recursal/Fanatic-Fandom huggingface dataset:
Christmas Subclasses

# Toymaker (Artificer)

***Practiced in the Northern ways of crafting and cobbling, these creative arificers have a special knack for the whimsical and cheery.***

# Path of the Blizzard (Barbarian)

***Embracing the primal power of arctic storms, these fierce barbarians imbue their rage with the freezing winds of the tundra.***

# College of Caroling (Bard)

***Easily found in cities and towns during the winter months, Bards of the College of Caroling train their whole lives to spread joy through song.***

# Christmas Domain (Cleric)

***The holy days of Jesus are beloved by priests of all races. These festive prophets travel the world, seeking to spread joy, celebration, and gratitude throughout the planes.***

# 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.***

# Polar Guardian (Fighter)

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

# Way of Giving (Monk)

***Believing in the all-surpassing power of kindness, some monks dedicate themselves to service of others. Despite this warm and cozy modus operandi, they can still dish out a fair serving of justice if that’s what kindness calls for.***

# Oath of Cheer (Paladin)

***Sworn to uphold the spirit of the season and further the cause of good and light during the darkest of the winter months, paladins that choose this oath are equally often found chasing down the coldest, most twisted of monsters and working odd jobs for free in hopes of spreading joy to the common folk.***

# Grinch (Rogue)

***It’s not uncommon for those with a tendency toward crime and selfishness to find themselves on the Naughty List. It is uncommon, however, for such individuals to embrace and exploit such a position. Yet, such individuals exist.***

# Reindeer-Herder Conclave (Ranger)

***The dedicated workers of Santa’s stables, reindeer herders are experts in the handling of such fantastic beasts. Some even ride them into battle against those who dare to muddle christmas spirit.***

# Holiday Spirit Bloodline (Sorcerer)

***Innately tied to the power of the Christmas Spirit, sorcerers of this bloodline are usually normal people who have learned to channel the force of holiday festivity within themselves.***

# School of Holimancy (Wizard)

***Well versed in the lore and myth of Christmas, the students of Holimancy dedicate their art to harnessing the power of the Christmas spirit to cause powerful magical effects.***

# Krampus (Warlock)

***Having communed with the darkest of Christmas spirits, some warlocks draw their power from the anti-Klaus. Despite its bad reputation, the Krampus tends toward Lawful Evil, since its purpose--and by extension, the purpose of its servant or associate--is to punish the naughty children.***
Gravity Elemental

***Gravity Elementals are exactly what they sound like. Shaped out of the deepest power in the cosmos, they are made of pure force.***

## Gravity Elemental

*Large Elemental, Neutral*

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AC: 15

HP: 110 (11d10+44)

Speed: fly 50 feet (hover)

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Ability Scores
 +5

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**Saving Throws:** All +9

**Damage Resistances:** Slashing, Piercing, Bludgeoning, Fire, Cold, Acid, Thunder, Lightning, Radiant, Necrotic, Psychic

**Damage Immunities:** Force, Poison

**Condition Immunities:** Exhausted, Paralyzed, Petrified, Poisoned, Frightened

**Senses:** blindsense 1,000 feet, passive perception 15

**Languages:** primordial

**Challenge:** 8

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INNATE SPELLCASTING (+9, DC 18): the Gravity Elemental can innately cast the following spells, requiring no components.

At will: *Magnify Gravity, Levitate, Pulse Wave, Telekinesis*

3/day: *Gravity Sinkhole, Reverse Gravity*

1/day each: *Gravity Fissure, Dark Star*

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ACTIONS

**Multiattack:** The Gravity Elemental uses its command force ability twice.

**Command Force:** A target creature within 60 feet must make a strength save. On a failure, it takes 3d6 force damage and is moved up to 50 feet in any direction.
Verum: Cross Between Adventures Wiki

## = **Welcome, Adventurer, to the Verum: Cross Between Adventures Wiki!** =

We're a collaborative community website about Verum: Cross Between Adventures that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

**Verum: Cross Between Adventures** is a wiki dedicated to an ongoing Dungeons and Dragons campaign (consisting of other campaigns) set on the continent of Verum. Information about the campaign itself and characters can be found here.
Belth

***Belths are spiky, predatory creatures that lurk in tropical jungles and swamps. Beyond that, they don't have much of a personality, but have been known to be willing to befriend anyone who supplies them with a steady amount of saffron.***

## Belth

*Large Monstrosity, Chaotic Neutral*

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AC: 16 (Natural armor)

HP: 62 (8d10+24)

Speed: 35 feet, climb 25 feet

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Ability Scores
 +4

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**Damage Resistances:** Slashing

**Senses:** passive perception 11

**Languages:** --

**Challenge:** 3

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**Spiky:** any creature within 5 feet of the Belth that deals damage to it must make a dexterity save (DC 14), taking 1d8 piercing damage on a failed save.

**Keen Smell:** The Belth has advantage on perception checks relying on smell.

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ACTIONS

**Multiattack:** The Belth makes two Thrash attacks.

**Thrash:** +7 (2d8+4 slashing)
Geyser

*2nd level Evocation*

Casting Time: 1 action

Range: 30 ft.

