recursal/Fanatic-Fandom huggingface dataset:
Greej

The Greej were created long ago, a race who's purpose was to serve the other races. But the races of humanoids were fickle and cruel, and abused the Greej sorely, prompting the gods to grant them strength and magical potential beyond what one might expect from these small folk. Greej have short legs, large arms, no eyes, ears, or mouth, and are completely covered in gray or brown fur. They usually dwell underground, territorially fending off other races and raiding nearby settlements which they deem unworthy of their prosperity.

**Ability scores:** Greej are small, but are gifted with surprising strength of will and body. They gain +2 strength and +2 to a mental score of your choice.

**Age:** Most Greej live to be around 1,000 and mature at age 13 or so.

**Size:** Standing between 3 and 4 feet tall, Greej are small.

**Speed:** Greej have a base walking speed of 25 feet.

**Alignment:** Most Greej societies tend towards chaotic good, but those that fall to evil go completely insane.

**Languages:** Greej, Undercommon, Common

**Sightless Seeing:** Greej have no eyes, but have Blindsense out to 120 feet.

**Magic Affinity:** Blessed by gods who were set on avenging their dutiful and--at that time--pitiful creations, the Greej have a natural affinity for magic and the magical arts. You gain the Magic Initiate feat. You may take the feat for any spell list, even if you already have levels in that class. Whenever you level up, you may exchange the spell you know through this feat for one from the same spell list that you don't know.
Hastur's Annointed

***The sect of beings known only as Hastur's Annointed are a group of incredibly powerful Psions infused with the essence of the King in Yellow. They're probably ancient priests who Hastur took a liking to. Probably.***

## Hastur's Anointed

*Medium Aberration, Lawful Evil*

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AC: 16

HP: 157 (21d8+42)

Speed: 30 feet, 30 feet fly (hover)

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Ability Scores
 -1

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**Saving Throws:** Constitution +8, Intelligence +12, Wisdom +11, Charisma +10

**Damage Immunities:** Psychic

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

**Skills:** Perception +11, Insight +11

**Senses:** Truesight 60 feet, blindsense 60 feet, passive perception 21

**Languages:** All

**Challenge:** 14

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**Madness of the King:** The Anointed can invoke the madness of its King using its Symbol of Madness ability. A Maddened creature must make a wisdom save (DC 16) at the start of each of its turns, ending the madness on a success. On a failure, it takes 2d6 psychic damage and does nothing on its turn but ramble about Carcosa and the King in Yellow.

**Feed on Madness:** Whenever the Anointed deals psychic damage to a creature, it regains hp equal to half the damage dealt, rounded down.

**Prey Upon The Mad:** Anytime the Anointed deals damage to a creature currently under the effects of the Madness of the King, it deals an extra 2d6 psychic damage. Anytime a creature fails a save against a spell cast by Hastur's Anointed while under the effects of the Madness of the King, it takes 2d6 psychic damage.

INNATE SPELLCASTING: PSIONICS (+12 to hit, save DC 20)

Hastur's Annointed can innately cast the following spells, requiring no material components.

At Will: *Eldritch Blast* (Four Beams), *Faerie Fire* (yellow and purple flames)*, Tasha's Hideous Laughter, Crown of Madness, Hold Person*

3/day: *Tasha's Mind Whip, Counterspell, Dispel Magic, Call Lightning, Fear*

2/day: *Phantasmal Killer, Raulothim's Psychic Lance*

1/day: *Dominate Person*

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ACTIONS

**Multiattack:** The Anointed casts two spells.

**Summon Heralds (1/day):** Hastur's Anointed summons two Heralds of Hastur.

LEGENDARY ACTIONS

Hastur's Anointed has 3 legendary actions which it can take at the end of another creature's turn. It regains all legendary actions at the start of its turn.

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

**Symbol of Madness (Costs 2 actions):** The Anointed displays Hastur's symbol. Any creature that can see it must make a wisdom save (DC 20) or succumb to the Madness of the King.
Fire Worm

*2nd level Conjuration*

Casting Time: 1 action

Range: self

Components: V, S, M (sulfur and a snakeskin)

Duration: 1 minute, concentration

Summon a 5 ft. long cobra made of pure fire, which coils in the air around you. On each of your turns for the duration, you may use a bonus action to have the snake make a melee attack using your spell attack modifier. On a hit, the target takes 4d4 fire damage. Additionally, if you are targeted with a *Ray of Frost* while the snake is summoned, it absorbs the effects. Casting this spell at higher levels increases the damage by 2d4 for each slot level above 2nd.

**Classes: Sorcerer, Wizard, Warlock**
Arcane Assault

*1st Level Evocation*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Fire a magical ball of energy at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d20 force damage. If you roll a 1 on the damage die, you also take 1 force damage. If you roll a 20 on the damage die, each creature within 5 feet of the target also takes 10 force damage. If you cast this spell at higher levels, it deals 5 extra force damage per slot level above 1st.

