunner: Gain technique slots as if they were a Rogue of their level

Mageslayer: Gain technique slots as if they were a Barbarian of their level

Maniac: Gain technique slots as if they were a Sorcerer of their level

Theurge: Gain technique slots as if they were a Wizard of their level

Time Thief: Gain technique slots as if they were a Rogue of their level

Warlock: Gain technique slots as if they were a Witch Doctor of their level

Architect: Gain technique slots as if they were a Cleric of their level

Atomic Adept: Gain technique slots as if they were a Bard of their level

Battle Butler: Gain technique slots as if they were a Maid of their level

Chessmaster: Gain technique slots as if they were a Professor of their level

Chimney Sweep: Gain technique slots as if they were a Rogue of their level

Dealer: Gain technique slots as if they were a Witch Doctor of their level

Dynamic Warrior:

Guide: Gain technique slots as if they were a Cleric of their level

Henchling: Gain technique slots as if they were a Beastmaster of their level

Henshin Hero: Gain technique slots as if they were a Vigilante of their level

Magical Girl (Gonzo): Gain technique slots as if they were a Vigilante of their level

Monster Cowboy: Gain technique slots as if they were a Gunslinger of their level

Multiple Master: Gain technique slots as if they were a Monk of their level

Phantom Thief: Gain technique slots as if they were a Rogue of their level

Sparkle Princess: Gain technique slots as if they were a Paladin of their level

Thread Maiden: Gain technique slots as if they were an Oracle of their level

Afflictionist: Gain technique slots as if they were a Professor of their level
Voidhost

Voidhosts are vessels of living nightmares, containing a dormant Mana Parasite within them.

These people do not gain the standard Racial traits from being Human. Instead, they gain the following:

Humanoid type, medium size, speed 30 feet, standard language.

+4 Wis, +4 Con, +2 Str, +2 Dex

Voidhosts have a +2 natural armor bonus to AC

Voidhosts have 10 foot reach

Voidhosts have Regeneration 1/Fire

Voidhosts gain a +1 bonus on perception and stealth checks.

Voidhosts take 50% more damage from fire and sonic

Voidhosts need to eat twice as much food or twice as often as a regular creature of their size to stave off the effects of hunger.

All Voidhosts gain the Parasitic Bond and Amateur Outsider Worshipper feats as bonus feats. Special: if they take the Mana Parasite Marked archetype, they may swap the Parasitic Bond feat for Parasite Adaptation.
MD Throwback

**School** **Conjuration**; **Level** Mountain Dew Domain 3

CASTING

**Casting Time** 1 full round action

**Components** V, S, F/DF (an aluminum can)

EFFECT

**Range** close (25 ft. + 5 ft./2 levels)

**Area** 20 foot burst centered on the user

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

All allies within the throwback burst can gain back a use of a class ability with a limited number of uses such as a cleric's domain power or a sorcerer's bloodline power, or a round of a Barbarian's rage. This can only be used to get back a use of an ability of 3rd level or lower.
Wolfhound

**Wolfhound CR 3**

XP 800

N medium animal

Init +4; Senses low-light vision, scent; Perception +10

**DEFENSE**

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 37 (5d8+15)

Fort +7, Ref +6, Will +2

**OFFENSE**

Speed 50 ft.

Melee bite +7 (1d8+6 plus trip)

Space 5 ft.; Reach 5 ft.

**STATISTICS**

Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Base Atk +3; CMB +7; CMD 19 (23 vs. trip)

Feats Skill Focus (Perception), Weapon Focus (bite)

**Traits** Run, Reactionary

Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

**ECOLOGY**

Environment urban

Organization solitary, pair, or patrol (1-2 with 1-4 guards)

Treasure none
Orc (Redone)

**Orc (9 RP)**

**Type (0 RP):** Humanoid (Orc)

**Ability Scores (1 RP):** +4 Str, -2 Int, -2 Wis, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Orcs begin play speaking Orc, and may choose Common, Dwarven, Giant, Gnoll, Goblin, Undercommon

**Weapon** **Familiarity (2 RP):** Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

**Ferocity (4 RP):** If the hit points of an Orc fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

**Skill Bonus (2 RP):** Orcs gain a +2 racial bonus on intimidate checks.

**Darkvision (2 RP):** Orcs have Darkvision 60 ft

**Light Sensitivity (–1 RP):** Orcs are dazzled as long as they remain in an area of bright light.

### Half-Breed Rules:

Dominant: Ferocity becomes Orc ferocity (-2 RP)

Non-Dominant: Gain Orc Ferocity (+2 RP)
Transylian

**Transylian (28 RP)**

**Type (12 RP):** Humanoid (Half-construct, half-undead)

**Ability Scores (2 RP):** +2 Str, +2 Int

**Size (0 RP):** Medium

**Speed (-1 RP):** 20 ft base speed

**Languages (0 RP):** Transylians begin play speaking Common and Anur. Transylians with high Int may choose

**Darkvision:** Transylians have Darkvision out to 60 ft.

**Dual nature:** Transylians gain the following from their subtypes:

* Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
* Half-constructs cannot be raised or resurrected.
* Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
* Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
* Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.

