recursal/Fanatic-Fandom huggingface dataset:
Defensive Horticulture

*3rd Level Abjuration*

Casting Time: Reaction

Range: Self

Components: V, S

Duration: 1 minute, Concentration

Swiftly grow a wall of thick shrubbery in a space adjacent to you. The wall is 10 feet tall, 5 feet thick, and 5 feet wide. The wall has 50 hp, is immune to psychic damage, and is vulnerable to fire damage. You may use a bonus action on your turn to move the wall up to 15 feet. Casting this spell at higher levels increases the wall's hit points by 20 for each slot level above 3rd.

**Classes: Druid**
Half-Goblin

Much like their analogous counterparts and common companions, half-orcs, half-goblins are the offspring--oft unintentional and almost always unwanted--of a halfling and a goblin. With green-tinted skin and large facial features, these clever crossbreeds are nimble and greedy.

**Ability Scores:** Half-goblins are wily and agile. They gain +2 intelligence and +1 dexterity.

**Age:** Balancing out the longevity of halflings and the relatively short lifespan of goblins, half-goblins mature at around the same rate as humans.

**Size:** Standing 3-4 feet tall and weighing between 30 and 70 pounds, your size is small.

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

**Alignment:** Torn between the incessant good natured-ness of the halfling and the greed and selfishness of goblinkind, half-goblins are usualy good but tend to have a major flaw. Alternatively, they are made bitter by societal discrimination and hate and tend towards the darker ends of evil.

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

**Nimble:** You may occupy the same space as any creature at least one size category larger than you.

**Self-Preservation:** If there is a creature friendly to you (who is at least one size category larger than you) adjacent to your space, you may pass through their space to avoid attacks of opportunity.

**Lucky Blow:** Once per long rest, you can choose to add your half your level (minimum one) to any attack roll.

**Languages:** You can speak, read, and write Common, Halfling, and Goblin.
Concussion

*2nd level Evocation*

Casting Time: 1 action

Range: 15 ft.

Components: V, S

Duration: Instantaneous

Release a blast of concussive sound, knocking enemies backward. All creatures in a 15 ft. cone must make a Strength save or be pushed backward 2d4x5 feet and take 3d6 thunder damage. A successful save negates the knockback and halves the damage. Casting this spell using a higher level slot increases the knockback by 5 feet for each level slot past 2nd.

**Classes: Sorcerer, Wizard, Bard**
Dusty Arms

*3rd Level Conjuration*

Casting Time: Action

Range: Self

Components: V, S

Duration: 1 minute, Concentration

Summon two twisting tornadoes of wind that orbit you. Each of these dust devils may take one reaction per round, regaining them at the start of each of your turns. They may take their reactions when you are hit by an attack roll, granting you +5 AC for that attack. Alternatively, they may take their reaction when a hostile creature moves within 10 feet of you to force that creature to make a strength save, being thrown backward 10 feet on a failure. Casting this spell at 5th or 6th level creates three tornadoes instead of two.

**Classes: Druid, Sorcerer, Wizard**
Elementalist

***As an Elementalist, you specialize in wielding fire, water, air, and earth to accomplish your will, whether it be to lay waste to enemies, change the terrain of a battlefield, or simply tip the odds in your favor.***

## Elemental Affinity

When this school is chosen, spells that deal an elemental damage type (fire, cold, lightning, thunder, or acid) or shape air, earth, or water cost half as much to learn and take half as long to copy into your spellbook.

## Limited Dominance

When this school is chosen at level 2, you learn the cantrips *Mold Earth, Control Flames, Shape Water,* and *Gust*. These cantrips do not count against the number of cantrips you know.

## Elemental Defense

At level 6, you learn to use the elements to defend yourself against them. Whenever you take elemental damage, you can use the spell *Shield* to grant yourself resistance to that damage until the start of your next turn. You can use this feature if you are already under the effect of the spell *Shield*. Alternatively, you may use your reaction to reduce elemental damage by 1d12+your proficiency bonus when you or a creature you can see takes elemental damage.

## Improved Dominance

Starting at level 10, whenever you cast *Mold Earth, Control Flames, Shape Water,* or *Gust,* you can effect an area up to a 10 ft. cube instead of the normal 5 feet. This limit increases to 15 ft. at level 15 and 20 ft. at level 20.

## One With the Elements

At level 14, you gain resistance to elemental damage (fire, cold, lightning, thunder, or acid). Whenever you use your special ability using the *Shield* spell, you instead take no damage of the triggering type.
Ahuatl

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

**Ability scores:** Ahuatl are passionate and determined, and make use of their slight size and agility. They gain +2 charisma and +1 dexterity.