**Classes: Artificer, Sorcerer, Wizard**
Chirotaur

***Chirotaurs are horse-headed demons that usually serve as lieutenants or warlords in Abyssal war parties Of H'Taratar that make it to the Material Plane. They are cunning tacticians and ruthless fighters, and especially enjoy devouring the flesh of horses.***

## Chirotaur

*Large Fiend (Demon), Chaotic Evil*

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AC: 14 (natural armor)

HP: 72 (9d10+18)

Speed: 40 feet

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Ability Scores
 +5

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Saving Throws: Strength +9, Constitution +6, Intelligence +8

Damage Resistances: Fire, Cold, Lightning, Bludgeoning, Piercing, and Slashing damage from non-magical weapons.

Condition Immunities: Frightened

Skills: Athletics +9

Senses: Passive Perception 12, Darkvision 120 feet.

Languages: Abyssal

Challenge: 5

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**Thundering Hooves:** The Chirotaur can dash as a bonus action. If this results in it moving at least 20 feet and entering the melee range of another creature, it may make a hoof attack as a part of this action.

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ACTIONS

**Multiattack:** The Chirotaur makes two hook attacks, a hook attack and a hoof attack, or uses its Command the Horde ability.

**Hook:** +9 (2d10+5 slashing, target must make a strength save (DC 17) or be knocked prone or pulled 5 feet in a direction of the Chirotaur's choice)

**Hoof:** +9 (2d6+5 bludgeoning, +2d6 bludgeoning to a prone target)

**Command the Horde:** Any demons within 100 feet of the Chirotaur that can hear it and are allied with it may use their reaction to make a single attack.
Freezing Ray

*3rd level Evocation*

Casting Time: 1 action

Range: 40 ft.

Components: V, S

Duration: 1 round

Send a frigid beam of ice at a target within range who must make a Dexterity save. On a failure, they take 6d6 cold damage and are covered in an inch of ice until their next turn or until they are damaged, and during that time they are incapacitated. On a successful save, the damage is halved and they are not frozen. Casting this spell at higher levels increases the damage by 1d6 per slot level above 3rd.

**Classes: Sorcerer, Wizard, Druid**
Castians

Castians are dark-skinned humans with piercing blue or violet eyes. The are native to archipelagos in the north-east seas and are known for the seafaring prowess, their military strength, their unique pantheon, and their ongoing blood feud with the Wilds' Orc kingdoms.

**Ability Scores:** Castians tend toward greatness in certain attributes while often having weaknesses in others. You get +2 to two ability scores of your choice and -1 to another.

**Age:** Castians mature and age like average humans.

**Alignment:** Castians tend toward extremes, capable of incredible heroism and terrible villainy.

**Size:** Castians are medium.

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

**Languages:** You speak Castian and Common

**Nautical Know-how:** As a Castian, you are proficient with tridents, nets, javelins, and naval vehicles. You may forgo this trait in favor of taking a feat.
Child of Zeus

***Beloved by the Greeks and hated by Hera, children of Zeus are blessed with the powers of the king of Olympus and cursed with a huge target on their backs.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Zeus, your hit dice are d10's and you are proficient with strength and charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Cantrips

*Booming Blade*

*Gust*

*Shocking Grasp*

*Thunderclap*

### Available Spells

*Fog Cloud*

*Thunderous Smite*

*Thunderwave*

*Witch Bolt*

*Zephyr Strike*

*Air Bubble*

*Dust Devil*

*Gust of Wind*

*Levitate*

*Shatter*

*Skywrite*

*Warding Wind*

*Call Lightning*

*Fly*

*Lightning Arrow*

*Wind Wall*

*Storm Sphere*

*Control Winds*

*Steel Wind Strike*

*Chain Lightning*

## Special Ability: Ride the Wind

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. As a Child of Zeus, you gain a flying speed of 50 feet. You must Concentrate while flying, and if you lose concentration in the air, you fall.

## Extra Attack

At 5th level, you gain the Extra Attack feature.

## Empowered Strikes

At 7th level, your parent's domain influences your weapon attacks. Once per turn when you hit a creature with a weapon attack, you can choose to add 1d8 lightning or thunder damage to the damage of that attack.

## Improved Empowered Strikes

At 11th level, all of your attacks are infused with stormy energy. Weapon attacks you make deal an extra 1d8 lightning or thunder damage (your choice) on a hit.

## Child of the Sky

At 15th level, you learn to control the sky like an extension of yourself. Whenever you take the Attack action, you may cast or activate a Heritage spell as a bonus action.
Circle of the Skies

***Druids of the Circle of the Skies are often nomadic and embrace the ideas of freedom and wanderlust. They learn to embody the wind, travelling from place to place and whipping up fierce windstorms when threatened.***

## Children of the Sky

When this Circle is Chosen, you gain the ability to Wild Shape into beasts with flying speeds at any level. This shapechanging ability is still limited by the CR limit on Wild Shape. In addition to this, your movement speed increases by 5 feet. It does so again at levels 6, 10, and 14. This speed modification also applies to any movement speeds you gain through Wild Shape.