Components: V, S

Duration: Instantaneous

Choose a square within range and call forth a geyser of pressurized water. A creature in that square must make a dexterity save, taking 3d6 bludgeoning damage on a failed save and half as much on a success. Also on a failed save, the target is thrown 30 ft. in the opposite direction of the geyser’s origin (potentially straight up). Any open flames within 15 feet of the geyser are quenched. Casting this spell at higher levels increases the knockback by 10 ft. for each slot level above 2nd.

**Classes: Druid**
Child of Apollo

***Children of Apollo are gifted poets, musicians, archers, and healers.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Apollo, your hit dice are d8's and you are proficient with Dexterity and Charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Natural Archer

As a child of Apollo, you gain the Archery Fighting Style.

### Natural Artist

As a child of Apollo, you are proficient in Performance and gain proficiency with three musical instruments of your choice.

### Cantrips

*Light*

*Spare the Dying*

*Word of Radiance*

### Available Spells

*Cure Wounds*

*Detect Poison and Disease*

*Augury*

*Branding Smite*

*Lesser Restoration*

*Prayer of Healing*

*Crusader's Mantle*

*Daylight*

*Flame Arrows*

*Dawn*

*Greater Restoration*

*Holy Weapon*

*Swift Quiver*

## Extra Attack

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

## Daring Combatant

At 7th level, your devil-may-care attitude allows you to pull off improbable stunts in combat. Once per turn, you may add your charisma modifier to an attack roll, damage roll, saving throw, or ability check.

## Extra Attack (Ranged)

At 11th level, whenever you take the attack action with a short bow or long bow, you may attack three times instead of twice.

## Sun Warrior

At 15th level, you add your charisma modifier to all attack rolls, saving throws, and ability checks as long as you are in direct sunlight.
Comet

*5th Level Evocation*

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (a piece of meteor)

Duration: Instantaneous

A single, massive, burning chunk of stone hurtles towards a target point within range you can see. Each creature within 30 feet of its point of impact must make a dexterity save, taking 6d6 bludgeoning and 6d6 fire damage on a failed save and half as much on a success. This spell deals triple damage to structures. Casting this spell at higher levels increases the range by 1 mile for each slot level above 5th.

**Classes: Wizard, Sorcerer, Druid**
Deep Ravener

***Deep Raveners are aptly named for their habit of hiding in deep places and devouring literally anything they can frighten. That alone doesn't exactly set it apart from other inhabitants of the underdark, but it possesses unique hunting strategies which can prove challenging even for seasoned adventurers.***

## Deep Ravener

*Large Aberration, Unaligned*

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AC: 16 (natural armor)

HP: 58 (6d10+8)

Speed: 35 feet, 30 feet climb

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Ability Scores
 +3

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**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Blinded

**Skills:** Stealth +4

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

**Languages:** --

**Challenge:** 3

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**Frightening Aura:** Any creature that starts its turn within 30 feet of the Deep Ravener or enters that area for the first time on its turn must make a wisdom save (DC 13) or be frightened of the Deep Ravener until the start of its next turn.

**Selective Prescience:** The Deep Ravener is Invisible to any and all creatures that aren't frightened of it.

**Jumpscare Pounce:** If the Deep Ravener lands a hit on a creature that can't see it, that hit is a critical hit.

**Feed on Fear:** The Deep Ravener has advantage on attack rolls against creatures that are frightened of it.

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ACTIONS

**Multiattack:** The Deep Ravener makes a claw attack and uses its Weird Bite.

**Claws:** +6 (1d8 + 3 slashing)

**Weird Bite:** +6 (2d4 + 3 piercing, reach 10 feet)
Fury

*6th Level Enchantment*

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 minute

Choose a point within range and imbue all creatures of your choice within 30 feet of that point with powerful enchantment magic. Roll 4d6. The result is how many hit dice of creatures this spell can affect, starting with the creature with the least hit dice. A creature affected by this spell is filled with murderous rage directed toward anyone around them. On their turn, they must use their action to attack or attempt to damage the nearest or most present creature to them. Whenever they are dealt damage, they may make a wisdom save to attempt to end the effect. Casting this spell at higher levels increased the number of hit dice affected by 1d6 for each slot level after 6th.

**Classes: Wizard, Cleric, Druid, Bard**
Bombardment

*3rd Level Evocation*

Casting Time: Action

Range: 500 feet

Components: V, S

Duration: Instantaneous

Launch two fireballs towards any two points within 50 feet of each other within range. Creatures within 10 feet of either point must make a dexterity save against any fireballs they are within range of, taking 4d6 fire damage on a failed save. This spell deals double damage to objects and structures. Casting this spell at higher levels increases the number of fireballs by one for each slot level above 3rd, to a maximum of five at 6th level.

**Classes: Artificer, Sorcerer, Wizard**
Death Heritage

***Demigods with the Death Heritage could be descendants of Osiris, Hades, Hela, Marethir, or another lord of death***

## Heritage Traits

### Heritage-Specific Traits

As a Death demigod, your hit dice are d8's and you have proficiency in constitution and charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Movement Enhancement

You can teleport from one area of dim light or darkness to another, up to 30 feet. This movement requires no action but uses up ten feet of your movement.