**Split Mind (1 RP):** Transylians gain a +2 bonus on will saving throws.

**Electrical Charge (7 RP):** Transylians are immune to electric damage and instead gain fast healing 2 for 1 round anytime they take electricity damage

**Electrical Field (2 RP):** Transylians may cast Shock Shield at will.

**Fire Bad (-2 RP):** Transylians take 50% more damage from fire.

**Enhanced Electric Attacks (7 RP):** Transylians deal 1d6 points of electric damage whenever they strike a foe with a natural attack, unarmed strike, or melee weapon. Once per day as a swift action, a Transylian can call on the electrical power lurking in its veins to shroud its arms in energy. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal an additional +1d6 points of electric damage. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

### Half-Breed Rules:

Dominant: Do not gain Fast healing from electricity, Lose electric attacks, still able to use the 1/day ability (-9 RP)

Non-Dominant: Gain Electric Weapons (1/day +1d6 electric), Electric Field, and Resist electric 10 (+6 RP)
Reality Gem

**Reality Gem**

**Aura** strong transmutation; **CL** 25th

**Slot** none; **Weight** --

The Reality Gem is one of eight Infinity Stones. It is yellow in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your Wisdom modifier.

* +8 Bonus to Wisdom
* True Seeing
* You gain a 50% miss chance that cannot be bypassed
* You may cast Create Greater Demiplane 3/day, but affect the material plane as if it were your demiplane
* You may cast at will: greater invisibility, shape stone, greater polymorph
* 5/day you may choose the result of any die roll
* You may cast True Resurrection and Reincarnate once per day each.
Mind Gem

**Mind Gem**

**Aura** strong divination; **CL** 25th

**Slot** none; **Weight** --

The Mind Gem is one of eight Infinity Stones. It is blue in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your Intelligence modifier.

* +8 Bonus to Intelligence
* You gain telepathy out to 120 ft
* You are treated as constantly under the effects of intellect fortress III, tongues, thought shield V,
* You may cast three times per day: battlemind link, mindwipe, mindthrust III,
* You may cast once per day: mindblank, create greater mindscape, mindswap
* You are treated as proficient with all weapons, armor, and shields
* You may cast telekinesis at will as a swift action
Rapid Actions

**School:** Transmutation [Chronomancy]; **Level** Cleric/Oracle 4, Psychic 4, Sorcerer/Wizard 4

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ 2 levels

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

Whenever you take a move action while this spell persists, you may cast any 0-level spell that you know as a part of that action. This can be done once per round if you have multiple move actions in a round.

## Rapid Actions II

**School:** Transmutation [Chronomancy]; **Level** Cleric/Oracle 6, Psychic 6, Sorcerer/Wizard 6

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ 2 levels

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell functions as Rapid Actions, but you may cast up to 1st level spells

## Rapid Actions III

**School:** Transmutation [Chronomancy]; **Level** Cleric/Oracle 8, Psychic 8, Sorcerer/Wizard 8

CASTING

**Casting Time** 1 round

**Components** V, S

EFFECT

**Range** personal

**Target** self only

**Duration** 1 round/ 2 levels

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell functions as Rapid Actions, but you may cast up to 2nd level spells
Lawrence's True Exaltation

**School:** Universal; **Level** 10

CASTING

**Casting Time** 24 hours

**Components** V, S, M (a platinum and diamond holy symbol worth 75,000 gold)

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Will negates (harmless); **Spell Resistance** no

DESCRIPTION

The target of this spell must be present throughout the duration of the casting. After the ritual is complete, make a caster level check DC 20+ the CR of the target creature. Failure means the spell is wasted, but the material component is not consumed. Success means the material component is destroyed and the creature immediately becomes a mythic version of itself, or gains a single mythic tier. This spell may only be used once per creature.
Raven (T3)

You are beginning to notice the infernal powers Dracul harbored mixing with your own, and the dark influence Mephistopheles has over you is becoming more apparent.

When you use the Tepes Invocation technique, you may select 2 of the additional abilities that can be applied with swift actions and apply them as part of the action to activate the technique.

