recursal/Fanatic-Fandom huggingface dataset:
Marddu

***The Marddu are classical horned goat-devils from the icy plane of Marda, where they patrol those sorry souls condemned by indecision. At least, until their sentence is up.***

## Marddu

*Large Fiend (Devil), Lawful Evil*

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AC: 16 (natural armor)

HP: 126 (18d8+36)

Speed: 30 feet

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Ability Scores
 +4

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**Saving Throws:** Constitution +9, Charisma +10

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

**Damage Immunities:** Fire, Cold, Poison

**Damage Vulnerabilities:** Radiant

**Condition Immunities:** Poisoned, Charmed

**Skills:** Perception +8

**Senses:** Devil's Sight 1,000 feet, passive perception 18

**Languages:** Infernal

**Challenge:** 9

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**Icy Indecisiveness:** Whenever the Marddu deals cold damage to a creature, that creature cannot use reactions until the start of its next turn.

**Aura of Cold:** The air temperature within 10 feet of the Marddu is cold enough to instantly freeze most liquids and extinguish most fires. Any creature that starts its turn within 10 feet of the Marddu or enters that area for the first time on its turn must make a constitution save (DC 17), taking 1d6 cold damage and having their movement speed reduced by half until the start of their next turn.

INNATE SPELLCASTING (+10 to hit, save DC 18)

The Marddu can innately cast the following spells, requiring no material components:

At Will: *Ray of Frost* (4d8), *Command, Misty Step, Rime's Binding Ice, Hold Person*

3/day: *Slow, Cone of Cold, Dominate Person*

1/day: *Otiluke's Freezing Sphere*

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ACTIONS

**Multiattack:** The Marddu makes two Conjured Weapon attacks and casts an at will spell, or makes one Conjured Weapon attack and casts any spell it knows.

**Conjured Weapon:** +10 (2d8 + 4 slashing, piercing, or bludgeoning + 2d8 cold)

BONUS ACTIONS

**Conjure Weapon:** The Marddu conjures a weapon made of ice. This weapon deals 2d8 slashing, piercing, or bludgeoning damage (depending on the weapon) and an additional 2d8 cold damage. If the Marddu scores a critical hit with a conjured weapon, roll damage as normal and then the weapon explodes, forcing every creature within 10 feet of it to make a dexterity save (DC 17), taking 3d6 cold damage on a failed save and half as much on a success.
Polar Guardian (Fighter)

***Polar Guardians stand as the line of defense between the horrors of the warm, southern world and the freezing paradise of the North Pole. Experienced in fending off all manner of Scrooges, they are a force to be reckoned with in combat.***

## Frosty Warrior

Beginning at 3rd level, you become immune to the effects of environmental cold and gain resistance to cold damage. Additionally, whenever you use your Action Surge feature, any attacks you make as a result deal an extra 1d12 cold damage.

## Arctic Soldier

At level 7, you can see in snowy weather as if it was clear sky and difficult terrain caused by ice and snow has no effect on you. You also gain advantage on saving throws against cold damage or cold effects.

## Additional Fighting Style

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

## Cold Aura

At level 15, your body temperature drops to sub-zero temperatures. You gain resistance to fire damage as well as cold damage. If you already had resistance to either of those energy types prior to taking levels in this class, you gain immunity to that damage type.

## Rugged Familiarity

At 18th level, you become so accustomed to fighting in the snow that any attacks you make outside while it’s snowing have advantage.
Rending

*5th Level Transmutation*

Casting Time: 1 action or reaction (which must be taken when directly threatened by an object falling, rolling, or flying towards you)

Range: 50 feet

Components: V, S

Duration: Instantaneous

Choose an object or creature within range to attempt to rip in half. If the target is a non-magical object (which must be less than 15 feet in any dimension), make a ranged spell attack, calculating the objects AC based on the table below. On a hit, the object is rent in half and the halves are pulled apart several inches. If this spell is used to rend a threatening object as a reaction, the object does not damage you. (E.G., the projectile of a *Catapult* spell would be torn in half and both halves would miss you)

 Wood
 Stone
 Metal
 Adamantine or Harder
 Magical Material or Magically Warded

If the target is a creature, make a ranged attack roll. On a hit, the target takes 9d10 force damage. If this would reduce the target to 0 hp, the target is ripped in half and dies instantly. Casting this spell at higher levels increases the size of a potential object by 5 feet in any dimension and increases the damage by 1d10 for each slot level above 5th.

**Classes: Wizard, Sorcerer, Warlock**
Path of Iromancy

***Fueled by rage, some spellcasters use their emotions to empower immense bursts of energy and magic. Magically-enhanced combat can be taken to an entirely new level by those that choose the Path of Iromancy.***

## Rage Casting

When this Path is chosen at 3rd level, you learn 3 cantrips and 3 1st-level spells from the Iromancy Spell List which can only be cast or concentrated on while you are raging. If you take levels in another spellcasting class, you cannot cast another class’s spells while raging. Constitution is your spellcasting modifier for these spells.