## Circle Spells

Your mystical connection to the sky grants you the ability to cast certain spells. At levels 3, 5, 7, and 9, you gain access to circle spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Sky Spells
 5th
 7th
 9th

## Run Like The Wind

Beginning at 6th level, you learn to channel the wind into your movements to make you light and swift. Whenever you take the Dash action, you gain a flying speed equal to your walking speed until the end of your turn. You can also take the Dash action as a bonus action. If you are in Wild Shape when you use this feature, you may use your action to make a flurry of attacks. While moving, you may make an attack against every creature who's melee range you enter this turn. You may not attack a single creature more than once this way.

## Sky's Anger

At 10th level, your bond with the sky grants you a connection to its anger. As an action, you may expend a spell slot to make a ranged spell attack against a target with 60 feet as you call lightning out of the sky. On a hit, the target takes 1d10 lightning and 1d10 thunder damage for each slot level used. You may use this feature in Wild Shape.

## Like The Wind

At 14th level, you become resistant to lightning and thunder damage. Additionally, you may take the Dash as a reaction.
Death Lily

***Death Lilies are a (thankfully) rare species of fully mobile, aggressively carnivorous flora that plague the deepest jungles and heavily forested areas seeped in fey magic.***

## Death Lily

*Large Plant, Unaligned*

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AC: 13 (natural armor)

HP: 56 (7d6+28)

Speed: 25 feet

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Ability Scores
 +3

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**Saving Throws:** Constitution +8

**Damage Resistances:** Poison, Acid

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Blinded

**Senses:** Passive Perception 8

**Languages:** --

**Challenge:** 2

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**Deadly Blossom:** The Death Lily's mouth is in the center of it's beautiful blossom, which emits alluring aromas to entrap its prey. Any creature that sees the blossom or smells it must make a wisdom save (DC 16) or use its next turn only moving toward the flower. An affected creature may repeat the save at the end of each of its turns or whenever it takes damage.

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ACTIONS

**Vicious Bite:** +7 (2d6+3 piercing +2d4 acid and the target is grappled)

**Swallow Whole:** A grappled medium or smaller target is pulled into the Death Lily's cavernous digestion pod, taking 4d6 acid damage. The Death Lily heals that much if it's damaged, or gains that many temporary hit points. At the beginning of each of the creature's turns while swallowed, it takes 2d6 acid damage and the Death Lily heals that much if it's damaged, or gains that many temporary hit points. If the Death Lily is dealt more than 10 damage from inside, it regurgitates the swallowed creature.
Abyssal Lash

*1st level Conjuration*

Casting Time: 1 Action

Range: self

Components: V, S, M (sulfur and a bit of string)

Duration: Instantaneous

Summon a whip made of fire, using it to make a melee spell attack against a creature within 30 feet. On a hit, the target takes 2d8 fire damage and you may pull them up to 15 ft. closer to you. Casting this spell at higher levels increases the whip's reach and the pull distance by 10 ft. for each slot level above 1st.

**Classes: Warlock, Sorcerer, Cleric, Wizard, Artificer**
Frostfire Drake

***It's hot and it's cold, its yes and its no, its in when its out...ya know what never mind. You get the idea. Its like a regular dragon but the fire is blue. Some of them even have thick white fur, like the polar bears of your nightmares.***

**-Kraen, Behean Warchief**

## **Frostfire Drake**

*Huge Dragon, Chaotic Evil*

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AC: 19 (Natural Armor)

HP: 272 (17d20+85)

Speed: walk 35 ft., fly 80 ft.

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STR DEX CON INT WIS CHA

23 10 21 17 13 22

+6 +0 +5 +3 +1 +6

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**Saving Throws:** Strength (+12), Charisma (+12), Constitution (+11)

**Damage Immunities:** Cold, Fire

**Skills:** Acrobatics (+6), Athletics (+12), Intimidation (+12), Insight (+7)

**Senses:** Darkvision 120 ft., passive perception 11

**Languages:** Draconic

**Challenge:** 14

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ACTIONS:

**Multiattack:** The Drake makes three attacks, one with its bite and two with its claws. It may then use either of its Gaze attacks.

**Bite:** +12 (2d10+6 piercing)

**Claws:** +12 (2d8+6 slashing)

**Breath Weapon (Recharge 5-6):** The Drake exhales a 50 ft. cone of icy blue flames. Any creature in that area must make a dexterity save (DC 20), taking 10d10 Frostfire damage and being set on fire on a failed save, and taking half as much damage and negating the burning on a success.

**Freezing Gaze:** The Drake makes eye contact with a target within 120 ft. The target must make a constitution save (DC 20). On a failure, they are Paralyzed. At the start of their next turn, they must repeat the save. On a failure, they remain Paralyzed and take 4d6 cold damage. At the start of their next turn, they must repeat the save. On a failure, they are Petrified as a statue of ice instead of stone.

**Burning Gaze:** The Drake makes eye contact with a target within 120 ft. The target must make a constitution save (DC 20). On a failed save, they are lit on fire with Frostfire and take 8d8 Frostfire damage.