**Age:** Ahuatl don't live quite as long as humans, maturing at around 10 and living to be only 80 or so.

**Size:** Although diminutive, Ahuatl are medium, standing anywhere from 4'6" to 5'9".

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

**Alignment:** Most Ahuatl are good-hearted but are drawn more toward chaos.

**Languages:** Khesha, Common, Ahuatl

**Darkvision:** Accustomed to the dark, murky water of their homes, Ahuatl have darkvision out to 60 feet.

**Amphibious:** Thanks to their gills, Ahuatl can breathe water and have a swim speed of 30 ft.

**Regeneration:** If an Ahuatl has a limb severed, it will regrow in less than a month.

**Natural Toxicity:** An Ahuatl's secretions are naturally somewhat toxic, but not to them. Ahuatl have resistance to poison damage and are immune to the poisoned condition.
Frost Cleaver

*3rd level Conjuration*

Casting Time: bonus action

Range: self

Components: V, S

Duration: 1 minute, concentration

Conjure a greataxe made of icy energy. The weapon is two-handed, uses your spellcasting modifier as its combat modifier, and deals 2d12 cold damage on a hit. Any time you hit a creature with this axe, you may choose to have it shatter, forcing every creature within 5 ft. of the target (except yourself) to make a Dexterity saving throw, taking 3d4 cold damage on a failure and half as much on a success. Casting this spell at higher levels increases the weapon damage by 1d12 for each slot level above 3rd.

**Classes: Sorcerer, Druid**
Caeritaur

***Caeritaurs are capricious and aloof spirits of the life cycle. They romp through the feywild draining the last of the life force from dying plants plants and using it to create new life.***

## Caeritaur

*Large Fey, Chaotic Neutral*

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

AC: 14 (natural armor)

HP: 40 (5d10+10)

Speed: 35 feet

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

Ability Scores
 +2

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

**Damage Resistances:** Necrotic

**Condition Immunities:** Charmed

**Senses:** Lifesense 100 feet, passive perception 12

**Languages:** elvish

**Challenge:** 3

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**Regeneration:** As long as it has 1 hit point, the Caeritaur regains 5 hp at the start of each of its turns.

INNATE SPELLCASTING (+6, DC 16): The Caeritaur can innately cast the following spells without material components.

At will: *Druidcraft, Sapping Sting, Wither and Bloom*

3/day: *Goodberry, Healing Spirit, Vampiric Touch*

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ACTIONS

**Hooves:** +5 (2d6+2 bludgeoning)
Demrohazian Corsair

***The Demrohazians are a varied and numerous race of starfaring lizardfolk. It's only expected that some of them would become pirates.***

## Demrohazian Corsair

*Medium Aberration (Demrohazian), Chaotic Neutral*

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AC: 17 (Space Armor, Natural Armor)

HP: 67 (7d10+21)

Speed: 30 feet

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Ability Scores
 +3

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

**Damage Resistances:** Acid

**Skills:** Intimidation +4

**Senses:** Heat Vision 120 feet

**Languages:** Demrohazian

**Challenge:** 3

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**Pack Tactics:** The Demrohazian has advantage on attack rolls made while within 5 feet of an ally.

**Amphibious:** Thanks to the mostly aquatic nature of their homeworld Demrohaz, Demrohazians can breathe air and water.

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ACTIONS

**Multiattack:** The Demrohazian makes two Claw attacks or one Energy Rifle attack.

**Claw:** +6 (1d6 + 3 slashing)

**Energy Rifle:** +6 (2d8 +3 radiant, 40/120)
Bestiary (By Name)

A

Ancient One

Asheroth, the Undying

Asherai

Auran Leviathan

Azkor

B

Bahara

Bakaa

Blue Karya

C

Chahasa

D

Death Worm

Drakon

E

Earth Dragon

Estrana

F

Fe'iir

Firedancer

Frostfire Drake

G

G'baku

G'bara Ndomadu

Gesha

Girtablilu

Glacier-Horn

Gudonim Warrior

H

I

Iron Drake

J

K

L

Life Dragon

M

Mala

Mbaihu (Faceless)

Murithim

N

Night Dragon

Nilstakr

Njorn

O

Otiluke, Master of Spheres

P

Q

Quetzar

R

Red Karya

S

Sand Drake

Scaraza

Shrike

Sun Dragon

T

Taskor

Thunder Drake

Tide Dragon

U

Urmahlullu

V

W

Wendigo

X

Y

Z
Concealment

*4th Level Illusion*

Casting Time: bonus action

Range: self

Components: S

Duration: relative

This spell may be cast at the same time as another spell of 4th level or lower in order to render the effects and components of the other spell invisible and inaudible. As a result, a creature that must make a save against the concealed spell has disadvantage, and spell attacks made with the concealed spell have advantage. Casting this spell at 5th or 6th level allows you to conceal a spell of equal level or lower, and casting it at 7th level allows you to conceal a spell of any level in the same turn.

**Classes: Wizard, Warlock, Bard, Sorcerer**
Dragon Favored Form

*Medium Dragon, any alignment*

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Speed: walk 30 feet, fly 50 feet

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Ability Scores
 +2

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**Damage Resistances:** (depends on color/metal/type)

**Senses:** Darkvision 60 feet

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ACTIONS

**Claws:** +4 (2d4+2 slashing)

**Bite:** +4 (1d8+2 piercing)

**Breath (recharge 5-6):** You exhale a breath weapon appropriate to the type of dragon you chose. Creatures in the affected area must make a dexterity save (DC=8+your proficiency bonus+your constitution modifier) or take 3d6 of the chosen damage type.