## Reckless Fury

Beginning at level 6, your rage fuels the power of your spells. Whenever you use your Reckless Attack feature, you can do so on spell attacks. If you choose to do so while casting a spell that requires a saving throw (such as a *Fireball* or a *Lightning Bolt*), the target(s) of the spell have disadvantage on the save, but you have disadvantage on any saves you make against spells until the end of your turn. Additionally, your rage damage bonus applies to damage dealt by spells, and you add your constitution modifier to damage dealt by cantrips.

## Mage’s Wrath

Starting at level 10, whenever you take the Attack action while raging, you can substitute one of those attacks to cast a cantrip. Additionally, whenever you deal damage from a critical hit, the extra dice from your Brutal Critical feature while you are raging, you can choose an energy type (acid, cold, thunder, lightning, or fire) to deal instead of the weapon’s damage dice. If you score a critical hit on a spell attack, the brutal critical dice are the spell’s damage type.

## Relentless Anger

At level 14, whenever you use your Relentless Rage feature successfully, all creatures of your choice within 20 feet of you must make a dexterity saving throw or take 6d6 energy damage of a chosen type (acid, cold, thunder, lightning, or fire). They take half damage on a successful save.
Scag

Scags resemble the worst parts of hyenas and rats. Pack hunters of the Baharadhun, they are ravenous and vicious creatures.

## Scag

*Medium Beast, Unaligned*

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AC: 13 (natural armor)

HP: 22 (2d10+6)

Speed: 35 feet

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STR DEX CON INT WIS CHA

14 13 16 6 6 2

+2 +1 +3 -2 -2 -4

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**Senses:** Darkvision 60 feet, passive perception 8 (12 when relying on smell)

**Languages:** --

**Challenge:** 1/2

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**Pack Tactics:** whenever an ally is within 5 feet of the scag, it has advantage on attack rolls.

**Keen Smell:** the scag has advantage on perception checks relying on smell.

**Pounce:** if the scag moves at least 10 feet before making a successful bite attack, the target takes an additional 2d4 piercing damage.

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ACTIONS

**Bite:** +4 (1d6+2 piercing), target must make a strength save (DC 10) or be knocked prone.
The Path of the Sage

Some Enathim devote themselves to the pursuit of knowledge, truth, and mindfulness, endeavoring to further the light through kindness, healing, and study.

## **Focused Fidelity**

When this Path is chosen, you gain the ability to end a charm or frightened effect on yourself by spending a Faith point as a bonus action.

## **Mnemonic Mastery**

At level 7, you may cast Greater Restoration once per long rest. Also, you gain the ability to recall any memory (including other creature’s memories) in perfect detail. To do so, you must be touching the creature and they either must consent or fail a Wisdom save. You can see everything they saw, like watching a movie.

## **Speak With New Tongues**

At 13th level, you gain proficiency in History, Religion, Arcana, Nature, and Medicine. If you were already proficient with any of those skills, you gain expertise. You also gain the ability to understand, speak, read, and write all languages (Except Druidic, obviously).

## **Divine Conduit**

At level 19, you may cast True Seeing once each per long rest, and if you spend at least 30 minutes of a short rest meditating, you regain all expended Faith points.
Races of Ithonn

Most of the races of Ithonn are common races and use those base stats, but there are a few tweaks and custom races.

### Humans (Ithonn)

Ithonnian humans are dark-skinned, curly-haired warriors that hail from the far north. While they have since migrated to virtually every populated location, their home and their legacy is from the lands of ice and snow.

### Orcs (Ithonn)

Orcs in Ithonn are still the strong, somewhat brutal, gray-skinned warriors that DnD players love, but their natural inability to perform magic has guided them down a path of innovation.

### Dwarves (Ithonn)

Dwarves in Ithonn are deeply tied to Girdi, the goddess of the earth, and the vast majority of them are descended from powerful druids in Ismeretland.

### 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.
The Alchemist

***While many people of many walks of life have dabbled in potion making and chemistry, the Alchemist is a class option for those who wish to dedicate themselves wholly to mad science and crazy concoctions.***

# Class Features

As an Alchemist, you gain the following class features:

-Hit points-

**Hit Dice:** 1d8 per Alchemist level

**Hit Points at 1st level:** 8 + constitution modifier

-proficiencies-

**Armor:** none

**Weapons:** simple weapons

**Tools:** Alchemist's Supplies

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose three from Arcana, Nature, Survival, Sleight of Hand, Investigation, Medicine, Intimidation, Performance, and Deception.

-equipment-

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

* Alchemist's Supplies and at least 5 bottles.
* A simple weapon
* An explorer's pack
* 3 common potions

## Brewing

When this class is chosen, you learn to brew potions. Whenever you finish a long rest, you may prepare a number of common potions equal to your intelligence modifier + your proficiency bonus, and whenever you finish a short rest, you may prepare a number of potions equal to your proficiency bonus. To do this, you must spend at least an hour of downtime during either rest using your alchemist's supplies. In addition to the potions provided in 5th edition's source books, you may learn potions from this list. Potions created in this way lose their potency after 24 hours unless you expend 10 gp per rarity level of the potion upon creation.

## Simple Mixtures

As an alchemist, you learn simple chemical combinations that produce ready-to-use effects. You may use a bonus action to produce a Simple Mixture from the list provided here. To do so, you must either have your alchemist's supplies in hand or be within grabbing distance of two or more ingredients. At first level, choose two simple mixtures to know. You learn more as you level up.