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**Frostfire:** Frostfire ignores resistance to cold and fire damage, and deals one of those two damage types. If the target creature is immune to fire, it deals cold damage, and vice versa. A creature lit on fire with this blue flame takes 3d6 Frostfire damage at the start of each of its turns until a creature takes an action to put it out. The flames continue burning in water, but deal half damage.
College of Discord

***In sync enough with the harmonic song of the universe to be able to sing a different tune, Bards of the College of Discord specialize in chaos, disruption, antimagic, and confusion. In a rousing speech calling a mob to violence or a piercing dirge slicing through enemy spellcaster's attempts at magic, the College of Discord suits those who thrive in conflict.***

## Out of Tune

Beginning when this College is chosen, you learn to make your music literally painful to listen to. As a bonus action, you can focus down one creature within 60 feet of you. The target must make a wisdom save against your spell save DC. On a failed save, they take psychic damage equal to your inspiration die + your charisma modifier. If the target is a spellcaster, they lose concentration if they fail the save.

## Discord Spells

The College of Discord grants you a limited list of spells as you level up which you always know and do not count against the number of Bard spells you know.

Discord Spells

## Song of Discord

At level 6, you learn to channel the discord of the cosmos. As an action on your turn, you may begin a horrible performance. All hostile creatures within earshot of you (though they need not be able to hear you) have disadvantage on concentration checks, wisdom saves, and spellcasting ability checks they make while you perform. While performing in this way, you may cast *Counterspell* and *Dispel Magic* without expending a spell slot. This ability requires concentration, and you can only use your action to cast Discord Spells while performing.

Your Song of Discord ends when you lose concentration on it or after 1 minute. When it ends, you lose a use of your Bardic Inspiration. If you had none remaining, you instead take a level of exhaustion.

## Discordant Melody

Beginning at level 14, your inharmonious performances interfere deeply with the Weave. While you perform your Song of Discord, any hostile creature within 60 feet of you that tries to cast a spell must make a wisdom saving throw against your spell save DC. On a successful save their spell resolves, but on a failed save the spell fails, the slot is wasted, and they take psychic damage equal to your inspiration die.

Additionally, whenever you cast a Discord Spell while performing your Song of Discord, you don't expend a spell slot.
Ghostflame Torrent

*4th Level Evocation*

Casting Time: Action

Range: Self (50 foot cone)

Components: V, S, M (a bone)

Duration: 1 minute

Unleash a 50 foot cone of rushing ghostly fire. This fire deals no damage to structures and objects and doesn't light anything on fire. Each creature in that area must make a dexterity save, taking 6d6 cold damage and becoming Frightened of you for the duration and taking half as much damage on a success. At the end of each of an effected creature's turns, they may attempt a wisdom save to end the Frightened effect. Casting this spell at higher levels increases the damage by 2d6 for each slot level above 4th.

**Classes: Sorcerer, Warlock, Wizard**
Duelist's Focus

*2nd level Abjuration*

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: 1 minute, concentration

For the duration, focus your mind on your magic. As an action and/or bonus action for the duration, you may make a ranged spell attack against a creature within 50 feet of you. On a hit, they take 2d4 force damage. As a reaction, you may add your spellcasting modifier to your AC for one spell attack targeting you or negate the casting of a damaging cantrip that targets you. Alternatively, whenever you hit a creature with a spell attack made by means of this spell, you can choose to forgo the damage and instead exploit the hole in their defenses to subject them to the effects of another 2nd or 1st level spell you have prepared (The target creature gets no save against a spell cast in this way, and the chosen spell must be able to target a creature or deal damage to a creature). To do this, you must expend a spell slot of the proper level. Regardless of whether or not the chosen spell requires concentration, you lose concentration on this spell. Casting this spell at higher levels allows you to forgo damage on an attack to subject the target to the effects of another spell you have prepared of a level equal to or less than the level this spell was cast at, following all other requirements.

**Classes: Wizard**
Lance of Purity

*3rd Level Evocation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: instantaneous

Form a lance of pure positive energy, hurling it toward a creature within range. Make a ranged spell attack if the creature is unwilling. On a hit, if the creature is an ally and not undead, fiendish, or aberrant, they regain 5d8+5 hit points. If the target is a fiend, an undead, or an aberration, they instead take 5d8+5 radiant damage.

**Classes: Druid, Cleric**
Divine Fire

**Level: 5**

**Range: 300 feet**

**Duration: Instantaneous**

**Casting Time: 1 action**

Call open the heavens and rain divine fire upon your enemies. Choose a point within range. A 500 foot high, 50 foot radius column of blindingly white fire descends on the targeted spot. All creatures in that area must make a charisma save, taking 8d6 radiant damage and 8d6 fire damage on a failed save and half as much on a success. Priests, Clerics, and good-aligned Paladins take no damage from this spell, good-aligned creatures take half damage, and evil-aligned creatures take double damage. The light caused by this spell can be seen from 10 miles away in the day time and from 100 miles away at night.
Acidic Cloud

*2nd level Conjuration*

Casting Time: 1 action

Range: 90 ft.

