recursal/Fanatic-Fandom huggingface dataset:
Hobgoblins (Misava)

Misava's Hobgoblins are warlike and semi-nomadic inhabitants of the vast and barren lands of the Expanse.

**Ability Scores:** Hobgoblins are tough and muscly. You gain +2 strength and constitution.

**Age:** Hobgoblins mature before 20 and rarely live longer than 60 years due to lack of medical infrastructure and violence, but won't die of old age until well past 150.

**Alignment:** Most hobgoblins are extremely lawful or extremely chaotic.

**Size:** Hobgoblins stand at around human height and are medium.

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

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

**Martial Culture:** You know a Fighting Style from the list available to Fighters.

**Weapon Training:** You are proficient with martial weapons, shields, and medium armor.

**Warrior's Blood:** You can channel the martial training in your blood to make one heroic strike, adding your proficiency bonus to the attack and damage of the next attack roll you make, even if you would already add it. Once you use this feature, you may not use it again until you next roll initiative.
Falkra

The Falkra are birdlike humanoids that hail from northern Misava in a snowy region called High Dinlain.

**Ability Scores:** You gain +2 dexterity and +1 charisma.

**Age:** Falkra mature before they turn 10 and rarely live past 80.

**Alignment:** Falkra tend towards chaotic alignments but are very loyal.

**Size:** Falkra stand about human height but their wings make them even more imposing. You are medium.

**Speed:** You have a walking speed of 25 feet and a flying speed of 40 feet.

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

**Dive Bomb:** If you fly at least ten feet before hitting a creature with a melee attack, that attack deals an extra 2d6 damage.

**Fancy Flying:** While flying, you may take the Dash, Disengage, or Dodge actions as a bonus action.
Auran Leviathan

***The Skywhales...I tell you, they're amazing to watch. Their calls can echo for miles. In older days they thought that the Leviathans would whip up storms and cause tides with their wingbeats.***

***-Jek the Sparra, captain of the* Firebird**

## **Auran Leviathan**

*Colossal Dragon, True Neutral*

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AC: 19 (Natural Armor)

HP: 448 (28d20+140)

Speed: fly 120 ft.

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STR DEX CON INT WIS CHA

28 15 24 12 20 13

+9 +2 +7 +1 +5 +1

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**Saving Throws:** Strength (+17), Wisdom (+13)

**Damage Resistances:** Lightning, Thunder

**Skills:** Perception (+13)

**Senses:** Darkvision 1,000 ft., passive perception 23

**Languages:** Draconic, Auran

**Challenge:** 19

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ACTIONS:

**Multiattack:** The Auran Leviathan makes two attacks, one with its bite and one with its tail.

**Bite:** +17 (2d8+9 piercing)

**Tail:** +17 (2d8+9 bludgeoning)

**Leviathan's Roar (Recharge 5-6):** The Leviathan bellows a deafening roar. All creatures within 300 ft. of it must make a constitution save (DC 21). If they fail, they take 10d6 thunder damage and are Stunned until the end of their next turn. On a success, they take half as much damage and are not Stunned.

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**Buffeting Winds:** Any creature directly underneath the Leviathan while it's flying or within a 50 ft. cone in front of it must make a strength save (DC 21). On a failure, they take 4d6 bludgeoning damage and are thrown away from it 3d6x5 ft. On a success, they take half as much damage and are not thrown.
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.***

## Caroling

When this college is chosen at 3rd level, you learn to imbue your songs with the cheer and festivity of the holiday season. Whenever a creature uses your Bardic Inspiration on a saving throw against fear or cold, they automatically succeed.

## Catchy Tunes

Also at 3rd level, your Inspiration lasts for 1 hour if not used, but still dissipates on a short rest or longer. It also does not fade if the roll it is used on shows a number on the d20 less than your current level.

## Songs of Joy

Beginning at level 6, you may add your Charisma modifier to any rolls of your Inspiration Die made while you are concentrating on a spell.

## Remorseless Cheer

Also at level 6 and beyond, if you are concentrating on a spell and grant Bardic Inspiration, you do not expend a use of Bardic Inspiration.

## Bolstering the Mood

Starting at level 14, whenever a creature (including you) succeeds on whatever roll they add your Inspiration die to, they gain hit points equal to the die’s rollx2. Additionally, whenever you expend a Bardic Inspiration, you can choose to expend 2 uses to instead grant inspiration to up to 5 allies within 60 feet of you.
Flameshock

*1st Level Evocation*

Casting Time: Bonus Action

Range: 15 feet

Components: S

Duration: 1 round

Send a pulse of heat towards a creature within range, forcing it to make a constitution save. On a failure, the target takes 1d12 fire damage and is thrown off balance. The first attack made against the target until the start of its next turn has advantage, and the next save the target makes before the start of its next turn has disadvantage.