Dragon Breath Weapon Table
 Silver/White
 Bronze/Blue
 Copper/Green
 Black
 Brass

## Large Favored Form

At 6th level, your draconic form becomes large and uses the following stats:

*Large Dragon, any alignment*

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Speed: walk 40 feet, fly 80 feet

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Ability Scores
 +4

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**Damage Resistances:** (depends on color/metal/type)

**Senses:** Darkvision 60 feet

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

ACTIONS

**Claws:** +7 (2d6+4 slashing, reach 10 feet)

**Bite:** +7 (2d8+4 piercing, reach 10 feet)

**Breath (recharge 5-6):** You exhale a breath weapon appropriate to the type of dragon you chose. Creatures in the affected area must make a dexterity save (DC=8+your proficiency bonus+your constitution modifier) or take 6d6 of the chosen damage type.

Dragon Breath Weapon Table
 Silver/White
 Bronze/Blue
 Copper/Green
 Black
 Brass

## Huge Favored Form

At level 14, your draconic form becomes huge and uses the following stats:

*Huge Dragon, any alignment*

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Speed: walk 50 feet, fly 120 feet

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Ability Scores
 +6

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**Damage Resistances:** (depends on color/metal/type)

**Senses:** Darkvision 60 feet

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ACTIONS

**Multiattack:** You may make two claws attacks and one bite attack.

**Claws:** +11 (2d8+6 slashing, reach 15 feet)

**Bite:** +11 (2d10+6 piercing, reach 15 feet)

**Breath (recharge 5-6):** You exhale a breath weapon appropriate to the type of dragon you chose. Creatures in the affected area must make a dexterity save (DC=8+your proficiency bonus+your constitution modifier) or take 9d6 of the chosen damage type.

Dragon Breath Weapon Table
 Silver/White
 Bronze/Blue
 Copper/Green
 Black
 Brass
Feral Hydra

***While not a true hydra, the Feral Hydra bears certain characteristics of its namesake species: namely, far more heads than any one beast should have. However, the Wizards of Rothgarden have found no correlation between a Feral Hydra's number of heads and its strength at any given time, nor have they observed severed heads multiplying and growing back.***

## Feral Hydra

*Large Monstrosity, Chaotic Neutral*

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AC: 15 (natural armor)

HP: 102 (12d10+36)

Speed: 45 feet

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Ability Scores
 +5

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

**Damage Resistances:** Slashing

**Damage Vulnerabilities:** Poison

**Senses:** passive perception 17

**Languages:** --

**Challenge:** 6

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**Keen Smell:** The Feral Hydra has advantage on all perception checks relying on sight, smell, or hearing.

**Many Faces, Many Lungs:** The Feral Hydra is vulnerable to poison damage and has disadvantage on saves against poison and the poisoned condition.

**Regeneration:** As long as it has at least 1 hit point, the Feral Hydra regains 10 hp at the start of each of its turns. The feature doesn't work if the Feral Hydra took poison damage during the previous turn.

**Pounce:** If the Feral Hydra moves at least 20 feet before hitting a target with a claw attack, the target must make a strength save (DC 17) or be knocked prone.

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ACTIONS

**Multiattack:** The Feral Hydra makes two attacks, one with its claws and one with its Flurry of Bites.

**Claws:** +9 (2d8+5 slashing)

**Flurry of Bites:** +9 (5d10+5 piercing)
Blasphemous Appeal

*6th level Divination*

Casting Time: 1 action or reaction

Range: Self

Components: V, M (the soul of the caster, which must be free and willing)

Duration: Instantaneous

In a moment of desperation, project your plea for aid into the farthest reaches of the planes. If someone or something answers your call (and that entity is capable of producing the desired effect), you can choose to have any of the following effects:

* Replicate the effects of any spell of any level, disregarding components, casting times, and other limits.
* Undo one event that transpired in the last 1 minute, and reality rights itself around that outcome.
* Grant a bonus of no more than 10 total points to the ability scores of creatures of your choice.
* Teleport to any location on any plane that you name.
* Grant a Boon to any creature of your choice.
* Another effect within reason (and within the parameters given by your DM) that you describe.

This spell has a single and very costly material component: the caster's soul. By throwing your call for help through the cosmos, you essentially sell your soul in exchange for the desired effect. If you get a response, and the entity that answers is a celestial, the cost may something like lifelong service. In the case of a fiend or other evil outsider, it may be something more along the lines of eternal servitude and imprisonment in whichever plane they call home. Lastly, and possibly most terribly, if the entity is an aberration or an unknown force of the Far Realm the consequences of their aid could really be anything. The DM may choose the entity or you can roll on the table:

Entity Table
 7-16
 17-30
 31-38
 39-47
 48-50
 51-60
 61-70
 71-76
 76-100

Regardless of who responds--as long as you get a response--you cannot cast this spell again. If you get no response, you take 6d6 psychic damage and cannot cast this spell again for 7 days.

**Classes: Wizard, Sorcerer, Cleric, Druid, Bard**
Elvenborn

A rare but nonetheless fascinating genetic combination is the union of Elf and Dragonborn. Also called Fey Dragons or Brightscales, Elvenborn are stunning to behold. Elvenborn meld gracefully the scales of the draconic with the unearthly beauty of the fey.

**Ability Scores:** Elvenborn are strong and dazzling in their appearance. They gain +2 charisma and +1 strength.

**Age:** The inherent magic of the Elf blood present in their bodies enhances the lifespan of their draconic nature, leading to a vastly increased lifespan. Elvenborn mature by age 20 and can live up to 800 years.