Components: V, M (a pinch of salt)

Duration: 1 minute, Concentration

Form a 10 ft. radius spherical cloud of greenish acidic mist. Any creature within the cloud must make a Constitution save or take 4d4 acid damage and be Blinded for one round (until the start of their next turn). Any creature that ends its turn inside the cloud takes 2d4 acid damage. Casting this spell at higher levels increases the initial damage by 1d4 for every spell level used after 2nd.

**Classes: Artificer, Sorcerer, Wizard, Warlock**
Baghera/Catfolk

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

**Ability Scores:** Baghera gain +2 strength or dexterity and +1 constitution.

**Age:** Baghera age around the same speed as humans and can live well over 100.

**Alignment:** Baghera are loyal to a fault and tend toward lawful alignments.

**Size:** Baghera are medium, standing slightly taller than humans.

**Speed:** 35 feet

**Languages:** Baghera speak Baghera and Common

**Warriors:** You are proficient with one type of armor and three weapons of your choice.

**Fearsome Endurance:** Whenever you are reduced to 0 hp but not killed outright, you may choose to drop to 1 hp instead. Once you use this feature, you may not use it again until you finish a long rest.

**Cat's Senses:** You have advantage on perception checks relying on hearing and smell and you are proficient in acrobatics.

**Baatar's Blessing:** Whenever you make an attack or damage roll, you may roll a d4 and add the result to the total. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Dharzeri

***The Dharzeri hail from the lakes of central Erissan and its rocky coastlines. They resemble more feral Rhodians with smoother scales of blue or green tones. Dorsal spines, long tails, and webbed hands lend themselves to life in and out of the water.***

**Ability Scores:** The Dharzeri are agile and hardy. They gain +2 constitution and +1 dexterity.

**Age:** Dharzeri mature fast, in under 5 years. They can live into their late 90's but rarely do.

**Alignment:** As a culture that dwells on the fringes of "civilized" society, Dharzeri are usually neutral with a chaotic bent.

**Size:** Larger than many humans at 6 to 7 feet, your size is medium.

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

**Languages:** Dharzeri, Common

**Natural Swimmer:** Many Dharzeri tribes live in grottos whose only entrance is a few hundred feet below the surface of the ocean or a lake. You have a swim speed equal to your walking speed and can hold your breath for up to 30 minutes at a time.

**Experienced Marine:** All Dharzeri are proficient with tridents and javelins, and have advantage on attack rolls while submerged in water.
Cult of Iepatus

***Witches of the Cult of Iepatus are obsessed with the power, nature, and inevitability of death. Seeking to master this most mysterious of all dark forces in order to restore a loved one to life, condemn an enemy to death, or possibly even gain immortality, Witches of this Coven command death and life.***

## Additional Witchcrafts

The Cult of Iepatus grants the following additional Witchcrafts.

### Hex of Death Warding

A creature targeted with this Hex has advantage on death saves and returns at one hit point on a roll of 19 or 20.

### Curse of the Deathtouched

A cursed creature is vulnerable to necrotic damage and automatically fails one death save when dropped to 0 hp.

### Charm of Fear

A target creature is overcome with the fear of death and will act only in self-preservation.

### Rune of Slaying

A target weapon has advantage if the target of the attack is below max hit points.

## One with Death

Thanks to your study of the dark force of death, you learn the cantrip *Toll the Dead* if you didn't already know it and add your charisma modifier to any necrotic damage you do because of a spell.

You also gain proficiency with martial weapons and light armor, and any time you are reduced to 0 hp but not killed outright you can attempt to will death to not claim you by making a charisma save equal to 10 or half the damage taken (whichever is higher). On a successful save you drop to 1 hp instead. Each time you use this feature before finishing a long rest, the DC increases by 5.

## Commander of Death

At level 6, your dominance of the forces of death allows you to control Undead. You may use an action to target an Undead within 60 feet of you. It must make a wisdom save, coming under your control on a failed save. It may repeat the save at the end of each of it's successive turns, and after three failed saves it is permanently under your control. Undead of a CR 1/2 or less automatically fail. This limit increases to CR 1 at 10th level, CR 2 at 15th level, and CR 4 at 20th level. Additionally, you gain resistance to necrotic damage.

## Deathtouch

Beginning at level 13, your mastery of death leads to excessive lethality on the battlefield. Whenever you miss a creature with an attack, the creature still takes necrotic damage equal to your charisma modifier. Additionally, whenever you reduce a creature to 0 hp it must make a constitution save or be killed outright and rise as a zombie under your control at the start of your next turn.

## Undeath

At level 19, you have achieved nigh absolute mastery over death. You stop aging and become immune to aging effects. You will not die of old age and have immunity to necrotic damage. You are now considered Undead in addition to whatever other types you have.