**Classes: Artificer, Druid, Sorcerer, Wizard**
Drakon

***Not to be confused with Dragons, Drakons are older cousins, and far less reasonable. Drakons are armed with tough green or black scales and a bite that can melt armor and flesh alike. -from Markis Glaywell's 'History of the children of Echria'***

## **Drakon**

*Huge Dragon, Neutral Evil*

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AC: 19 (Natural Armor)

HP: 272 (17d20+85)

Speed: walk 50 ft.

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STR DEX CON INT WIS CHA

20 11 21 20 23 19

+5 +0 +5 +5 +6 +4

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

**Damage Immunities:** Acid, Poison

**Damage Resistances:** Fire

**Condition Immunities:** Paralyzed, Poisoned

**Skills:** Insight (+12), Perception (+12), Deception (+12)

**Senses:** Darkvision 120 ft., heatsense 120 ft., passive perception 22

**Languages:** Draconic

**Challenge:** 18

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ACTIONS:

**Multiattack:** The Drakon makes a bite attack, two claw attacks, and uses its Paralyzing Gaze.

**Bite:** +11 (2d10+5 piercing +2d6 acid)

**Claw:** +11 (2d8+5 slashing)

**Paralyzing Gaze:** The Drakon locks its eyes on a creature within range. If that creature can see it, it must make a wisdom save (DC 22). On a failure, it is Paralyzed until the Drakon shifts its gaze. The target may repeat the save at the end of each of its turns. Once succeeded, it is immune to the gaze for 24 hours.

**Breath Weapon (Recharge 5-6):** The Drakon belches a 30 ft. line of corrosive saliva. Each creature in that line must make a dexterity save (DC 22), taking 10d8 acid damage on a failure and twice as much on a success.
Empathic Sage

***Empathic Sages focus on channeling their will into their emotions and understanding the emotions of others. Some consider them to be the paragons of Enathic magic.***

## Empathy

When this Focus is chosen, you gain the ability to passively sense the emotions of creatures within 100 feet of you. You may add your charisma modifier to insight checks made against creatures within that range.

*Calm Emotions* is a Lightbender spell for you.

## Empathic Bending

As an Empathic Sage, your emotions can modify your Lightbending. Usually, this manifests as a slight color tinge to the spell you modify. Whenever you cast a Lightbender spell or cantrip, you may choose one of the following options.

* Rage: Whenever you roll damage for the chosen spell, you may roll twice and take the higher result as your spell is empowered by your anger.
* Fear: Whenever you hit a creature with a spell attack from the chosen spell or they fail a save against the chosen spell, you may choose to move them up to 10 feet away from you as they are repelled by your fear of them.
* Joy: When you cast the chosen spell, you may choose to grant yourself or an ally within 30 feet of you temporary hit points equal to your charisma modifier as they are encouraged by your optimism.
* Pride: When you cast the chosen spell, you may give yourself or an ally within 30 feet a bonus to the next d20 roll they make before the start of your next turn equal to your charisma modifier as they are bolstered by your confidence.

## Resistant Psyche

At 7th level, your emotions strengthen your mind's defenses. You and allies within 30 feet of you are resistant to psychic damage and have advantage on saves against being frightened or charmed.

## Pathos Focus

At 14th level, you learn to focus on a particular emotion while in combat. When you roll initiative, choose one of the following:

* Rage: Whenever you roll damage, increase that damage by an amount equal to your charisma modifier as your anger tears your enemies apart.
* Fear: Whenever a hostile creature enters your melee range for the first time on its turn or begins its turn there, it must make a wisdom save against your spell save DC or be pushed back 30 feet by your fear of them.
* Joy: Whenever you or an ally begins its turn within 30 feet of you, they regain a number of hit points equal to your charisma modifier as they are mended by your unwavering positivity.
* Pride: You and allies within 30 feet of you add your charisma modifier to saving throws and ability checks for the duration of combat as they are bolstered by you believing in them and in yourself.

You may use this focus ability a number of times equal to your charisma modifier and regain all expended uses when you finish a long rest.

## Empathic Sage

At 20th level, you and allies within 30 feet of you become immune to psychic damage and the charmed and frightened conditions. Additionally, your control over your emotions allows you to add your charisma modifier and your wisdom modifier to any and all d20 rolls that would normally utilize just one, or neither.
Enathim Spells

This page lists spell available to Lightbenders.