**Size:** Tall and graceful, yet muscular, Elvenborn stand between 6 and 7 feet tall and weigh between 150 and 200 pounds. Your size is medium.

**Speed:** Your base walking speed is 30 feet.

**Alignment:** Most Elvenborn are good with a lawful bent, but are vulnerable to being proud.

**Darkvision:** Thanks to the fey part of your ancestry, 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.

**Damage Resistance:** You have resistance to the damage type corresponding to your draconic ancestry.

**Draconic Ancestry:** Choose a type of dragon from the table below. It will determine the color of your scales and what damage type you are resistant to. Thanks to the elf blood in your veins, your connection to magic also grants you a cantrip based on your ancestry.

**Fey Ancestry:** You have advantage on saving throws against being Charmed.

**Languages:** You can speak, read, and write Common, Draconic, and Elven.
Grynd the Liar

***Grynd is a chirper known for his intelligence, who learned to mimic sounds with his special sack instead of just chirping. He is famously untrustworthy.***

## Grynd the Liar

*Medium Fey, Chaotic Evil*

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AC: 14

HP: 63 (9d8+18)

Speed: 25 feet, spiderclimb 30 feet

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Ability Scores
 +0

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

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Thunder

**Condition Immunities:** Exhausted

**Skills:** Deception +12, Stealth +10

**Senses:** Perfect Darkvision, passive perception 10

**Languages:** Common, Mistborn

**Challenge:** 4

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

**Mimic:** Grynd can produce any simple sound using his chirping sack, much like a Kenku. His favorites are intentionally deceiving sounds like a crying baby or a wounded animal. These sounds can be perceived as a mimicry with an intelligence check of 20 or higher.

**Sneaking:** Grynd has mastered the art of holding still. He has expertise in stealth and has advantage on stealth checks while stationary.

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ACTIONS

**Multiattack:** Grynd uses his Flurry of Claws ability and then uses his Swallow Whole ability, if possible. Alternately, he uses his Chirp ability.

**Flurry of Claws:** +6 (4d6 slashing, target is grappled (escape DC 12)

**Swallow Whole:** Grynd swallows a medium or smaller creature he has grappled. The target takes 2d6 bludgeoning damage, 2d6 acid damage, and is blinded, restrained, and prone. They take 2d6 acid damage at the start of each of their turns. If they deal at least 10 damage in one round, Grynd regurgitates them. While having a creature in his stomach, Grynd can only move at half speed and can't use his spiderclimb.

**Chirp (recharge 5-6):** Grynd uses his chirping sack for its intended purpose, creating a high-pitched chirp that stuns those who hear it. Any creature within earshot of his Chirp must make a constitution save (DC 20) or be Charmed by Grynd for 1 minute. Affected creature may repeat the save at the end of each of their turns.
Azure Templar

***The Blue Lord's templars are the most elite soldiers in the his army and the most devoted of his servants. It is their privilege to guard the Thousand Temples of the Azure Wastes.***

## Azure Templar

*Medium Aberration, Lawful Evil*

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AC: 18 (full plate)

HP: 90 (12d10+24)

Speed: 30 feet

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Ability Scores
 +3

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

**Saving Throws:** Strength +7, Dexterity +8

**Damage Immunities:** Psychic, Poison

**Damage Vulnerabilities:** Damage from Chaotic-Aligned creatures

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

**Skills:** Perception +6, Acrobatics +8

**Senses:** Blindsight 120 feet, passive perception 16

**Languages:** The Blue Tongue

**Challenge:** 6

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**Servant of the Blue Lord:** Azure Templars can't be compelled (magically or otherwise) to act in a manner contrary to their own will or the will of their patron.

**Graviturgical Surge:** When the Azure Templar makes a successful Force Staff attack, it may choose to add 2d8 force damage to the damage of that attack. It may only use this ability once per turn.

INNATE SPELLCASTING: PSIONICS (+8 to hit, save DC 16)

The Azure Templar can innately cast the following spells without material components.

At Will: *Magnify Gravity, Shield, Telekinesis*

3/day: *Pulse Wave, Haste*

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ACTIONS

**Multiattack:** The Azure Templar makes two Force Staff attacks and casts a spell, or makes three Force Staff attacks.

**Force Staff:** +8 (1d8 + 4 force)
Gwent

***Classic boogeyman-style creatures ripped straight from children's nightmares and the pages of legend, these freaky shadow-gremlins have a hankering for mortal souls and will attempt to claim them in large groups, at night.***

## Gwent

*Small Monstrosity, Chaotic Evil*

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AC: 13

HP: 22 (4d8)

Speed: 25 feet

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Ability Scores
 -1

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

**Damage Resistances:** cold; slashing, piercing, bludgeoning from non magical attacks.

**Damage Immunities:** necrotic, poison

**Damage Vulnerabilities:** radiant

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

**Languages:** druidic

**Challenge:** 1/2

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**Semi-Corporeal:** The Gwent can move through solid objects as long as some part of it remains in open space.