## Alchemical Style

At 2nd level, you choose an alchemical style. Whether your preferential potions lie in herbalism or potent poisonous phials, your alchemical style grants you features when chosen and again at levels 6, 10, 14, and 18.

The Herbalist

The Poisoner

The Bombardier

## Alchemist's Secrets

Beginning at level 3, you delve into the jealously guarded secrets of your craft. You learn two Alchemist's Secrets, and gain more as you level up.

## Improved Brewing

At 5th level, your skill in potion making increases. You may learn the recipes for uncommon potions. You do this in much the same way a wizard learns new spells. You must spend at least an hour studying the recipe (or a sample potion, which is consumed in the process). Once you have, you may prepare uncommon potions as part of your Brewing feature. At level 11, you may learn rare potions, and very rare potions at level 17.

Additionally, your simple mixtures take on their Greater form when you create them. At level 11, they take on their Superior form. At level 17, they become Supreme.

## Arch-Chemist

At level 20, your skill with chemicals and ingredients becomes almost unrivalable. You may learn and prepare potions of legendary rarity.
Sand Drake

***While the great Sun Dragons ruled the skies, their cousins settled in Nurimbar, shading the dunes with their wings. To the locals they were gods of mirage and light, to outsiders they were legends, rarely spotted and even more rarely interacted with. That is the legacy of the Sand Drakes. --from Markis Glaywell's 'History of the children of Ravonin'***

## **Sand Drake**

*Huge Dragon, Chaotic Good*

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AC: 17 (Natural Armor)

HP: 255 (17d20+68)

Speed: walk 40 ft., fly 120 ft.

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STR DEX CON INT WIS CHA

21 12 19 15 14 21

+5 +1 +4 +2 +2 +5

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**Saving Throws:** Strength (+11), Constitution (+10), Charisma (+11)

**Damage Resistances:** Fire, Radiant

**Condition Immunities:** Blinded

**Skills:** Acrobatics (+7), Intimidation (+11), Insight (+8), Persuasion (+11)

**Senses:** Darkvision 120 ft., passive perception 18

**Languages:** Draconic

**Challenge:** 13

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ACTIONS:

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

**Bite:** +11 (2d10+6 piercing)

**Claws:** +11 (2d8+6 slashing)

**Breath Weapon (Recharge 5-6):** The Drake opens its mouth, emitting a beam of brilliant light in a 60 ft. line. All creatures in that line must make a dexterity save (DC 19). On a failure, they take 10d8 radiant damage and are Blinded until the start of their next turn. On a success, they take half as much damage and are not Blinded.

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**Paint the Sky:** Once per day, the Sand Drake can cast *Hallucinatory Terrain.*
Vandalblast

*4th level Transmutation*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a non-magical object within range and zap it with magical energy in an attempt to shatter it esplosively. Make a ranged spell attack. If the target is stationary, it's AC is 10 for wood or softer, 12 for stone, 14 for metal, and 18 for any rarer substance such as mithril, adamantine, or cold iron. If it is being worn or carried, use the wearer's or carrier's AC. On a hit, the object explodes into fragments of shrapnel, dealing 4d8 piercing damage to every creature within 15 feet of it. A *Shield* spell will protect any creature from this damage entirely. Casting this spell at higher levels increases the damage radius by 10 feet.

**Classes: Wizard, Sorcerer, Artificer, Bard**
Prismatic Ring

*8th level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a ring inlaid with 7 different colored precious stones)

Duration: Instantaneous

Draw a sigil in the air in the shape of a circle, inlaid with a seven-pointed star. At each of its points forms an orb of a different color. Each one streaks out as a ray to a target you choose within range. Make a ranged spell attack for each ray. On a hit, each ray has a different effect depending on the color.

Red: 5d6 fire damage.

Orange: 5d6 acid damage.

Yellow: 5d6 lightning damage.

Green: 5d6 poison damage.

Blue: 5d6 cold damage.

Indigo: The target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

Violet: The target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

**Classes: Wizard**
Otiluke, Master of Spheres

***Appointed to the second Circle of Eight by order of Mordenkainen, Otiluke was not a large man, nor strong, nor--if the stories are to be believed--particularly wise. He was, however, a whiz at creating his own spells, but was oddly obsessed with generating spherical shapes. For this reason he was known as the Master of Spheres. -Jorrel the Dathian, in*** **The Circle of Eight**

## Ottiluke, Master of Spheres

*Medium Humanoid (Human), Chaotic Good*

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AC: 16 (Robe of the Archmagi)

HP: 106 (23d6+6)

Speed: 30 feet

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STR DEX CON INT WIS CHA

9 13 10 22 8 11

-1 +1 +0 +6 -1 +0

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**Skills:** Arcana +13, Investigation +13

**Senses:** Passive Perception 9

**Languages:** Common, Elven, Dwarven, Orc, Giant, Draconic, Infernal, Abyssal, Celestial

**Challenge:** 17

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**Magic Resistance:** While wearing his Robe of the Archmagi, Otiluke has advantage on saves against spells and magical effects.