### Cantrips

Poison Spray

Toll the Dead

Acid Splash

Chill Touch

### Available Spells

Inflict Wounds

Cause Fear

False Life

Dissonant Whispers

Darkvision

Darkness

Animate Dead

Create Undead

Danse Macabre

Antilife Shell

Shadow of Moil

Blight

## Death's Embrace

Beginning at 7th level, whenever you deal damage to a creature that is not a construct or undead, the damage is increased by your charisma modifier in necrotic damage. Additionally, you have advantage on death saves.

## Deathtouch

Beginning at 11th level, whenever you land a melee attack on a creature, that creature's max hit points are reduced by the damage dealt. This effect goes away after completing a long rest or under the effects of *Restoration*.

## Call of the Void

At 15th level and beyond, you can spend a spell slot to emit a chilling wail. All creatures of your choice that can hear you must make a constitution save or be reduced to 0 hp. A creature that succeeds on this save is immune to your call for 24 hours.
Giyanka

The Giyanka are a race of tall, ebony-skinned people who dwell in the vast desert of the Baharadhun. They have long black hair or are entirely bald and have piercing golden eyes.

**Ability scores:** Agile in body and mind, as well as elegant and almost unnaturally beautiful, Giyanka gain +1 dexterity, charisma, and wisdom.

**Age:** Giyanka mature around age 20 and can live as long as 200 years.

**Size:** Though tending to be between 6 and 7 feet in height, Giyanka are medium.

**Speed:** Giyanka have a base walking speed of 35 ft.

**Alignment:** Most Giyanka are good with a tendency towards law.

**Languages:** Giyanka speak Giyanka, Bachra, and Common.

**Giyanka Weapons:** All Giyanka are proficient with the Shotel (one handed, light, finesse, 1d8 slashing) and the Karral (two handed, light, finesse, 1d10 slashing). These weapons are considered Monk weapons for the purpose of any class features granted to Monks.

**Centered Mind:** Giyanka culture places a heavy emphasis on knowing oneself and having inner peace. You have advantage on saves against enchantment spells, and against being charmed or frightened.
Evocation Initiate

***Magi that dabble in the school of Evocation are sometimes--and fairly--misconstrued for Eldritch Knights, and since it is a label used by the layman for a spellcasting warrior, that term can be (and has been) used for them with total accuracy. However, these arcane initiates simply demonstrate in interest in evocation, and don't necessarily use the same spells and tactics as their similar counterparts.***

## Novice Evoker

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an evocation spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Potent Evocation

Beginning at 6th level, whenever you roll damage for a spell or cantrip, you may reroll one of the damage dice and use either roll.

## Magus' Wrath

Beginning at 14th level, whenever you enter initiative, you may evoke an elemental energy type (fire, cold, lightning, thunder, acid). For the duration of that fight, whenever you hit with a weapon attack, add an additional 1d8 of the chosen energy damage.

## Adept Evoker

At 18th level, you learn one evocation spell of 6th level. This spell does not count against the number of spells you have prepared and is always prepared.
Gravity Spear

*3rd Level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Shape gravity into a missile to hurl at your enemies. Make a ranged spell attack against a target creature within range. On a hit, the target takes 5d10 force damage and you can use the residual gravitational energy to pull them up to 30 feet towards you. This movement effect fails if the target is flying.

You can choose to cast this spell on a loose object weighing up to 1,000 pounds. If you do, you may drag the target object up to 30 feet in any direction, as long as it follows a straight line and ends closer to you than when it started. Any creatures within the path of the object must make dexterity saves, taking 5d8 bludgeoning damage on a failed save and half as much on a success.

Casting this spell at higher levels increases the drag distance by 10 feet and the damage by 1d10 or 1d8 (depending on the use) for each slot level above 3rd.

**Classes: Wizard, Sorcerer**
Frost Drok

Droks are semi-bipedal, hominid-like creatures that dwell in remote wild lands. The frost drok typically lives isolated in cold wildernesses and icy caves, using its powerful build and horns to defend its territory while subsisting on lichen and ferns. However, these creatures are not the brightest, and often struggle with memory-based tasks.

## Frost Drok

*Large Monstrosity, Neutral*

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AC: 13 (natural armor)

HP: 30 (3d10+9)

Speed: 25 feet, climb 20 feet

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STR DEX CON INT WIS CHA

20 10 16 3 6 4

+5 +0 +3 -4 -2 -3

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**Resistances:** Cold

**Senses:** Passive Perception 10

**Languages:** --

**Challenge:** 1

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ACTIONS

**Multiattack:** the crag drok makes one slam attack and one gore attack, or uses its freezing breath if available.

**Slam:** +7 (1d10+5)

**Gore:** +7 (2d6+5)

**Freezing Breath (recharge 6):** The drok exhales a cone of freezing air. All creatures in a 15 foot cone must make a constitution save, taking 3d6 cold damage on a failed save and half as much on a success.
Disc of Light

**Level 1**

**Range: 100 ft.**

**Duration: 10 minutes, concentration**

**Casting time: 1 action**

Conjure a disc of light patterned with runes that can either stay stationary or fly at 10 ft a round. It can hold up to 500 pounds. Casting this spell at higher levels increase the weight by 100 pounds for every slot level over 1st. Causing the disc to move requires your move action.
Dragon Bloodline (Shifter)

Some Shifters share a special bond with an ancient and powerful species: dragons. This allows you to learn Forms of the Dragon type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Dragon Kin**

When this subclass is chosen, you learn a special Favored Form. You may shift at will into the form of a dragon who's type you choose when you shift. The Form uses these stats.