## Death Magic

At level 19, you gain access to one 9th level spell slot, as well as the spell *Power Word Kill*.
Archon of the Beyond

***Archons of the Beyond are the heralds, trumpeteers, and personal bards of the Outer Gods and their kin. Their music is appropriately unsettling.***

## Archon of the Beyond

*Huge Aberration, Lawful Neutral*

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AC: 15 (natural armor)

HP: 199 (21d12+32)

Speed: 30 feet (hover)

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Ability Scores
 +3

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**Saving Throws:** Charisma +12

**Damage Resistances:** Cold, Lightning, Thunder

**Damage Immunities:** Psychic

**Condition Immunities:** Frightened, Charmed, Exhausted

**Skills:** Performance +12

**Senses:** Blindsense 120 feet

**Languages:** Deep Speech

**Challenge:** 10

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**Archon's Madness:** A creature that fails its save against the Song of the Beyond takes 8d6 psychic damage, and becomes Mad for 1 minute. While Mad, at the start of each of the creature's turns, it must roll on the table for the spell *Confusion*. At the end of each of a Mad creature's turns, it may repeat the save (DC 20), ending the Madness on a success and taking 4d4 psychic damage on a failure.

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ACTIONS

**Unnatural Song:** The Archon chooses up to three creatures within range, forcing each to make an intelligence save (DC 20). On a failure, the Archon chooses one of the following effects:

* Mindsplitting Melody: The target takes 6d6 psychic damage and is stunned until the end of their next turn.
* Lulling Lullaby: The target is Charmed by the Archon until the end of its next turn. While charmed in this way, the target cannot take actions. If a target with less than half it's max HP fails the save against this effect, it falls unconscious until it is well rested, it takes damage, or a creature uses its action to wake it.
* Frightening Falsetto: The target is frightened of the Archon until the end of its next turn. While frightened in this way, it must use its action moving as far away from the Archon as possible. If it doesn't, it takes 6d6 psychic damage.

**Song of the Beyond (recharge 5-6):** The Archon plays a song only meant for the minds of aberrations to hear. Each non-aberration that can hear the song must make an intelligence save (DC 20), succumbing to the Archon's Madness on a failure and taking 4d6 psychic damage on a success.
Beast Focus Bloodline

Some Shifters share a truly special connection to beasts. This increases your Favored Form and Form limits to 1 CR above what they would normally be.

## Hybrid Forms

Beginning at 6th level, you can choose to partly transform into Beast forms that you know. When you do so, the following happens:

* You may choose the ability scores of the Beast that you wish to override your own.
* You may gain any of the creature's special senses, abilities, resistances, movement types and speeds, and natural attacks. (you may not gain the multiattack action)
* You assume the creature's size category.
* You remain a humanoid in addition to a Beast and retain all your languages, skills, abilities, and proficiencies while not being hindered by the loss of thumbs.

## Bestial Strength

Whenever you take on a leveled form at 10th level, you gain temporary hit points equal to 1/2 your Shifter level (rounded down) x the slot level.

## Natural Shift

At 14th level, you are considered a Beast and not a humanoid. Additionally, whenever you are in a Beast form, magic cannot tell that you are a shapechanger, and effects that affect shapechangers don't affect you. If it is an ongoing effect that forces shapechangers to revert form or prevents them from shifting, you still may not shift while under that effect.
Earth Heritage

***Demigods with the Earth Heritage could be descendants of Geb, Gaia, Gudon, or another earth-parent.***

## Heritage Traits

### Heritage-Specific Traits

As an Earth demigod, your hit dice are d12's and you are proficient in Constitution and Wisdom saves. Constitution is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain a climb and burrow speed of 30 ft. You also cease to take fall damage.

### Cantrips

Mold Earth

Magic Stone

Resistance

### Available Spells

Earth Tremor

Entangle

Ensnaring Strike

Maximilian's Earthen Grasp

Protection from Poison

Earthbind

Spike Growth

Erupting Earth

Meld Into Stone

Plant Growth

Speak With Plants

Wall of Stone

## Earth's Might

Beginning at 7th level, whenever you hit with strength-based weapon attack, you may spend a spell slot to add a number of d12's in bludgeoning damage equal to the slot's level to the damage of that attack. A creature hit by this is knocked prone, if possible.

## Mighty Influence

Beginning at 11th level, any domain spell you cast can affect twice the area or has double the range.

## Pinnacle of Resilience

Beginning at 15th level, you have resistance to all damage.
Dwarvenborn

***Dwarvenborn combine the resilience of the dwarves with the steadfastness and honor of the dragonborn. Nobody is EXACTLY sure how they're made, but this is what they're like.***

**Ability Scores:** Dwarvenborn are honorable and incredibly durable. They gain +2 strength and +1 constitution and charisma.

**Age:** Dwarvenborn maintain most of the longevity of their dwarf parent, usually living to about 300.

**Size:** Dwarvenborn stand about as tall as dwarves and are medium.

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

**Languages:** You speak Common, Dwarven, and Draconic

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

**Durable:** The resilience of your dwarven parent has imbued strength into your draconic scales. While not wearing armor, your AC=10 + your dexterity modifier + your constitution modifier.

**Combined Resilience:** You have advantage on saving throws against being poisoned and are resistant to poison damage. If you choose Green as your draconic ancestry, you instead become immune to poison damage and the poisoned condition.