SPELLCASTING

Otiluke is a 24th level spellcaster. Intelligence is his spellcasting modifier (DC 21, +13 to hit), and he has the following wizard spells prepared.

Cantrips: Otiluke knows, and is capable of casting at will, every wizard cantrip.

1st level spells (5 slots): Chromatic Orb, Fog Cloud

2nd level spells (4 slots): Darkness, Flaming Sphere, Shatter

3rd level spells (4 slots): Fireball, Leomund's Tiny Hut, Stinking Cloud

4th level spells (3 slots): Confusion, Ottiluke's Resilient Sphere, Storm Sphere, Vitriolic Sphere, Watery Sphere,

5th level spells (3 slots): Cloudkill, Synaptic Static, Ottiluke's Repelling Sphere, Wall of Force

6th level spells (2 slots): Circle of Death, Globe of Invulnerability, Otiluke's Freezing Sphere, Wall of Ice

7th level spells (2 slots): Delayed Blast Fireball, Otiluke's Stone Sphere

8th level spells (2 slots): Antimagic Field, Incendiary Cloud, Maddening Darkness, Otiluke's Vacuum Sphere

9th level spells (1 slots): Prismatic Wall, Weird, Otiluke's Blazing Spheres

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ACTIONS

Otiluke casts a spell.
Sonic Blast

*Evocation Cantrip*

Casting Time: 1 action

Range: 40 ft.

Components: V, S

Duration: Instantaneous

Fire a beam of pure concussive sound at a target. The target must succeed on a constitution save or take 1d8 thunder damage and be pushed backward 5 ft. The powerful blast of this spell can be heard up to 300 feet away. At higher levels, the damage increases to 2d8 and the knockback increases to 10 feet at level 5, 3d8 and 15 feet at level 11, and 4d8 and 20 feet at level 17.

**Classes: Bard, Artificer**
Radiant Blades

**Level: Cantrip**

**Range: 20/60**

**Duration: 1 minute**

**Casting time: 1 bonus action**

Summon two blades of crystalline light that function as daggers. They can be thrown (20/60) or used in melee and deal 1d4+charisma radiant. You may use your bonus action to attack again without penalties, as if engaging in two-weapon fighting. At higher levels, they gain a magical bonus, +1 at level 5, +2 at level 11, and +3 at level 17.
Lizrog

***Lizrogs are exactly what they sound like. Its a giant lizard-frog. It'll get ya.***

## Lizrog

*Large Monstrosity, Unaligned*

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AC: 15 (natural armor)

HP: 50 (5d10+20)

Speed: 45 feet

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Ability Scores
 +4

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**Damage Resistances:** Poison

**Condition Immunities:** Poisoned

**Senses:** Passive Perception 10

**Languages:** --

**Challenge:** 3

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**Standing Leap:** the Lizrog can leap up to its speed forward without a running start and up to 20 feet vertically without a running start.

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ACTIONS

**Multiattack:** The Lizrog uses its tongue ability. If it succeeds, it may immediately use its bite.

**Tongue:** A target of size medium or smaller within 30 feet must make a strength save or be dragged up to 20 feet closer to the Lizrog.

**Bite:** +7 (3d10+4 piercing, reach 10 feet)
Shining Shard

**Level 1**

**Range: melee**

**Duration: 1 minute**

**Casting time: 1 bonus action**

Summon a shard of light 2-3 ft. in length that functions as a light melee weapon. (1d8+charisma radiant) Casting this spell at higher levels increases the damage by 1d8 for a 3rd or 4th level slot and 2d8 for a 5th level slot.
Marrowmuck

***Marrowmucks are oozes named for their particular taste for bone marrow, as fresh as possible. Often found lurking in graveyards when young and sliming their way through recent battlefields as adults, they'll eat anything they can stuff in their...um...self. Marrowmucks will sometimes absorb fed-upon bones and use them as makeshift weapons and armor.***

## Marrowmuck

*Large Ooze, Neutral Evil*

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AC: 13 (Bone armor)

HP: 90 (9d12+27)

Speed: 30 feet

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Ability Scores
 +2

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**Damage Immunities:** Acid

**Condition Immunities:** Prone, Blinded

**Senses:** Blindsense 100 feet, passive perception 8

**Languages:** --

**Challenge:** 4

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

**Absorbed Bones:** While "wearing" a skeleton, the Marrowmuck gains +3 AC and may use its Borrowed Bite special ability, but loses it's amorphous trait. It may absorb or discard a skeleton as a bonus action.

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ACTIONS

**Multiattack:** The Marrowmuck makes two pseudopod attacks and uses its Borrowed Bite ability if it can.

**Psuedopod:** +7 (1d10+2 acid)

**Borrowed Bite:** +7 (2d8+2 piercing +2d6 acid)
The Bombardier

***Bombardiers are the members of the Alchemy shlock that are the most enthusiastic about...pyrotechnics.***

## Bombardier

As a Bombardier, you gain access to the following simple mixtures:

Simple Mixtures
 Improvised Explosive

As a Bombardier, you also gain access to Bombs, which can be prepared like potions as per your Brewing feature. You can prepare common bombs when this style is chosen and upgrade to Greater Bombs, Superior Bombs, and Supreme Bombs at levels 5, 11, and 17, respectfully. All bombs are thrown up to 50 feet, like thrown potions:

## Greater Bombardier

When you reach 6th level in this style, you learn to set your bombs as charges with timers. You can place a bomb on any surface as an action. The bomb explodes in ten minutes or when you use a bonus action to set it off during that time. By taking 1 minute to do so, you can rig the trap bomb with trip wires, pressure plates, etc, to utilize other autonomous triggers.