* You gain +60 ft to your fly speed, with average maneuverability. When you use the technique Tepes Invocation, this increases by 60 ft and becomes perfect maneuverability.
* All of your attacks gain the Flaming property for free
* You gain Elemental spell (Fire), maximize spell, and Empower Spell as bonus feats.
* You may cast Shadow Evocation, Shadow Conjuration, and Elemental Body II (fire only) at will. These are always fiery in nature and half the damage they deal is fire damage.
* You gain immunity to fire damage.

Under certain circumstances, the power and presence of the Infernal Lord becomes hard to resist. Whenever you reduce a creature to 0 HP, or under certain other circumstances as deemed appropriate by the DM, you must make a Will save against a DC determined by the DM. If you lose control (Which you may do willingly), you become Chaotic Evil for 1 round per level and are unable to treat creatures as allies (except creatures you summon/control, such as undead). During this time, you gain the following additional abilities
Pandyssian

There are 2 variants of Pandyssians: The dark-skinned traders known as Coastal Pandyssians and the albino Inner Pandyssians that thrive in the jungles. Many Pandyssians worship the outsider and have deep ties to both the natural and occult world.

Coastal Pandyssians gain a +2 bonus to Cha while Inner Pandysians gain a +2 bonus to Wisdom.

Coastal Pandyssians gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Once per day when making a bluff or diplomacy check, they may roll twice and take the better result.  When Coastal Pandyssians successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours. Finally, Diplomacy and Bluff are always class skills for a Coastal Pandyssian.

Inner Pandyssians gain a +2 dodge bonus to AC  and +4 bonus to stealth when in a Jungle or Dessert (player's choice at character creation). They also receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. They possess a bite attack that deals 1d4 damage. They have darkvision out to 60 feet and Light Blindness.
Power Gem

**Power Gem**

**Aura** strong evocation; **CL** 25th

**Slot** none; **Weight** --

The Power Gem is one of eight Infinity Stones. It is red in colour. While in the possession of a creature and carried on their person, it grants the following abilities. Any save DCs are 10+1/2 your level+ your Strength modifier.

* +8 Bonus to Strength
* You gain 1 mythic rank.
* You lower the material component cost of all spells you cast by 1,000 gold.
* You gain DR 25/-
* You gain energy resistance 25 to all energy types
* You may cast at will deadly juggernaut, true strike, fireball, magic missile, and hellfire ray
* You may cast once per day each Storm of Vengeance and Cometfall, or their mythic versions if you can cast mythic spells.

*Special:* If you possess another Infinity stone, you may use one of its abilities granted by the infinity gauntlet (excluding effects that let you cast spells).
Unseen Obeisance

**School:** Conjuration (creation); **Level** Bard 2, Magus 2, Psychic 3, Sorcerer/Wizard 3, Summoner 2, Witch 3

EFFECT

**Range** medium (100 feet + 10 feet/level)

**Effect** one invisible, mindless, shapeless servant/ 2 levels (max 10)

**Duration** 1 hour/level

**Saving Throw** None; **Spell Resistance** no

DESCRIPTION

This functions as Unseen Servant, except as noted above. Additionally, the servants have an effective Strength of 10 (so it can lift 100 pounds or drag 500 pounds), have a base move speed of 30 feet, and may be given multiple commands to follow in the order given (such as "chop down a tree, cut the tree into logs, and set those logs next to the fireplace"). They may also be commanded to repeat the same actions in this order until ordered to stop. They may also attempt to unstick doors that have been jammed or the like.

You may order multiple servants in the obeisance to perform the same task to either make it faster or complete an otherwise impossible task. For example, ordering 6 servants to drag/push an object weighing 1200 pounds).

Finally, if you cast Unseen Servant while this spell is active, the servant is treated as being created by this spell, increasing its abilities to those noted here.
Starborn (Human Subspecies)

**Starborn (33 RP)**

Homo Sapiens Stellaris took the more traditional approach to evolution: Natural selection over a few generations of living on earth's off-world colonies and space stations. They have evolved in low-gravity environments which resulted in optimization to muscle mass, bone density, and cardiovascular systems. As a result of living in isolated environments, they've become less sociable than most other humans.

**Type (0 RP):** Humanoid (Human)

**Ability Scores (4 RP):** +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Starborn begin play speaking common. Starborn with high Int may choose Interlac,

**Flexible Bonus Feat (4 RP)**: Starborn select one extra feat at 1st level.

**Skilled (4 RP):** Starborn gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

**Darkvision 120 ft (3 RP):** Starborn can see in the dark up to 120 ft.

**Altered Sleep Cycle (3 RP):** Starborn are able to function on just a single hour of sleep each night, and need only rest for 1 hour to regain expended abilities or spell slots.