**Pack Tactics:** The Gwent has advantage on attack rolls while within 5 feet of an ally.

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ACTIONS

**Grab:** +5, the target must make a strength save (DC 9) or be grappled by the Gwent.

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

**Soul-Draining Bite:** The Gwent bites a grappled target, dealing 1d4 damage to that creature's constitution score. If this damage reduces the creature's constitution score to 0 or lower, it dies. This effect wears off after 24 hours or under a *Remove Curse* spell.
Bedin

The Bedin, as the most “normal” human population of Dagara are called, are average-looking humans who roam the plains of their namesake Bedinland in nomadic tribes. Their culture is considered primitive by the other races as they practice "outdated" animistic religion.

**Ability Scores:** As humans, Bedin gain +2 to any score and +1 to any other.

**Age:** Normal human age

**Alignment:** Varied, tending toward neutrality.

**Nomads:** The Bedin are a nomadic people. You can stay awake twice as long before developing each level of exhaustion.

**Hunter Gatherers:** You are proficient in Survival and Nature, as well as being proficient with spears, handaxes, and shortbows.

**Spiritual Culture:** You may choose a Spirit Attunement from the list available to Shamans or take a feat.

**Languages:** Bedin speak Bedin and Common
Detonate

*5th Level Transmutation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: Instantaneous

Attempt to use magic to cause a creature within range to explode. The target must make a constitution save, taking 6d10 force damage on a failed save. If this damage reduces the target to 0 hp, they explode, being torn to pieces. Then, all creatures within 20 feet of them must make a dexterity save, taking 8d6 force damage on a failed save and half as much on a success. Casting this spell at higher levels increases the initial damage by 2d10 and the explosion damage by 2d6 for each slot level over 5th.

**Classes: Wizard, Sorcerer, Warlock**
Conflagration Spiral

*4th Level Evocation*

Casting Time: 1 action

Range: self (30 foot radius)

Components: V, S

Duration: Instantaneous

Spin rapidly in a circle, releasing jets of fire around you as you propel yourself into the air. All creatures within 20 feet of the point at which you cast the spell must make a dexterity save, taking 5d6 fire damage on a failed save or half as much on a success. When you cast this spell, you may fly up to 40 feet in any direction. When you cast this spell at higher levels, the damage increases by 1d6 and the flight range increases by 20 feet for each slot level above 4th.

**Classes: Wizard, Sorcerer, Druid, Warlock**
Earthen Missiles

*4th level Transmutation*

Casting Time: 1 action

Range: 120 ft.

Components: V, S, M (something made out of stone within 30 ft. of you)

Duration: Instantaneous

Carve four spikes out of nearby stone, sending them hurtling at any number of targets within range. Make a ranged spell attack for each spike, dealing 2d8 piercing damage on a hit. Casting this spell at higher levels allows you to form an extra spike for each slot level above 4th.

**Classes: Sorcerer, Wizard, Druid**
Clickdemon

***Clickdemons are more or less exactly what they sound like, with the slight caveat of not actually being demons. They're small, extremely aggressive pack hunters.***

## Clickdemon

*Small Aberration, Chaotic Evil*

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AC: 13

HP: 26 (5d6+5)

Speed: 25 feet

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Ability Scores
 +1

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**Damage Resistances:** Thunder

**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Blinded

**Senses:** Blindsight 30 feet, passive perception 9

**Languages:** Deep Speech

**Challenge:** 1

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ACTIONS

**Multiattack:** The Clickdemon uses its Click ability, then makes a bite attack.

**Click:** The Clickdemon makes a single, incredibly loud Click. All hostile creatures within 10 feet of it must make a constitution save (DC 11) or take 1d4 thunder damage and be stunned until the start of their next turn.

**Bite:** +5 (2d4 + 3 piercing)
Circle of the Sun

***The Circle of the Sun is a devout and zealous sect of Druidism mainly practiced by the Eth of Nandatar. While most in Fithri embrace the comforts and conveniences of technology, the Eth have historically rejected it in as great a capacity is possible. The Circle of the Sun rose to popularity as a result, but even in ancient times this Circle embraced the idea of the Sun as both a destroyer and a life-giver.***

## Sunfire

As a member of the Circle of the Sun, fire you summon with Druid spells becomes derived from sunlight. Whenever you deal fire or radiant damage to a creature with a Druid spell, you may instead choose to heal them for half the damage dealt and deal no damage to them. This decision is made on a target-by-target basis, not on a spell-by-spell basis.

## Circle Spells

Your mystical connection to the sun grants you the ability to cast certain spells. At this level, and 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 Sun Spells
 3rd
 5th
 7th
 9th

## Sun's Fury

Beginning at level 6, you may make two attacks instead of one whenever you make an attack using your wisdom as it's combat modifier.

## Channel the Sun

At level 10, you learn to channel the sun directly into your body. You may expend a use of your Wild Shape to enter your Channeled Form. In this form, you are wreathed in golden flames and shed bright light for 60 feet and dim light for another 60 feet. Whenever you heal or damage a creature while in this form, the healing or damage is increased by an amount equal to your druid level.

## Improved Sunfire

Beginning at level 14, whenever you heal a creature using your Sunfire feature, they are healed by an amount equal to the damage that would be dealt instead of half that much.
Dust Seed

***So lowly they are often forgotten, yet nonetheless vital to the Great Crusade, Dust Seed are the least of Gangargargar's children. They exist only to spread Grayskin and are often summoned by higher Dust Spawn.***

## Dust Seed

*Medium Aberration, Chaotic Evil*

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AC: 12

HP: 12 (2d8+2)

Speed: 35 feet

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Ability Scores
 -1

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**Damage Immunities:** Poison

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

**Senses:** Blindsense 30 feet, passive perception 8

**Languages:** Understands Gangari but cannot speak

**Challenge:** 1/4

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**Dust Spawn:** As a spawn of the Many-Armed-God, the Dust Seed has an innate psychic connection with all other Dust Spawn on every plane. Additionally, they are considered Undead in addition to their other types.