## Superior Bobardier

When you reach 10th level in this style, you learn to think on the fly and improvise with your explosives. Whenever you throw a bomb, you can change up to half the damage dice to a different damage type from the following: fire, cold, acid, poison, lightning, force, thunder.

## Supreme Bombardier

When you reach 14th level in this style, your bombs ignore damage resistance.

## Master Bombardier

When your each 18th level in this style, your bombs become extremely powerful. A creature that fails a save against one of your bombs is stunned until the end of their next turn.
The Frostwalker Conclave

## Frostwalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Frostwalker 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

## Touch of Frost

Beginning at third level, an attack made by you deals an extra 1d8 cold damage. This extra damage may be added to one attack each round.

## Hardiness

Also at 3rd level, you have resistance to cold damage and advantage on saving throws against environmental cold effects. You also have a climbing speed equal to your walking speed on surfaces made of ice.

## Extra Attack

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

## Iceform

Starting at level 7, you learn to invoke the power of nature to form weapons out of ice. As a bonus action on your turn, you can shape a weapon or a piece of ammunition out of ice. This weapon can be any simple weapon, uses dexterity or strength as it’s combat modifier, and the dice damage from it is cold damage. It otherwise behaves as a normal weapon. On a dice roll of 15-20, it explodes on contact, dealing an extra 3d6 cold damage. Creatures within 5 feet of the target (not including you) must make a dexterity saving throw against your spell DC or take the same damage.

## Improved Touch of Frost

At level 15, every attack you make deals an extra 1d8 cold damage due to your connection with arctic regions.
Puppet Mastery

*6th Level Enchantment*

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: 1 minute, concentration

Magically assume control over the minds of up to 10 humanoids you can see within range. Each of these creatures must have less than half your hit die (rounded down). The chosen creatures are completely bent to your will and become puppets. On your turn, you may use your action to cause any number of the puppets to take their turns. They follow your commands without question or hesitation. Casting this spell at higher levels allows you to target an additional 5 humanoids for each slot level above 6th.

**Classes: Wizard, Sorcerer, Warlock, Cleric**
The School of Assassins

The Students of the Bayek school often get involved in politics, due to their knack for making deadly Shabti that are never seen. Although not literally formed from shadows, many Shabti of the Bayek seem to be made from darkness and silence, striking and retreating before the victim knows what happened.

## **Assassination**

When this school is chosen, your Shabti become proficient with medium armor, Stealth, and Deception. Additionally, whenever your Shabti meets the requirements for a rogue’s sneak attack, it deals an extra amount of damage equal to your proficiency bonus in d6s.

## **The Element of Surprise**

At level 7, any hit landed by your Shabti on an enemy that has not yet acted or is surprised is an automatic critical hit.

## **Silent but Deadly**

At level 13, your Shabti get expertise in Stealth and Deception and score critical hits on a 19 or 20.

## **Improved Assassination**

At level 17, critical hits scored by your Shabti multiply by 3 instead of 2.
Warper

***Warpers are named for their primary ability to warp spacetime to their will, allowing them to do many unnatural things, including teleporting, creating spacial gateways, moving at extremely slow or fast speeds, and even creating duplicates of themselves. Their intentions are largely unknown, and nearly always hostile. They'll drop in out of nowhere, grab someone, and disappear again in an instant.***

## Warpers

*Medium Abberation, Neutral Evil*

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AC: 15

HP: 77 (11d8+22)

Speed: 30 feet

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Ability Scores
 +1

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**Saving Throws:** dexterity +8, charisma +8

**Damage Resistances:** psychic

**Damage Immunities:** force

**Damage Vulnerabilities:** cold

**Skills:** acrobatics +8, athletics +8

**Senses:** darkvision 120 feet, passive perception 13

**Languages:** Warper

**Challenge:** 7

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**Spacial Awareness:** Thanks to its innate spacial magic, the Warper adds its charisma modifier to its AC.

INNATE SPELLCASTING (+8, DC 16): the Warper can innately cast the following spells, requiring no material components.