**Immunocompromised (-1 RP):** Starborn take a –2 penalty on saving throws against disease and inhaled poisons.

**Master Tinker (2 RP):** Starborn gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

**Skill Bonuses (10 RP):** Starborn gain a +2 bonus on Acrobatics, Disable Device, Knowledge (engineering), and Use Computer checks, and these skills are always class skills for them.

**Radiation Resistance (4 RP)** Starborn have resistance 10 to negative energy damage and damage caused by radiation, and cuts the number of Rads they receive from all sources in half.

### Half-Breed Rules:

Humans (and their Subspecies) are exceptions to the rule for the Half-breed race archetype. They are never the dominant parent. They add their non-dominant traits even if this would increase the RP of the offspring beyond the dominant parent's.

N: gain Skill Focus as a static bonus feat, +2 to a single ability score, radiation resistance, and altered sleep cycle (+11 RP)
Kryptonian

**Kryptonian** **(30 RP)**

**Type (0 RP):** Humanoid (Kryptonian)

**Ability Scores (10 RP):** +4 to one physical ability score, +4 to one mental ability score, +2 to every other ability score

**Size (0 RP):** Medium

**Speed (1 RP):** 40 ft base speed

**Languages (0 RP):** Kryptonians begin play speaking Common. Kryptonians with high Int may choose

**Bulletproof Skin (10 RP):** Kryptonians gain a +3 bonus to natural armor and DR 10/magic.

**Super Senses (2 RP):** Kryptonians gain a +2 bonus to perception checks.

**Super Jump (3 RP):** Kryptonians are under the effects of a constant, nonmagical Jump spell.

**See in Darkness (4 RP)**: Kryptonians can see perfectly in darkness of any kind, including that created by spells such as *deeper darkness*.

**Heat Vision (6 RP)**: Kryptonians may harness their energy for a strong Eye Beam attack once per day as a standard action. This functions identically to a breath weapon. This takes the form of a 20 ft line that deals 4d6 fire damage (reflex negates).

**Sunlight Dependent (-2 RP)** Every 24 hours a Kryptonian spends without being exposed to sunlight, it must succeed at a DC 20 Will save or take 1 point of Strength drain.

**Weakness to Magic (-4 RP):** Kryptonians are exceptionally weak to magical effects. They take a -4 penalty to resist any magical effect, and other creatures receive a +4 bonus on all checks made to overcome any spell resistance a Kryptonian may have.

### Half-Breed Rules:

Dominant: Lose Super Senses, Heat Vision deals 2d6 Fire, DR is 5 less (-8 RP)

Non-Dominant: Gain +3 natural armor and Super Jump (+8 RP)
Pyronite

**Pyronite (24 RP)**

Living flame and igneous rock, the Pyronite burns bright

**Type (3 RP):** Outsider (Native, Fire)

**Ability Scores (0 RP):** +2 Dex, +2 Cha, -2 Wis

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Pyronites begin play speaking Common and Ignan. Pyronites with high Int may select Intergalactic,

**Fire Immunity (4 RP):** Pyronites are immune to fire.

**Cold Vulnerability (-2 RP):** Pyronites take 50% more from cold.

**Pyromaniac (3 RP):** Pyronites are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. If a Pyronite has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.

**Fire Affinity (1 RP):** If a Pyronite is a sorcerer with the fire elemental bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a Pyronite able to cast domain spells corresponding to the Fire Domain casts its domain powers and spells at +1 caster level.

**Flaming Weapons (6 RP):** Pyronites deal an additional 1d6 fire damage on all natural attacks, unarmed strikes, and melee attacks made with non-reach weapons.

**Fire Assault (1 RP):** Once per day as a swift action, a Pyronite can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Pyronite may end the effects of its elemental assault early as a free action.

**Flame Stream (10 RP):** Twice per day, as a standard action, Pyronites can make a supernatural breath weapon attack that deals 3d6 points of fire damage in a 20 ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + Con modifier. Those who succeed at the save take no damage from the attack.

**Weakness to Water (-2 RP):** Pyronites may only be in direct contact with water for a number of minutes equal to their Con mod. Every minute afterwards, you take 2 Con damage. Unless killed by this, this is restored if they are away from water at a rate of 2 points per hour. This only applies when doused or submerged, such as when swimming or targeted by water spells. Less than 1 gallon of water does not have this effect.