## **Child of the Great Wyrms**

At 3rd level, your dragon's blood begins to manifest in innate magical abilities. You learn two cantrips and one first level spell of your choice from the Sorcerer spell list. Once you cast the chosen spell, you may not do so again until you finish a short or long rest. Constitution is your spellcasting modifier for these spells, and you may cast spells while in a draconic Form.

## **Dragon Magic**

At 6th level, the magic in your dragon blood has grown. You learn another cantrip and another 1st level spell from the Sorcerer spell list, and may cast 1st level spells you know from this subclass at will.

## **Dragon’s Breath**

At level ten, a number of times per long rest equal to your Constitution modifier, you can use a breath weapon as an action, regardless of what Form you are in (as long as you are in one). The breath weapon deals 6d6 of its energy damage, with a possible Dexterity save for half. (Acid 30 ft. line, Cold 30 ft. cone, Fire 30 ft. cone or 60 ft. line, Lightning 60 ft. line)

## **Frightful Presence**

At level 14, whenever you take the Form of a dragon type creature of a CR 6 or higher, every creature that can see you must make a Wisdom save or be Frightened for 1 minute. They may repeat the save at the end of each of their turns. If they succeed, the effect ends and they become immune to it for 24 hours.
Elemental Bloodline (Shifter)

Imbued with primordial energy, some Shifters are connected to the elemental planes. This allows you to learn Forms of the Elemental type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Elements**

At 3rd level, your elemental blood begins to manifest in innate magical abilities. You learn the cantrips *Mold Earth, Gust, Shape Water*, and *Control Flames*. Constitution is your spellcasting modifier for these spells.

## **Elemental Aspect**

At level 6 and beyond, whenever you shift into a non-elemental Form, you can choose to give it an Aspect tied to one of the elemental planes. Choose Blazing (fire), Freezing (cold), Storming (lightning), or Corroding (acid). For 1 minute, the chosen Form deals an extra 1d6 of that energy type on all attacks and has resistance to that damage type. The bonus damage increases to 2d6 at level 10 and 3d6 at level 14. You can use this feature a number of times per long rest equal to your Constitution modifier.

## **Elemental Aura**

At level 10, whenever you use an Aspect, the Form also is wreathed in that energy type. It has resistance to that energy type and any creature that hits the Form with a melee attack must make a Dexterity save (DC=8+your Constitution modifier+your proficiency bonus) or take 2d4 energy damage. You also gain resistance to fire, cold, acid, and lightning damage.

## **Primordial Intensity**

At level 14, whenever you shift into an elemental form of 3rd level or higher, any creature within 20 ft. of you must make a Dexterity save or take 6d6 of that elemental’s energy damage. On a successful save, they still take half damage.
Child of Athena

***The children of Athena are known to be some of the most formidable warriors and strategists of the entire ancient world.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Athena, your hit dice are d8's and you are proficient with Intelligence and Wisdom saves. Intelligence is your spellcasting modifier for demigod spells.

### Athena's Cunning

As a child of Athena, you have a keen mind for strategy. You can Dash, Disengage, Dodge, or cast a Heritage cantrip as a bonus action on your turn. Additionally, your cantrips and spells are non-magical. While the effects, actions required, and statistics remain identical to the way they are listed, you aren't actually using magic when using Heritage spells. Rather, the spells' effects and consumption of slots represent the effect your strategic mind has on combat. As such, they can't be effected by spells like *Counterspell* and *Dispel Magic*.

### Cantrips

*Guidance*

*Mending*

*Resistance*

*True Strike\**

\*When you cast *True Strike*, you may also grant the benefits of the spell to any allies within 30 feet of you.

### Available Spells

*Bless*

*Compelled Duel*

*Gift of Alacrity*

*Identify*

*Kinetic Jaunt*

*Suggestion*

*Intellect Fortress* (self only)

*Motivational Speech*

*Freedom of Movement*

*Skill Empowerment*

*Contingency*

*Mass Suggestion*

## Special Ability: Architect

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. You gain an innate insight into the methods used to construct buildings. When you touch a building, edifice, or other artificial construction, you immediately gain knowledge of the exact blueprints of the building.

## Extra Attack

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

## Tactical Insight

At 7th level, you learn to recognize patterns in combat and exploit them. As a bonus action, you can study a target you can see. Make an insight check against their passive deception score (10+charisma modifier+proficiency bonus (if proficient)). On a success, you gain 1 Tactical Insight on that target. Each Tactical Insight may be expended as a reaction to add your intelligence modifier to an attack, damage, skill check, or saving throw roll made against the target or to add your intelligence modifier to the DC of a saving throw the target makes. You may not have more than your proficiency bonus Tactical Insights on a particular creature at once, and each Tactical Insight you have on a target fades after a minute if not used. When you use your reaction to activate your Tactical Insight against a creature, you can expend any number of Insights you have against that target.