At will: *Magnify Gravity, Enlarge/Reduce, Immovable Object, Kinetic Jaunt, Vortex Warp, Misty Step, Arcane Gate*

3/day: *Conjure Barrage, Haste, Fly, Slow, Scatter*

2/day: *Banishment, Far Step, Reverse Gravity*

1/day: *Steel Wind Strike, Teleport, Plane Shift*

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ACTIONS

**Multiattack:** The Warper makes two claw attacks, uses its Gravity Blast, or uses its Polypresence ability.

**Gravity Blast:** +8 (3d8 force, target is knocked prone)

**Claw:** +8 (1d8+4 slashing)

**Polypresence (Recharge 5-6):** Until the end of its turn, the Warper is literally in multiple places at once. Effectively, this creates a duplicate of the Warper in each of up to 4 locations within 120 feet of it. These duplicates all share the Warper's statblock and disappear at the end of its turn. It can choose any of the duplicate's locations to be its true location when the duplicates disappear. While the duplicates exist, each may take one action that isn't casting a spell.
Virulent Assault

*3rd Level Evocation*

Casting Time: 1 action

Range: Self (30 foot radius)

Components: V, S, M (the scale of a hydra)

Duration: Instantaneous

Invoke the power of a hydra, summoning five spectral green serpents which lash out at your command. Make five melee spell attacks divided as you choose among any number of targets within range. On a hit, a bite deals 2d6 poison damage. Whenever you roll over a 15 on an attack roll for this spell, you may make an additional spell attack as a new serpent head appears and strikes. When cast at higher levels, the number of attacks made by default increases by one for each slot level above 3rd.

**Classes: Wizard, Sorcerer, Warlock**
Humans (Ithonn)

Ithonnian humans are dark-skinned, curly-haired warriors that hail from the far north. While they have since migrated to virtually every populated location, their home and their legacy is from the lands of ice and snow.

**Ability Scores:** Humans are known for their fortitude and their versatility. You gain +2 constitution and +2 to another score of your choice.

**Age:** Humans mature at around 20 and can live to 120.

**Alignment:** Most humans have a natural distaste for rules and tend towards chaos.

**Size:** Humans are medium.

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

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

**Northern Fortitude:** You have resistance to cold damage and advantage on saves against environmental cold and cold-based spells such as *Cone of Cold*.

**Birthplace:** Humans born in Asaka are usually raised very differently from those raised in other places. Choose one of the following abilities.

* **Asaka:** You are proficient with Naval vehicles, navigational tools, medium armor, shortbows, and two weapons of your choice.
* **Elsewhere:** Take a feat.
Ice Over

*Evocation Cantrip*

Casting Time: 1 action or reaction

Range: self (30 foot line)

Components: V, S

Duration: 1 round

Cover a 30 foot line with a thin layer of slippery ice. Any creature that enters that area for the first time on its turn must make a dexterity save, falling prone on a failure. At levels 5, 11, and 17, the length of the line increases by 10 feet, to a maximum of 60 feet at 17th level.

**Classes: Druid, Sorcerer, Wizard**
Valkyrie

***Valkyries are the souls of venerated battlefield medics whose task it is to ensure the safe passage of the valiant to the afterlife, and sometimes to aid them in their final, glorious battle.***

## Valkyrie

*Medium Celestial, Lawful Good*

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AC: 17 (half plate)

HP: 22 (4d8+4)

Speed: 30 feet, fly 30 feet

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Ability Scores
 +1

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**Saving Throws:** Dexterity +5

**Condition Immunities:** Exhausted, Petrified

**Skills:** Medicine +5

**Senses:** passive perception 13

**Languages:** All

**Challenge:** 1

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**Magical Weapons:** The Valkyrie's weapon attacks are magical.

SPELLCASTING (+5, DC 13)

The Valkyrie can innately cast the following spells:

At will: *Spare the Dying, Gentle Repose*

3/day: *Bless, Guiding Bolt*

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ACTIONS

**Multiattack:** The Valkyrie makes two short sword attacks.

**Short Sword:** +5 (1d6+3 slashing damage)
Oarfus, Bone-Thief

***A unique and particularly cruel Pig-Man, Oarfus is known for stealing the bones of his victims.***

## Oarfus the Bone-Thief

*Medium Undead, Chaotic Evil*

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AC: 16

HP: 119 (9d12+54)

Speed: 45 feet

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Ability Scores
 +6

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**Saving Throws:** Dexterity +10, Constitution +10

**Damage Resistances:** Poison, Necrotic

**Condition Immunities:** Exhausted

**Senses:** Darkvision 120 feet, passive perception 9

**Languages:** Common, Mistborn

**Challenge:** 7

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**Charge:** If Oarfus moves at least 10 feet before hitting a creature with a gore attack, that attack deals an extra 2d8 slashing damage.

**Savagery:** Oarfus' attacks score a critical hit on a roll of 19 or 20.

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ACTIONS

**Multiattack:** Oarfus makes one gore attack and two maul (as in viciously attack, not as in the hammer) attacks. He may replace the gore attack with his Rip Bones ability, if available.

**Gore:** +11 (2d8+6 slashing and target must make a strength save (DC 18) or be knocked prone)

**Maul:** +11 (2d6+6 slashing)

**Rip Bones (Recharge 6):** Oarfus rips a bone of his choice from the body of a prone creature in his melee range. The target must be medium or smaller, and may make their choice of a dexterity or strength save to avoid this (DC 18). On a failure, they take 6d8 slashing damage and are incapacitated until the start of their next turn. Then, until they are magically healed, they have the following penalties:

* Their movement speed is halved
* They have disadvantage on attack rolls, saving throws, and skill checks.
* They take 1d6 damage whenever they move more than 10 feet in a round.
Shield of Faith