**Martyrdom:** When the Dust Seed dies, it explodes into a cloud of toxic dust. All creatures within 10 feet of it must make a constitution save (DC 12) taking 2d4 poison damage and contracting Grayskin on a failure.

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ACTIONS

**Slam:** +4 (1d4 + 2 bludgeoning)
Cult of the Fates

***Witches of the Cult of the Fates specialize in divination and foresight, predicting the future and possibly even altering it. A Witch of this Cult may be striving for information about their own future or simply be seeking mastery of their own destiny.***

## Additional Witchcrafts

When this Coven is chosen, you gain access to the following Witchcrafts:

### Hex of Limited Foresight

A target creature has advantage on initiative rolls and dexterity saving throws.

### Curse of Knowledge

A target creature is shown how they will die, and is plagued with nightmares of it. Every time a cursed creature finishes a long rest it must make a constitution save or gain a level of exhaustion. Regardless of a failed or succeeded save, a creature under the effect of this Curse cannot lose a level of exhaustion by taking a long rest.

## Glimpse of the Future

When this Coven is chosen, you can use a free action to gaze a few seconds into the future, gaining advantage on your next attack roll, saving throw, or ability check. You can do this a number of times equal to your proficiency bonus per short rest.

## Prophecy

At level 6, you can tap into the powers controlling destiny to form a prophecy. Its up to the DM how cryptic or straightforward this prophecy will be or even if it works, but regardless of whether you see or say anything, you can't use this ability until you complete a long rest.

## Gift of Foresight

At level 13, your visions of the future allow you to view possible future in a split second. As a free action, you can learn whether or not a target creature you can see is resistant or immune to a damage type or condition. Doing so uses up a use of your Glimpse of the Futre ability.

## Cut the Chord

At level 19, you can exert a small amount of influence over destiny. As an action, you can attempt to doom a creature of your choice. Although not specific, you can state when (in days) and where (generally speaking) the death will take place. Roll percentile dice. If the result is less than your level, you succeed in cutting the proverbial chord. When the conditions are right, the creature of your choice will meet their doom, one way or another. On a failed percentile dice roll, you take psychic damage equal to half your max hit points, 1 level of exhaustion, and are stunned for 1 minute. Regardless of failure or success, you cannot use this feature again for 1 week.

## Fate Magic

As a Witch of the Cult of the Fates, you gain access to one 9th level spell slot and the spell *Foresight*.
Giant Bloodline (Shifter)

Sometimes hailed as children of the Titans, some Shifters fit in with Giants and their kin. This allows you to learn Forms of the Giant type. You automatically learn one such Form of this type for which you have available slots at 1st level.

## **Child of the Titans**

At 3rd level, your giant blood manifests in simple ways. You gain proficiency with all strength-based weapons and two tool sets of your choice.

## **Gigantic Strength**

At level 6, while in your normal body, you have +2 strength and your carrying capacity is calculated as if you were one size category larger.

## **Titanic Form**

Starting at level 10, the Forms you learn and take can be Huge or smaller, and require no extra effort.

## **The Shoulders of Giants**

Starting at level 14, you can cast *Enlarge* on any Form you take as part of shifting into it. You cannot make a Huge Form any larger, and you can use this feature a number of times per long rest equal to your Constitution modifier.
Energy Gauntlets

**Level 2**

**Range: self**

**Duration: 1 minute**

**Casting time: 1 bonus action**

Conjure shield-like gauntlets of energy, granting a +2 AC. They can be wielded in melee. (1d6+charisma radiant) You may use your bonus action to attack again, as while engaging in two-weapon fighting. Similar to the runes of flight, the gauntlets may be dismissed and recalled as a free action, allowing you to cast spells while this spell is in effect. Casting this spell at higher levels increases the damage by 1d6 for a slot level of 3 or higher.
Dust Spawn Thrasher

***Thrashers serve a very specific purpose in the Great Crusade: to mangle absolutely everything in the way.***

## Dust Spawn Thrasher

*Large Aberration, Chaotic Evil*

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AC: 16 (natural armor)

HP: 127 (15d8+60)

Speed: 45 feet

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Ability Scores
 +2

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**Saving Throws:** Dexterity +8, Constitution +9

**Damage Resistances:** Poison, Necrotic

**Condition Immunities:** Charmed, Frightened, Prone

**Senses:** Blindsense 60 feet, passive perception 9

**Languages:** Understands Gangari but cannot speak

**Challenge:** 8

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**Dust Spawn:** The Thrasher has an innate psychic connection to all Dust Spawn on every plane. Additionally, they are considered Undead in addition to their other types.

**Thrasher:** Whenever the Thrasher takes the Dash action, it begins flailing its barbed limbs around as it rushes through the battlefield. All creatures it passes within 5 feet of that turn must make a dexterity save (DC 16), taking 4d6 slashing damage on a failed save and half as much on a success. A creature that fails the save is also knocked prone.