## The Power of Friendship

At 11th level, you excel at strategy and teamwork. While within 5 feet of an ally, you and that ally have advantage on attack rolls and attack rolls against you or that ally have disadvantage.

## Child of the Mind

At 15th level, your genius aids you in every field. You may add your intelligence modifier to all your skill checks, attack rolls, damage rolls, and saving throws.
Firearms

This is a list of statistics for DnD compatible firearms, and doubles as a reference list for the Gunsmith Artificer specialty. Damage dealt by firearms is considered both piercing and ballistic.

Terms

* Heavy: firearms with the Heavy property are two unwieldy to be fired accurately at close range. these weapons give disadvantage on attack rolls made against targets within 10 feet of the attacker.
* Loading: After firing, an action must be taken to reload the weapon before it can be fired again.
* Semi Auto (Cocked): A semi automatic weapon that must be cocked holds more than one piece of ammunition, but a simple motion is required before firing again (e.g., pulling back a hammer or sliding a bolt). A weapon with this feature only has to be loaded once it's magazine is empty.
* Semi Auto: A semi automatic weapon fires once for every trigger pull, with no required action in between. A firearm like this allows you to make an additional attack whenever you take the attack action with it.
* Full Auto: A fully automatic weapon will keep firing as long as you hold the trigger down. Whenever you take the attack action with such a weapon, you may instead choose a 5 foot cube. All creatures in that cube must make a dexterity save (DC= 8 + your dexterity modifier + your proficiency bonus), taking the weapon's Full Auto damage on a failed save and half as much on a success.
Flare

*1st Level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

Fire a blindingly bright bolt of light towards a point or creature within range. Make a ranged spell attack, dealing 2d6 radiant damage on a hit. Regardless of whether you hit or miss, every creature within 10 feet of the chosen creature or point must make a constitution save, being blinded until the start of their next turn on a failure. You may cast this spell as part of a ranged weapon attack. If you do so, instead make a ranged attack using the chosen weapon, dealing an extra 2d6 radiant damage on a hit. The rest of the spell's effect takes place as normal. Casting this spell at higher levels increasing the damage (or extra damage) by 1d6 for each slot level above 1st.

**Classes: Artificer, Ranger, Sorcerer, Druid**
Combustion Beam

*4th level Evocation*

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a ruby worth at least 200 gp)

Duration: Instantaneous

Direct a beam of pure heat at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 3d20 fire damage, is thrown 30 feet away from you, and falls prone. Regardless of a hit or miss, each other creature within 25 feet of the initial target must make a dexterity save, taking 4d12 fire damage on a failed save and half as much on a success. Any creature that fails the save is also knocked prone. The area affected by this spell and the line between you and the target are illuminated with bright light out to 30 feet until the end of your turn. Casting this spell at higher levels increases the blast radius by 10 feet and the range by 50 feet for each slot level above 4th.

**Classes: Sorcerer, Wizard**
Aliven

*4th level Transmutation*

Casting Time: 1 action

Range: 50 ft.

Components: V, S, M (ropes, vines, branches, or some other long thin objects in the area)

Duration: 1 minute, concentration

Imbue up to 4 ropes, vines, branches, chains, or other such objects with a semblance of life. For the duration, you may use a bonus action to command them telepathically. Each one has 15 hp, Str 18, Dex 18, Con 16, and is immune to mental and psychic effects. Each may make a single attack at +7, dealing 3d4 slashing damage on a hit. Alternatively, they can use their action to grapple at +7. If one target is grappled by two Alivened, they are instead restrained. Three, and they are incapacitated. Four, and they are also knocked prone. Once one or more have grappled a target, they can use an action to inflict 1d6 bludgeoning damage per Alivened that has grappled that target. Casting this spell at higher levels increases the number of Alivened by 1 for each slot level above 4th.

**Classes: Sorcerer, Wizard, Bard, Druid, Ranger**
Elemental Dragon (spell)

*7th level Conjuration*

Casting Time: 1 action

Range: 30 ft.

Components: V, S, M (a dragon scale of the chosen type)

Duration: 1 minute, concentration

Invoke draconic power to summon an elemental incarnation of a dragon whose type you specify. (Fire, Cold, Poison, Acid, or Lightning) This damage type is the one it is immune to and also the damage type of its attacks. The dragon has 100 HP, Str 22, Dex 20, Con 18, a fly speed of 50 ft., and is immune to psychic damage, and any charm, fear, or poison effects. It may make two attacks at +10 (2d8+6 energy damage) or use its breath weapon. (the DM has statistics for the breath weapon of an adult dragon of the correct type) If you lose concentration or the dragon is reduced to 0 HP, it dissipates. It goes on your turn and must take your action to do so.

**Classes: Wizard**
Frozen Fractals

*Evocation Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (Water)

Duration: Instantaneous

Fling a handful of icy shards at a target within range. Make a ranged spell attack, dealing 1d10 cold damage on a hit. At higher levels, the damage increases. At level 5, it deals 2d10 damage, increasing again to 3d10 at level 11 and 4d10 at level 17.