**Draconic Ancestry:** Choose a color or metal for your draconic ancestry. You gain resistance to the energy type corresponding to your choice. Once per turn when you deal damage to a creature, you can choose to add bonus damage. This bonus damage is the same type you have resistance to and is equal to your proficiency bonus.
Deep Elf

A completely unnatural combination of Dwarf and Elf, Deep Elves are regarded as mutants and are usually looked down upon in both elf and dwarf society. They are often looked down upon in other societies too, on account of their physical abnormalities and lack of physical beauty. Almost all Deep Elves have a mutation of some kind, whether it be a shriveled, weakened limb or a large conspicuous birthmark. Beyond these obvious deformations, irregular patches of body hair and inconsistent combination of an elf's graceful form and a dwarf's ruggedness rarely lead to an attractive appearance. However, Deep Elves are unrivaled craftsmen and often work under aliases and behind closed doors, producing some of the greatest weapons, armor, and art in all the world.

**Ability Scores:** Deep Elves are incredibly skilled and surprisingly hardy but undeniably ugly. They gain +2 intelligence and +1 constitution but take a -1 penalty to charisma.

**Age:** The life of a Deep Elf is plagued by sickness and genetic disease. They mature around 40 but rarely live past 100.

**Size:** They stand between 4 and 6 feet tall, although some Deep Elves are affected by Dwarfism (the genetic mutation) and are even smaller. You can choose to be either small or medium.

**Speed:** Your base walking speed is 30 feet (if medium) or 25 feet (if small).

**Alignment:** Deep Elves can be any alignment, but are usually more chaotic as most orderly civilizations look down on them.

**Darkvision:** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Skilled Artisan:** You are proficient with Smith's Tools and one other tool set of your choice and you have advantage on checks made with these tools and all other artisan's tools. You also gain proficiency in the Arcana skill.

**Magical Craftsman:** You learn the cantrip *Mending* and can cast *Magic Weapon* once per long rest without using a spell slot or material components. Additionally, you can use an action to make a check using an appropriate tool set on any magic item. On a result of 10 or higher, you become aware of the item's capabilities as if you had cast *Identify*.

**Languages:** You can speak, read, and write Common, Dwarvish, Elven, and either Thieves Cant or Undercommon.
Earthbeam

*2nd Level Transmutation*

Casting Time: Action

Range: 40 feet

Components: V, S

Duration: Instantaneous

Call up a pillar of earth to smack a creature within range. Make a ranged spell attack. On a hit, the target takes 2d12 bludgeoning damage, is pushed 10 feet away from you, and is knocked prone. Casting this spell at higher levels increases the damage by 1d12 for each slot level above 2nd.

**Classes: Druid, Sorcerer, Wizard**
Myconid

***Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. Myconids that dwell closer to the surface are more daring, sometimes even venturing out under the rays of the "Great Flame," the sun of the overworld.***

**Ability Scores:** Myconids are mindful and hardy. They gain +2 wisdom and +2 constitution.

**Age:** Myconids mature in about a year and can live for several centuries.

**Alignment:** Most Myconids are lawful and neutral.

**Size:** Myconids are medium, standing about as tall as humans.

**Speed:** You have a base walking speed of 20 feet.

**Languages:** You understand Common and Undercommon, but cannot speak.

**Deep Dark Home:** You have darkvision out to 120 feet and disadvantage on attack rolls, ability checks, and saving throws made in direct sunlight. If you spend more than an hour in direct sunlight, you must make a DC 12 constitution save or reduce your constitution score by 1d4. This reduction goes away after a long rest or under the effects of a *Lesser Restoration* spell. For the purpose of this ability, direct sunlight is un-shaded outdoor lighting between the hours of 10 AM and 2 PM.

**Mycological Nature:** Your creature type is plant, and your base AC is 12 thanks to your tough exterior.

**Spores:** Myconids wield the power of several different types of spores which they can emit from their crowns.

* **Toxic Spores:** You know the cantrip *Poison Spray* and don't require any components to cast it. Since this is a biological ability, it is unaffected by antimagic and effects like *Counterspell*. It is also unaffected by Magic Resistance.
* **Rapport Spores:** Release a 20 foot radius cloud of spores as an action. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another and with you while they are within 30 feet of each other. The effect lasts for 1 hour.
* **Pacifying Spores:** Release a puff of spores at a creature within 5 feet of you as an action. They must make a constitution save (DC = 8 + your constitution modifier + your proficiency bonus) or be stunned until the end of your next turn. You may use these spores a number of times equal to your proficiency bonus per long rest.

**Spore Children:** You are immune to poison damage and the poisoned condition.
The Maelstrom

***You have made a pact with Yj'llyja, the Storm of the Beyond, a lesser-known Outer God of fathomless depths, roiling seas, and the deep down dark deep down.***

The Maelstrom 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

## Deepsworn

When this pact is chosen, Yj'llyja fortifies you to withstand his domain. You can breathe air and water (if you couldn't before) and gain a swimming speed equal to your walking speed. You also gain resistance to bludgeoning damage and can withstand the pressures of any amount of water.