**Manifold Limbs:** Making attacks of opportunity doesn't use the Thrasher's reaction.

**Enforcer:** The Dust Spawn Thrasher is meant to weaken uninfected creatures for their infection and conversion. Creatures infected with Grayskin have advantage on saves against its abilities.

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ACTIONS

**Multiattack:** The Thrasher makes a single tentacle attack against each creature it can reach or makes four tentacle attacks against one creature.

**Tentacle:** +8 (2d6+3 slashing, reach 10 feet)
Arcanist's Tweaks

## Redirection

You may choose a new target for the target spell. It must be within the range of the original spell, and you can't change the destination of a spell to be outside the cone of it's original direction.

## Reduction

The target spell behaves as if it was cast at one level lower for spells who's effects change as they increase in power. This Tweak cannot de-power a spell to the point where it has no effect.

## Escalation

The target spell behaves as if it was upcast by one level, or a target cantrip scales up by one. (E.G., an Escalated *Firebolt* cast by a 1st level Arcanist would deal 2d10 fire damage)

## Transformation

The target spell becomes a different spell that you know of the same school and level.

## Alteration

The target spell must be a damaging spell. It's damage type changes to a different type of your choice.

## Purification

If the target spell was being altered by class features, Tweaks, or Metamagic, it returns to its normal state.

## Reconstruction

The target spell must produce a shape (I.E. a cone, a sphere, a wall, a line, etc.). Choose a new shape for the spell. Converting to or from different shapes changes the area, so use the following table to determine the maximum dimensions of the new shape. Spells that have an area shape but only affect one target (e.g. *Disintegrate*) can still only affect one target, and the caster decides which one after any rolling of saves.

## Invigoration

The target must be a damaging spell. Using this tweak converts some of the spell's damage into kinetic energy. This amount is equal to 5 x your Arcanist level feet of knockback.
Disintegrating Shield

*2nd level Abjuration*

Casting Time: 1 reaction, taken when you would be damaged by a projectile.

Range: self

Components: V, S

Duration: 1 round

When you are hit with a solid projectile (e.g, an arrow or a bullet), erect a shield of grayish force which reduces the damage from each ranged attack that round by 3d6. If the damage on any projectile is reduced completely, it turns to dust as it passes through the shield. This spell affects damage from flying objects, not just ranged attacks, and can reduce the damage taken from spells such as *Catapult, Cloud of Daggers,* or *Conjure Barrage*. Casting this spell at higher levels increases the damage reduction by 1d6 for each slot level over 2nd.

**Classes: Wizard, Sorcerer, Bard**
Grabcrab

***Grabcrabs are something like the bedbugs of exoplanetary oceans. Once one crawls out of some accursed asteroid there's no getting rid of them.***

## Grabcrab

*Medium Aberration, Unaligned*

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AC: 15 (natural armor)

HP: 67 (9d8+18)

Speed: 45 feet swim, 5 feet walk

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Ability Scores
 +4

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**Saving Throws:** Strength +8

**Damage Resistances:** Slashing, Piercing

**Skills:** Athletics +8, Stealth +4

**Senses:** Darkvision 60 feet, passive perception 11

**Languages:** --

**Challenge:** 4

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**Deep Sea Camouflage:** The Grabcrab has advantage on stealth checks made to hide in rocky environments.

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ACTIONS

**Grab:** +8 (4d8 + 4 piercing, target is grappled, escape DC 16)

**Gurgitate:** The Grabcrab begins digesting a grappled creature, barfing up sticky stomach fluids onto them. The grappled creature takes 4d6 acid damage, plus an additional 2d6 acid damage at the end of each of its turns until it takes an action to remove the plegm.
Astral Slam

**Level 4**

**Range: 50 ft., self (20 ft. cone)**

**Duration: Instantaneous**

**Casting time: 1 bonus action**

By accelerating your physical form through the Astral Plane, you can generate a massive buildup of energy. This spell allows you to teleport up to 50 ft., releasing a blast of energy in a 20 ft. cone from the point you arrive. Creatures in that cone may attempt a Dexterity save to halve 2d8 radiant damage for every 10 ft teleported and negate 1d4x5ft of knockback. This spell deals double damage to objects and structures.
Enath's Blade

**Level 4**

**Range: melee**

**Duration: 1 minute, concentration**

**Casting time: 1 bonus action**

Conjure a curved blade made of light, able to be used in melee one-handed, functioning as a +1 scimitar and deals 3d6+charisma radiant. When you land a melee attack on a target creature, you may choose to also target an adjacent creature with the same attack roll, potentially hitting them both. Whenever you are targeted with an attack (A weapon attack from a creature of one size category larger than you or smaller, or a cantrip or spell that requires an attack roll) while holding this sword, you can add your charisma to your AC.
Circle of the Earth

***Druids within the Circle of the Earth cultivate connection with the cycle of life: birth, growth, death, decomposition, new birth. In this cycle, the Earth embodies all life and all nature. Deeply attuned to stones and soil, these Druids align their spirits with forces of time immemorial.***

## Stone Form

When you join this circle at level 2, you can choose to have forms you take in Wild Shape to be made of earth and rock. When you do so, you gain resistance to non magical slashing, piercing, and bludgeoning damage, immunity to poison damage and the poisoned condition, and do not need to breath. Wild Shapes affected in this way can never fly or swim, but have advantage on stealth checks in rocky areas.