**Classes: Wizard, Sorcerer, Druid**
Fiend Bloodline (Shifter)

Innately bound to the lower planes, some Shifters have a connection with the stuff that composes Fiends. This allows you to learn Forms of the Fiend type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Lower Planes**

At 3rd level, your fiend blood begins to manifest in innate magical abilities. You gain a pool of d4's equal to your Shifter level. You may expend a number of these dice equal to your proficiency bonus at once to add that many d4's of fire, cold, or lightning damage to a damage roll you make. These dice increase to d6's at level 6, d8's at level 10, and d10's at level 14.

## **Fiendish Vigor**

At level 6, you become under the effects of *False Life* whenever you shift into a Form. You also become resistant to fire damage and immune to the frightened condition.

## **Abyssal Sight**

At level 10, you can see in total darkness, magical and non-magical, as if it were broad daylight. You can also detect heat from up to 60 ft. away, like infrared cameras. You gain resistance to cold damage.

## **Infernal Resistance**

At level 14, you gain resistance to lightning damage, as well as resistance to slashing, piercing, and bludgeoning damage from non-magical weapons.
Fiendish Smite

*2nd Level Evocation*

Casting Time: bonus action

Range: self

Components: V, S

Duration: 1 round

Harness the power of the lower planes to sheath your weapon in heckfire and strike not against the target's body, but against their soul. The next melee weapon attack you make deals an extra 2d8 fire damage and treats the target's AC as 10 + their charisma modifier. Fire damage from this spell ignores damage resistance. Casting this spell at higher levels increases the damage by 1d8 for each slot level above 2nd.

**Classes: Warlock, Paladin**
Glowing Fists

**Level: 2**

**Range: self**

**Duration: 1 minute**

**Casting Time: free action**

Imbue your fists or feet (or both) with divine energy until they glow from within. Unarmed strikes made while this effect is active deal an extra 1d6 radiant damage and can use your charisma modifier instead of strength for attack and damage. Casting this spell at higher levels grants a magical bonus to attack and damage of +1 for a 3rd level slot, +2 for a 4th level slot, and +3 for a 5th level slot.
Grim Harvester

***Grim Harvesters and their flocks of fiendish crows sometimes find their way from Shehesh to the material plane to scour battlefields for bones and usable corpses. Nobody is quite certain what they do with such things, once they take them away, but maybe that's for the best.***

## Grim Harvester

*Medium Fiend (Demon), Chaotic Evil*

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AC: 14 (patchwork armor)

HP: 63 (9d8+18)

Speed: 30 feet

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Ability Scores
 +3

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**Saving Throws:** Constitution +6, Wisdom +5

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

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned, Exhausted

**Skills:** Perception +5

**Senses:** Darkvision 120 feet, lifesense 30 feet, passive perception 15

**Languages:** Abyssal

**Challenge:** 5

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**Born of Decay:** Healing spells cast on the Grim Harvester cause it to lose a number of hit points equal to the healing rolled times two.

**Lights of Shehesh:** The Grim Harvester carries a lantern lit with fires from its home plane. The lantern sheds dim light in a 30 foot radius and reveals invisible creatures and creatures on the ethereal plane in the same radius.

INNATE SPELLCASTING (+6 to hit, save DC 14)

The Grim Harvester can innately cast the following spells without material components:

At Will: *Inflict Wounds, Ray of Sickness, Wrathful Smite*

3/day: *Bestow Curse, Vampiric Touch*

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ACTIONS

**Multiattack:** The Grim Harvester makes a greatsword attack and casts a spell.

**Greatsword:** +7 (2d6 + 3 slashing)

OPTIONAL FEATURES

Grim Harvesters that find their own way from the Abyss onto the material plane will almost always be followed by hundreds of fiendish crows. On each of such a Grim Harvester's turns, it may use its bonus action to command the crows to attack its enemies. Any number of creatures within 100 feet of the Grim Harvester must make a dexterity save (DC 12), taking 3d4 piercing damage on a failure.
Enath's Seal

**Level: 3**

**Range: touch**

**Duration: 8 hours**

**Casting Time: 1 minute**

Place layered runes of protection on a target object or creature, granting it immunity to the charmed and frightened conditions, immunity to radiant damage, and a number of temporary hit points equal to 3 x your level. The runes shatter when the temporary hit points are reduced to 0, ending the spell. The target can also not be possessed, or killed by instant-death effects like *Power Word Kill*. If this spell is cast on a corpse, it cannot be raised by necromancy and does not decay (This effect does not count as an official casting will not fade if you cast this spell again. It lasts until dispelled). You may not have more than one seal active at once. If you cast this spell again while another seal cast by you is active, the original fades and the new one takes effect. When cast at higher levels, the temporary hit points increase to 4 x your level for a 4th level slot and 5 x your level for a 5th level slot.
Christmas Spells

Casting Time: bonus action

Range: 60 feet

Components: M (a branch of mistletoe)

Duration: 1 minute

Use a branch of mistletoe in a bid to make a target within 60 feet of you interested in you. For the next minute, you have advantage on charisma (persuasion) checks on the target.

**Classes: Druid, Bard**

### Sack's Blessing

*2nd level Transmutation*

Casting Time: Action

Range: touch

Components: V, M (250 gp if permanent)

Duration: 8 hours

You touch a bag or pouch, granting it the effects of a Bag of Holding for 8 hours. If you cast this spell for a week straight on the same bag or pouch, the effect becomes permanent.