## Depthstrider

At 6th level, you learn to travel through the secret paths in water. As a bonus action on your turn, you can step into any amount of water and reappear out of any amount of water in an open space within 60 feet of where you started. This is a recharge ability and recharges on a 5 or 6.

## Hurl Thunderbolts

At 10th level, you gain resistance to lightning and thunder damage. Additionally, you gain a new magical attack. Make a ranged spell attack against a target within 60 feet. On a hit, the target takes 1d8 lightning and 1d8 thunder damage. This ability may be used as an action or a bonus action (but not both) on your turn and can be used at will. This ability can be modified by Eldritch Invocations that would normal modify *Eldritch Blast*, such as Repelling Blast and Agonizing Blast.

## Pathways of the Deep

At 14th level, you learn the deepest and most secret paths of water. While fully submerged in water, you can use an action transport yourself and up to 8 other submerged creatures within 10 feet of you to a location you know of on the same plane of existence. The only requirement is that the destination has enough water that you and your companions are still fully submerged when the transportation is complete. Once you use this feature, you may not use it again until you complete a long rest.
Chaos Domain

***The devoted of gods like Apophis, Set, Nefmar, Khaos, or sometimes Loki are usually neutral-aligned creatures dedicated to sowing madness and dischord across the material plane.***

 3rd
 5th
 7th
 9th

## Chaos Channeler

At 1st level, you know how to channel the power of the plane of Limbo, hurling crackling red chaos lightning at your enemies. You may substitute any attacks you make with the attack action for ranged spell attacks that deal 1d12 + your wisdom modifier damage on a hit. The range on this attack is 50 feet. Regardless of immunities and resistances, this attack deals 1d12 + your wisdom modifier damage.

## Channel Divinity: Tides of Chaos

Starting at 2nd level, you can use the powers of chaos to disrupt spellcasting. When you do so, use your reaction to counter a spell you are aware is being cast. The counter automatically succeeds, but the countered spell becomes a different random spell of the same level, retaining it's original target if possible. Finally, when you use this ability, roll a d20. On a roll of 20, the target spell is countered and it doesn't change. On a roll of 1, the target spell is not countered and if it was a damaging spell, deals half again as much damage, rounded down.

## Channel Divinity: Infusion of Elemental Chaos

Starting at level 6, whenever you deal damage with a spell, you can choose to use your channel divinity to make it unaffected by damage resistances and immunities.

## Strikes of Limbo

At 8th level, any time you hit a creature with a melee weapon attack, the target takes an additional 1d8 damage.

## Priest of the Maelstrom

At 17th level, you gain a pool of d20's that represent your ability to channel chaotic energy. The pool equals your proficiency bonus + your wisdom modifier. You can choose to expend any number of these dice as a free action. When you do so, for the next minute, whenever a creature rolls a d20, roll 1d6 for each d20 from your pool that is currently active. On a result of 6, the creature rolls one of the d20's from your pool in addition to the one it would normally roll and you may choose which roll the creature takes.
Primal Strike

*1st Level Evocation*

Casting Time: bonus action

Range: self

Components: V

Duration: 1 minute

Call upon primal spirits of the animal kingdom to come to your aid. The next time you hit a creature with an attack roll, an animal spirit of your choice from the list below appears to help you in the fight. The spirit dissipates and the spell ends after its effect has taken place.

* Great Cat: the target takes an additional 1d10 slashing damage and is knocked prone.
* Mighty Bird: the target is carried up to 10 feet in any direction.
* Charging Beast: the target takes an additional 2d6 bludgeoning damage and is pushed horizontally up to 10 feet.

Casting this spell at higher levels allows you to choose an additional effect when the spell is triggered for each level above 1st.

**Classes: Ranger, Druid**
Astral Wanderer

***Astral Wanderers focus on mastering control of their spirit form and using this mastery to their advantage.***

## Astral Travel

When this Focus is chosen, you learn to travel with your Astral Body. As a bonus action, you can choose to return your physical body to Astral Body, instead of the other way around, effectively allowing you to teleport to the location your Astral Body has reached. The destination must be within 100 feet of your physical body.

## Astral Whispers

While in your Astral Body, you may have whispered conversations with creatures on the material plane as long as your Astral Body is within 5 feet of the target.

## Astral Recall

At 7th level, you Astral Body can travel to the edge of the plane of dreams and to places you've seen before. As an action, you can travel in your Astral Body to a place you have been before, being able to move around and view the area. This ability ignores the normal range requirements for your Astral Body.

Alternatively, you can travel into a memory and move around inside it. While inside a memory, you have absolute control of the flow of time (inside the memory) and the level of detail you can observe.

## Improved Astral Travel

At 14th level, you may use your Astral Travel feature to travel anywhere your Astral Body can access, regardless of range. The destination must still be on the same plane.

## Astral Wanderer

At 20th level, your Astral Body becomes truly untethered. While in your Astral Body, you can travel as far away from your physical form as you like, and you can use your Astral Recall feature to travel to places that have only been described to you, including other planes such as various afterlives and the plane of dreams.