## Earth's Embrace

Beginning at 6th level, your connection to the vast and ancient power of the earth itself grants you several features. Firstly, the area of effect on your Druid spells (such as *Entangle* or *Call Lightning*) doubles. Secondly, all fall damage you take is reduced by 50 feet. Lastly, whenever you are subjected to the petrified condition from being turned to stone, you are not incapacitated, you have advantage on strength saves and disadvantage on dexterity saves, and you do not need to eat, breath, or sleep as mother earth sustains your life force in this form.

## Ancient Command

Beginning at 10th level, you can use an action to speak to the very stones in a language older than time. Choose 1 huge stone object, 2 large stone objects, 4 medium stone objects, or 8 small stone objects within 60 feet of you. The targeted stones will take a mobile shape and aid you in any way they can. The stones go on your turn and are animate until destroyed or after 10 minutes has passed, at which point they will return to their original location and shape. Once you use this feature you may not do so again until you have completed a short or long rest.

## Primordial Form

Beginning at level 14, you can use Wild Shape to transform into an Earth Elemental. Additionally, whenever you die and your body is not destroyed, your body turns to stone and the earth safeguards your soul. Regular life-restoring magic still works, and the spell *Awaken* cast on your statue/corpse will also result in you returning to life.
Half-bloods

Probably every DM has received a question from a player asking if they can play a character that is half one common race and half another. The simplest and best answer to that question is no, but for you brave and foolish souls out there, here is a solution.

## Half-Elves

Elvenborn (Elf/Dragonborn)

Deep Elf (Elf/Dwarf)

Elfling (Elf/Tiefling)

Twisted (Elf/Orc)

## Half-Dwarves

Dwarvenborn (Dwarf/Dragonborn)

Dwarfling (Dwarf/Tiefling)

Dwark (Dwarf/Orc)

## Half-Orcs

Orcenborn (Orc/Dragonborn)

Orcling (Orc/Tiefling)

## Half-Goblins

Gnomlin (Goblin/Gnome)

Half-Goblin (Goblin/Halfling)
Aberration Bloodline (Shifter)

Mingled with creatures of the outer planes and forgotten abominations, few Shifters have a connection to the mysterious anomalies that make up Aberrations. This allows you to learn Forms of the Aberration type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Far Realm**

At 3rd level, your abberant blood begins to manifest in inherent psionic abilities. You gain telepathy out to 30 feet and learn the cantrip *Mage Hand*. Additionally, you learn a cantrip from the Mystic spell list. Spells you learn from this subclass are psionic, innate abilities and don't require components to cast.

## **Alien Mind**

Starting at level 6, you are resistant to psychic and acid damage. You also add ½ your proficiency bonus to all mental saves against magic. Additionally, you learn a 1st level spell from the Mystic spell list which you may cast at will.

## **Incomprehensible**

At level 10, you become immune to any magic that could read your thoughts, as well as charm, fear, and sleep effects. Additionally, you learn a 2nd level spell from the Mystic spell list which you may cast at will.

## **Unnatural Abilities**

At level 14 and beyond, whenever you shift into an Aberration, every creature that can see you must make a wisdom save (DC=8+proficiency+Constitution) or be frightened until the end of their next turn. Additionally, you learn a 3rd level spell from the Mystic spell list which you may cast at will.
Circle of the Poles (Druid)

***Innately tied to the elemental and primal natural magic of the world’s poles, these frosty druids embrace the cold and dark.***

## Magic of the Arctic

Your mystical connection to the poles allows you to cast certain 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.

 3rd
 5th
 7th
 9th
 11th

\*Cold damage only, but increases to 1d8

## Polar Wanderer

When this circle is chosen, you become immune to environmental cold effects and resistant to cold damage. Additionally, every 10 minutes you spend meditating in the cold during a short rest, you can regain a 1st level spell slot.

## Primeval Tundra

Beginning at level 6, you become uniquely attuned to the cold. Whenever you are at 0 hp, you regain 1 hp if any of the following happens:

* The temperature around you drops below freezing.
* You take cold damage.
* Night falls.

## Spirit of Frost

At tenth level, you can use your Wild Shape to transform into an Ice Mephit. While in this shape, if the shape is reduced to 0 hp, there is a 25% chance that you will stay in the shape and return to it’s full hit points.

## One with Cold

At level 14, you gain immunity to cold damage and resistance to fire damage. Additionally, whenever you take cold damage, your AC increases by your wisdom modifier until the start of your next turn.
Flamebeast

*3rd Level Conjuration*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute, concentration

Conjure a bestial spirit out of wildfire. The flamebeast appears in an unoccupied space within range and takes the form of a Large or smaller beast of your choice of CR 4 or less. As a bonus action on your turn, you can command the beast to move up to its speed and attack. Alternatively, you can command the beast to consume up to a 5 foot cube of flammable material. The beast has a flying speed equal to its walking speed, is immune to fire and cold damage, and all damage it deals is fire damage. Casting this spell at higher levels increases the damage the beast deals by 1d8 for each attack and increases the amount of material it can consume in one round by one 5 foot cube for each slot level above 3rd.

**Classes: Druid, Ranger**