**Classes: Wizard, Cleric**

### Convenience Worker's Bane

*3rd level Evocation*

Casting Time: Action

Range: 120 feet.

Components: V, S

Duration: 1 minute, concentration

You start singing songs by the legendary holiday bard Mariah Carey, growing more intense each passing round. Every creature of your choice within 120 feet of you must make a constitution save at the start of each of their turns that they can hear the song. The first round, if they fail, they take 1d4 psychic damage. On the second round, the damage increases to 2d4, then 3d4, and 4d4 etc. until the spell ends or until you lose concentration.

**Classes: Bard**

### Jack Frost's Touch

*3rd level Transmutation*

Casting Time: Action

Range: self

Components: V, S, M (a vial of pine sap)

Duration: 1 minute, concentration

For 1 minute, any water or liquid you touch freezes out to 10 feet from the point of contact. You may make a melee spell attack to try to touch a creature. If you succeed, the target takes 3d8 cold damage and can only move half their movement speed on their next turn.

**Classes: Sorcerer, Druid**

### Sleigh's Blessing

*4th level Transmutation*

Casting Time: 1 Action

Range: touch

Components: V, S, M (a pinch of reindeer fur)

Duration: 1 hour, concentration

You touch a vehicle no greater than 20 feet in any dimension. For the next hour, it has a flying speed of 60 feet and can carry up to two thousand pounds.

**Classes: Cleric, Wizard**

### S

*C*
Halt

*1st Level Abjuration*

Casting Time: Reaction

Range: 40 feet

Components: V, S

Duration: 1 second

Halt the momentum of everything in a 10 foot sphere around the chosen point for one second, then the spell ends. This motion doesn’t happen fast enough to cause damage. Casting this spell on a creature under the effects of Haste will end those effects until the end of their next turn or the start of their next turn, whichever happens first.

**Classes: Sorcerer, Wizard**
Fzechling

***Fzechlings are Fzeth's cannon fodder, some of the least powerful spirits in all of the Abyss, but possessing one of the best size/anger ratios. Everyone at the Red Gate has killed at least a dozen of these.***

## Fzechling

*Medium Fiend (Demon), Chaotic Evil*

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AC: 13 (natural armor)

HP: 36 (6d8+6)

Speed: 35 feet

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Ability Scores
 +2

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**Damage Immunities:** Fire, Necrotic, Poison

**Damage Vulnerabilities:** Cold

**Condition Immunities:** Poisoned

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

**Languages:** Abyssal

**Challenge:** 2

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**Blazing:** The Fzechling's melee attacks are magical and deal an extra 1d8 fire damage on a hit (included in the attack).

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ACTIONS

**Sword Arm:** +5 (2d6+3 slashing + 1d8 fire)
Avatar

*8th level Conjuration*

Casting Time: 1 action

Range: self

Components: V, S, M (a figurine made of recycled materials)

Duration: 1 minute, concentration

Form yourself a body out of rubble and earth. If none is available, it is formed of pure energy. While in this form, your size category changes to large and you gain a +8 to strength. This avatar has 100 hp and an AC of 16. It’s two attacks (not using weapons) deal 3d8+strength bludgeoning damage, which is considered magical damage. Attacks made with weapons deal an extra 2d6 of their damage type. The avatar has the carrying capacity of a Huge creature. When it is reduced to 0 hp, it crumbles away and any remaining damage is transferred to you.

**Classes: Sorcerer, Wizard, Druid**
Fascination

*1st level Enchantment*

Casting Time: 1 action

Range: 60 ft.

Components: M (a lens)

Duration: 1 minute

Choose a target within range. They must make a Wisdom save or be fascinated with an object of your choice also within range. For the duration, they are obsessed with touching, approaching, and gazing intently at the object or creature unless that would be obviously harmful to them. Being attacked immediately ends the effect, but they are always Surprised if they enter combat while fascinated. On a failure or success they do not know that they have been affected. Casting this spell at higher levels increases the number of potential targets by 1 for each slot level above 1st.

**Classes: Wizard, Sorcerer, Bard, Cleric**
Channel Fiend

*5th Level Evocation*

Casting Time: bonus action

Range: self

Components: V, S, M (a body part of the chosen fiend)

Duration: 1 minute, concentration

Channel the power of a fiend of your choice of a CR equal to or less than your level. The chosen fiend appears in spectral form, growing out of and wreathing your body. While the spell lasts, you may take any action that the chosen fiend could take, including its weapon attacks. (Its weapons appear also in spectral form) You can also access any Innate Spellcasting the fiend possesses, but you must pay a penalty of 1d4 psychic damage for each level of a spell cast this way.