### Half-Breed Rules:

Dominant: Flame Stream is once per day (-5 RP)

Non-Dominant: Gain Fire Assault, Pyromaniac, fire Affinity, fire resitance 5, and weakness to water (+4 RP)
The Butcher's Blade

Weapon (any sword that deals slashing damage), Legendary (requires attunement)

The Butcher's Blade is a special weapon resembling a large butcher's knife that is enchanted so that when activated, the blade begins to oscillate quickly. The blade magically extends and contracts, creating a rapid sawing motion on its own.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The blade has a number of charges equal to the weapon's damage dice. You can expend a charge as a bonus action to grant the blade the following effects for 1 minute. After the minute ends, you may expend another charge without using an action to continue the effects for an additional minute, until you run out of charges. The blade regains 1d3+1 charges daily at dawn.

While active, the Butcher's Blade gains the following benefits:

* The Butcher's Blade deals an additional 1 die of damage on a successful attack. This is instead 2 additional dice of damage on a critical hit
* The Butcher's Blade scores a critical hit on a d20 result 1 lower than normal (typically, 19-20)

The Butcher's Blade confers the Finesse property to the base weapon. A barbarian using the Butcher's Blade may add their Rage bonus damage to attacks made with it, even if they do not make the attack using their strength modifier.
Opus Dei Template

*You are made a god from the machine, and this is your greatest work.*

***NOTE:** This template is designed specifically for a single character in one of my personal campaigns and is only here for that person's reference. You may use this template if you wish, however, for making incredibly strong creatures.*

**CR:** The CR of this template is determined by the maximum amount of uses you have per day of your ability to add templates to creatures. You must expend all uses per day to give a creature this template.

**Ability Scores:** The creature gains a +4 bonus to all ability scores per uses spent.

**AC:** The creature gains your choice of a deflection, circumstance, or insight bonus to AC equal to twice the number of uses spent.

**Skills:** The creature gains a bonus to all skills equal to the number of uses spent.

**Feats:** The creature gains a number of bonus feats equal to half the uses spent.

**Senses:** The creature gains the following senses: Darkvision 100 ft, Low light vision, Blind sight 100 ft, true seeing, life sense 100 ft, greater arcane sight, detect alignment, discern lies, detect aura, and status.

**Defenses:** The creature gains DR/- equal to twice the amount of uses spent, resistance to all elements equal to twice the number of uses spent, and Fast Healing equal to twice the number of uses spent. They are also immune to crits and have a 5% miss chance per use spent (this caps at 50%, but they may gain multiple miss chances from this, meaning that if you use 35 uses, they have 3 50% miss chances and one 25% miss chance).

**Special:** The creature has the following special abilities:

* They are treated as having a Ki pool equal to their HD+ their highest mental ability modifier.
* They may open their chakras without the need for a check and may maintain them without a saving throw.
* They grant spells to all creatures within 100 ft as if they were a deity, granting up to four domains of their choice (so long as they are reasonably associated with the creature). Any creature with the ability to cast divine spells within this area may make a CL check (DC= the CR of this creature) to immediately gain access to the spells from these domains while they are within 100 ft of the creature.
* The creature gains a pool of hero points equal to the number of uses spent. They may use these themselves or grant them to any creature within 100 ft.
* The creature gains 1 mythic rank per 5 uses you spent (Max 10).
Warlock Expanded Cantrip Combat (5e)

Many criticisms of the warlock revolve around the fact that every warlock that wants to be effective falls into two categories: They heavily rely on eldritch blast, or they refuse to use eldritch blast (and likely are a hexblade instead). These tweaks to how warlocks use cantrips seek to balance that slightly.

**New Class Feature: Repeated Cantrip**

At 5th level, when you cast a warlock cantrip that deals damage from a spell attack or saving throw, instead of increasing the amount of damage dice the cantrip used, you can instead choose to fire off the cantrip multiple times, using the damage dice used by the cantrip at 1st level; for example, at 5th level, you could cast the *fire bolt* cantrip twice for 1d10 fire damage each.

**Invocation Modifications: General Cantrip Combat**

Aside from the Eldritch Spear and Repelling Blast invocations, whenever an Eldritch Invocation refers to eldritch blast, treat it as affecting all cantrips that deal damage from a spell attack or saving throw.

**Eldritch Spear**

Whenever you cast a cantrip that deals damage from a spell attack or saving throw, its range is doubled. If the cantrip has a range of Touch, then its range is increased to be 20 feet.

**Repelling Blast**

Whenever you deal damage to a creature with a cantrip requiring a spell attack or saving throw, you can push that creature 10 feet in a straight line. You cannot target more than one creature per instance of damage.