**Level 4**

**Range: self (10 ft. radius)**

**Duration: 1 minute**

**Casting time: 1 reaction**

Weave a giant disc of light with a 10 ft. radius. This shield completely blocks all attacks that come into contact with it. It acts as a wall with 50 hp. When reduced to 0 hp, it shatters into sparks and fragments of light. While concentrating on the shield, you can take no other actions. Creatures can pass underneath it, but ranged attacks targeting creatures underneath the shield or area of effects dealing damage inside the shield's area only deal damage to the shield. If they destroy the shield, any excess damage is carried over to the original target or area.
Summon

*6th Level Conjuration*

Casting Time: 1 minute

Range: 100 miles

Components: V, S, M (a piece of clothing belonging to the target or a piece of their hair, as well as 500 gp worth of powdered sapphire, which the spell consumes)

Duration: Instantaneous

Speak the name of a creature you know and call it to yourself. The target must have a safe location large enough for them to occupy when they arrive, otherwise the spell fails. The target may make a charisma save to avoid this effect. Anything the target is wearing, carrying, or touching comes with them, even if that thing is a creature.

**Classes: Wizard, Sorcerer, Warlock**
Malek

Far below the sweeping savannas of Dagara lie the massive caverns in which the Malek make their home, rarely interacting with other cultures, save the Hurin and the Kaftari on occasion. They have dark gray or black scales, flattish heads, and large ears and noses.

**Ability scores:** Malek are small but crafty and fierce. They gain +1 strength, constitution, and intelligence.

**Age:** Most Malek live to be around 250 and mature at age 13 or so.

**Size:** Standing between 4 and 5 feet tall, Malek are medium.

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

**Alignment:** Any.

**Languages:** Malek, Undercommon, Common

**Darkvision:** Malek have Darkvision 60 feet.

**Martial Ferocity:** Whenever you roll damage dice, you may choose a die to roll twice and choose the higher result.

**Mining Affinity:** All Malek are proficient with miner's tools, war picks, and light picks.
Swarm of Bees

*Conjuration Cantrip*

Casting Time: 1 action

Range: 90 ft.

Components: V, S, M (a vial of honey)

Duration: Instantaneous

Summon a swarm of angry bees that locks onto a target you choose. When the bees attack, the target may use its reaction to wave them off, but if they fail to do so, they take 1 point of piercing damage and must make a concentration check against your spell DC if they are concentrating on a spell. At higher levels, the damage increases to 2 at level 5, 3 at level 11, and 4 at level 17.

**Classes: Druid, Bard**
Swiftness

*5th Level Transmutation*

Casting Time: bonus action

Range: touch

Components: V, S

Duration: 1 minute, concentration

Enhance a target creature's movement with the speed of lightning. Until the spell ends, the target's movement speed becomes 100 feet and they can run across liquids and run across horizontal surfaces, as long as they have a solid place to stand when they end their turn. Any melee weapon attacks they make while the spell is active deal an extra 1d4 lightning damage, and the creature may roll a d4 and add the result to each attack roll.

**Classes: Wizard, Sorcerer, Ranger**
Necrotic Bolt

*Necromancy Cantrip*

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Fling a bolt of dark energy that reeks of death. Make a ranged spell attack on a creature within range. On a hit, the target takes 1d6 necrotic damage and reduces their max hit points by the same amount. This effect does not affect undead or constructs, but deals double damage to plants and disappears after 24 hours or upon completion of a long rest. If this damage reduces a creature to 0 hp, they drop to 1 hp instead, as this simple draining spell is only powerful enough to bring a creature to the brink of death. At higher levels, the damage scales; it deals 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

**Classes: Warlock, Wizard**
The Arch-Mage

***You forged a bond with an ancient and powerful spellcaster. Perhaps a forgotten Lich, perhaps the wandering spirit of a long-dead wizard, possibly even an Ancient benevolent dragon. Whatever the case, this arcane boon has granted you immense magical capability.***

The Arch-Mage 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

## **Boon of the Arch-Mage**

Beginning at level 1, your pact with an Arch-Mage allows you to learn spells from the Wizard spell list. Consequently, you have a spellbook and can learn spells as a Wizard would. These spells do not ocunt against the number of Warlock spells you know and can be cast using your Warlock spell slots and you may preapre a number of known Wizard spells equal to your Charisma modifier (minimum 1) in addition to any Warlock spells you know. Additionally, you learn the Wizard cantrip *Detect Magic*.

## **Arcane Enhancement**

At level 6, you gain a pool of Mage points equal to 1/2 your level (3 to start), rounded down, which represent an enhancement of the arcane power granted to you by your patron. These points may be spent to cast any Wizard spell you know of 3rd level or lower. A first level spell costs 1 point, a second level spell 2, and a third level spell costs 3. Whenever you finish a long rest, these points return to your pool.

## **Mage's Circle**

At level 10, your patron's gifts allow you to use arcane wards to entrap certain creatures. As an action, you can spend 5 Mage points to cast *Magic Circle* centered at a point you can see within 60 feet.

## **Arcane Flight**

At level 14, you gain a fly speed of 30 feet. Flying requires concentration, but does not require the expense of any slots or points.

## **Magical Mastery**

Also at level 14, your connection to such a powerful spellcaster grants you mastery of small-scale magic. You learn every cantrip on the Wizard spell list.
The Path of the Wanderer

Some Enathim devote themselves to exploration, travelling the worlds and spreading their light into the farthest corners of the planes.