**Classes: Wizard, Sorcerer, Warlock, Paladin**
Bonds of Light

**Level 2**

**Range: 60/120**

**Duration: 1 minute, concentration**

**Casting time: 1 action**

Summon bolas of crackling energy, launching them at a single target in range. On a hit, the target is unharmed but their movement speed drops to 0 (If they are flying, they fall). They may attempt a Strength save at the start of each of their turns to escape. Casting this spell at higher levels increases the range by 60 feet for each slot level above 2nd.
Celestial Bloodline (Shifter)

Innately bound to the upper planes, some Shifters have a connection with the light and radiance that makes up celestials. This allows you to learn Forms of the Celestial type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Upper Planes**

At 3rd level, your celestial blood begins to manifest in innate magical abilities. You gain a pool of d4's equal to your Shifter level. These dice can be expended for any of the following:

* You may expend a number of these dice equal to your proficiency bonus at once to heal yourself or an ally within 30 feet of you by the amount rolled + your constitution modifier.
* You may expend 1 die as a reaction to add it to your AC or the AC of an ally for one attack.
* You may expend 1 die as a reaction to add it to a saving throw or the saving throw of an ally.

These dice increase to d6's at level 6, d8's at level 10, and d10's at level 14.

## **Radiant Resistance**

At level 6, all of your Forms are resistant to Radiant and Necrotic damage. You are also immune to the frightened and diseased conditions.

## **Celestial Healing**

At level 10, while in a Form of 3rd level or higher, you regain 1d4 hp at the start of each of your turns. You also become immune to poison damage and the poisoned condition.

## **Wings of Light**

Starting at level 14, you can use a free action while in a Form to grow a pair of angelic wings, assuming the Form didn’t have them already. You gain a fly speed of 50 ft. and shed bright light in a 20 ft. radius.
Half-Djinn

Half-Djinn are not numerous enough to have their own culture, but physically they are thin and pale humans, sometimes sporting black or dark, curling horns. They are known for their agility and powerful innate magic. They are, as their name suggests, the offspring of a Djinn and a mortal.

**Ability Scores:** Half-Djinn are graceful and insightful. You gain +2 dexterity and wisdom.

**Age:** Half Djinn mature as fast as humans but can live well past 300 years.

**Alignment:** Half Djinn tend toward neutrality.

**Size:** Half Djinn are medium.

**Speed:** You have a walking speed of 35 feet.

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

**Magical Sight:** You can cast *Detect Magic* at will, without expending a spell slot.

**Djinn Blood:** You can become amorphous as a bonus action, transforming yourself and all equipment you are wearing and carrying into dusty wind. While amorphous, you are immune to non-magical slashing, piercing, and bludgeoning damage and can fly. You cannot cast spells that require verbal components in this form, and you revert if you take damage. This ability lasts until the start of your next turn and can be used a number of times equal to your proficiency bonus per long rest.

**Djinn Magic:** You know the cantrip *Gust* and the spell *Gust of Wind* and you have a single spell slot of a level equal to your proficiency bonus. When you cast *Gust* or *Gust of Wind* using this feature, wisdom is your spellcasting modifier. The spell slot granted by this trait can be used to cast any spell you know of an appropriate level.

**Supernatural Agility:** Half-Djinn are light and flowing in their movements. Your standing high and long jump distances are 10 and 15 feet, respectively, and you are immune to fall damage.
Enath's Bow

**Level 4**

**Range: 120 ft.**

**Duration: 1 minute, concentration**

**Casting time: 1 bonus action**

Conjure a +1 recurve bow of shining energy, which you can use without ammunition. Each arrow deals 2d12+charisma radiant. Other special effects can be used, but they use up both of your attacks:

-Multi shot: fire three arrows at once, but they must target different creatures.

-Concussive shot: add 1d4x5 ft of knockback, and force every creature within 5 ft of the target to make a Dexterity save to avoid 3d6 radiant.

-Piercing shot: Fire straight through up to three creatures, three feet of wood or dirt, a foot of stone, and an inch of metal, or a thin sheet of lead.

-Sniper shot: Double the range.

The bow may be dismissed and recalled as a free action while the spell is in effect.
Firedancer

***They were the warriors that trained me, the Firedancers of the Kaftari. They found me in that cave, their blades and fists wreathed in flame. It's an ancient art, and deadly. -Oku, Human Firedancer***

## **Firedancer**

*Medium Humanoid (Kaftari), Chaotic Good*

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AC: 19 (Unarmored Defense)

HP: 88 (11d10+22)

Speed: walk 35 ft.

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STR DEX CON INT WIS CHA

10 20 15 10 12 19

+0 +5 +2 +0 +1 +4

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**Saving Throws:** Dexterity (+9), Charisma (+8)

**Damage Immunities:** Fire

**Skills:** Intimidation (+8), Acrobatics (+9)

**Senses:** Darkvision 60 ft., passive perception 11

**Languages:** Kaftari, Ignan, Common, Undercommon

**Challenge:** 6

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ACTIONS:

**Multiattack:** the Firedancer makes three attacks. It makes two glaive attacks and one unarmed strike or three fireball attacks.

**Glaive:** +9 (1d10+5 slashing +1d6 fire)

**Unarmed Strike:** +9 (1d6+5 bludgeoning +1d6 fire)

**Fireball:** +8 (2d6+4 fire, 30/60)

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Incinerate Missiles: whenever the Firedancer is targeted with a non-magical ranged attack using ammunition, it can use a reaction to incinerate the ammunition before it hits.

Fire-Eater: anytime the Kaftari is exposed to fire damage (though it is immune), it heals a number of hit points equal to 1/2 the damage taken.