## **Wandering Soul**

When this Path is chosen, the range of your Astral Body doubles.

## **Astral Step**

At level 7, you learn how to transport your physical form to your astral one. You can do so with your move action. You may take with you whatever you are currently carrying and wearing, but nothing else.

## **Planar Doorway**

At 13th level, you learn to cut through other planes, creating doorways that open in two places, each side up to a hundred miles away. Provided the two locations are on the same plane and you have seen the target location, you can use your action to open a circular doorway for up to one minute. You can do this twice a day at full range, or at will if the two doorways are within 100 ft. of each other. Opening the portals is an action.

## **Tetherless Mind**

At level 19, your Astral Body can move at unlimited speed, but only up to 10 miles away.
Thran Du Mar

***Aptly named in Goblin Thran Du Mar (The Sneaky One), this dark blade glows gently with the subtle magicks imubued in its blade and hilt.***

## The Sneaky One

*Legendary shortsword, requires attunement*

While attuned to this shortsword, you cannot be detected by Blindsight or Darkvision if you would not otherwise be seen and you permanently gain the benefits of nondetection. Additionally, you may use an action to grant yourself Devil's Sight out to 120 feet for 10 minutes.

**Darkgold:** This weapon scores a critical hit on a roll of 19 or 20, but lacks the finesse property. If your critical hit range would be reduced by another ability, this feature stacks. (E.G., a 3rd level Champion Fighter wielding this weapon would score a critical hit on a roll of 18, 19, or 20, and a 20th level Champion Fighter would crit on a 17, 18, 19, or 20.)
Krampus (Warlock)

***Having communed with the darkest of christmas spirits, some warlocks draw their power from the Krampus Demon. Despite its bad reputation, the Krampus is Lawful Evil, being bound by a powerful Saint with a Holy Geas, its purpose--and by extension, the purpose of its servants or associates--is to punish the naughty children.***

## Pursuer of the Disobedient

When this patron is chosen, you gain several abilities regarding your newfound position as a champion of the Krampus. Evil creatures have disadvantage on saving throws against being frightened by you. Additionally, evil creatures that are immune to being frightened are not immune to your fear effects, but merely have advantage on the save.

## Pact Spells

The Krampus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 1st
 2nd
 3rd
 4th
 5th

## Frightening Gaze

When this pact is made, you become abnormally frightening. You can use an action in combat to make an intimidation check against either a target's opposed insight roll or wisdom save. If you succeed, they are frightened of you until the end of their next turn.

## Naughty List Consequences

Beginning at 6th level, whenever you deal damage to an evil-aligned creature or a neutral creature that isn’t quite up to snuff (DM’s discretion), you add your charisma modifier in psychic damage to the damage roll.

## Naughty Retribution

At 10th level, whenever a creature hits you with an attack or deals damage to one of your allies, you can use your reaction to expend a spell slot, dealing 1d12 psychic damage per slot level. The offending creature may attempt a wisdom save, taking half damage on a success.

## Servant of Judgement

At level 14, whenever you deal damage to an evil creature, they must make a wisdom save or be frightened of you for 1 minute. They may repeat the save at the end of each of their turns.
Urthwurm

***Urthwurms are massive elemental serpents that coil their way through the wetlands west of Threnna. While they appear somewhat humanoid in their facial features, they have essentially no personality and are closer to living earthquakes.***

## Urthwurm

*Gargantuan Elemental, Unaligned*

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AC: 20 (natural armor)

HP: 260 (20d12+120)

Speed: 30 feet, burrow 30 feet

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Ability Scores
 +9

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**Saving Throws:** Strength +11, Constitution +8

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

**Damage Immunities:** Poison

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

**Senses:** Tremorsense 1,000 feet, passive percep\n 8

**Languages:** Primordial

**Challenge:** 11

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**Expert Burrowing:** Whenever the Urthwurm uses its burrow speed, it leaves behind a 10 foot radius tunnel.

**Unusual Nature:** The Urthwurm doesn't require food, water, air, or sleep.
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ACTIONS
**Multiattack:** The Urthwurm makes two slam attacks and uses its Earthquake ability, if available.

**Slam:** +11 (3d12 + 9 bludgeoning)

**Earthquake (recharge 5-6):** The Urthworm burrows in a spiral, shaking the ground within 300 feet of it. All creatures in that area must make a dexterity save (DC 19), taking 8d8 bludgeoning damage and falling prone on a failed save and half as much damage on a success.
Illusory Shard

*Illusion Cantrip*

Casting Time: bonus action

Range: self

Components: S

Duration: 1 minute, concentration

Form a long sliver of energy from the Shadowfell, taking the shape of a glass shard with inconsistent, wavering form. This shard counts as a light, one-handed, finesse weapon with which you are proficient. On a hit, the shard deals 1d8 psychic damage. It can be thrown, (20/60) and returns to your hand on a hit or miss. At higher levels, the shard gains a bonus to attack and damage rolls, becoming a +1 weapon at level 5, +2 at level 11, and +3 at level 17.

**Classes: Wizard, Sorcerer**