## Cantrips

Blast

*Fire Bolt*

*Guidance*

Levin Strike

Lifesight

Light

*Lightning Lure*

*Mage Hand*

Radiant Blades

*Word of Radiance*

## 1st Level Spells

Astral Expulsion

*Compelled Duel*

Concussive Blast

*Cure Wounds*

*Detect Evil and Good*

*Detect Poison and Disease*

Disc of Light

*Divine Favor*

*Feather Fall*

Flare

*Guiding Bolt*

*Heroism*

Holy Light

Jim's Arcane Shield

Luminant Leap

Pulse

*Shield*

## 2nd Level Spells

Bonds of Light

*Branding Smite*

*Earthbind*

Energy Gauntlets

Glowing Fists

*Levitate*

*Magic Weapon*

Orbiting Discs

Radiant Judgement

Runic Flight

Seeker's Mark

Shining Chain

Ward Sphere

## 3rd Level Spells

*Aura of Vitality*

*Beacon of Hope*

*Blinding Smite*

Blasting Rune

Enath's Seal

Golden Bonds

Greater Discs

Fractal Rain

Lance of Purity

Light Lance

*Lightning Arrow*

*Magic Circle*

Judgement

Sunbeam

Shining Staff

*Tongues*

## 4th Level Spells

Astral Slam

*Aura of Life*

*Aura of Purity*

*Divination*

Enath's Blade

Enath's Bow

*Fire Shield*

Fractal Volley

Pierce the Sky

Righteous Healing

Shield of Faith

## 5th Level Spells

*Dawn*

Divine Fire

*Holy Weapon*

Quasar

Soulbind

Spectral Avatar

Swiftness

*Wall of Light*
Baghead the Ronin

***Baghead or Old Baggy Pants is a unique Armorgeist with a penchant for selling his "services" to mortals, usually for either a sliver of their life force or a copious amount of money. The Mistman is uncertain what he uses the money for. He is presumed to be a once-paladin consumed by his own greed after his death.***

## Baghead

*Medium Undead, Lawful Evil*

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AC: 18 (full plate)

HP: 67 (7d10+21)

Speed: 30 feet (40 feet fly)

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Ability Scores
 +3

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**Saving Throws:** Strength +6, Charisma +5

**Damage Resistances:** Cold, Radiant

**Damage Immunities:** Poison, Necrotic

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

**Skills:** Athletics +6, Intimidation +5

**Senses:** Darkvision 120 feet

**Languages:** Common

**Challenge:** 5

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**Armorgeist:** Baghead is an armorgeist, meaning he only takes physical form while possessing a suit of armor. As an action, he can possess a suit of armor he can see. The chosen armor doesn't need to be empty, but it can't be occupied by a living creature. When he possesses a new suit of armor, he takes on that armor's base AC and gains 2d6 temporary hit points if he hasn't possessed this armor before.

**Daywalker:** Baghead recieves no penalties from being out in full sunlight like others of his kind.

**Formidable:** Baghead has advantage on attacks against creatures who are frightened of him.

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ACTIONS

**Multiattack:** Baghead makes two mace attacks and uses his Startle ability, if available.

**Mace:** +6 (1d8 + 3 bludgeoning + 2d8 radiant)

**Startle (Recharge 5-6):** Baghead lunges at a creature he can see in an attempt to frighten them. The target must make a Wisdom save (DC 13), taking 2d6 psychic damage and being frightened of Baghead for 1 minute on a failed save and half as much damage on a success. A frightened creature can repeat the save on the end of each of its turns.
Hebi

***The Hebi are some of the most notorious of the more grounded Herra. They're basically just snake people, although their association with Otiujo, Shen of Poison and Deceit, makes them far more dangerous. They serve as Otiujo's minions in courts and dark alleyways across Kylma, and regardless of who they profess to be helping or working for, they are most assuredly reporting back to their Shen.***

## Hebi

*Medium Fiend (Herra, Shapechanger), Lawful Evil*

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AC: 16

HP: 104 (13d10+26)

Speed: 30 feet

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Ability Scores
 +0

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

**Damage Immunities:** Poison, Acid

**Condition Immunities:** Poisoned

**Skills:** Stealth +10, Deception +9, Persuasion +9

**Senses:** Heatsense 60 feet, Darkvision 120 feet, passive perception 11

**Languages:** Hebi, Common

**Challenge:** 7

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**Vitriolic Essence:** The Hebi's weapon attacks are magical, and deal an extra 2d6 acid damage (included in the attack)

**Shapchanger:** The Hebi can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Chameleon Skin:** The Hebi can become invisible as a bonus action, remaining invisible until it attacks or takes an action. The Hebi may only use this ability in its true form.

**Toxic Influence:** Creatures poisoned by the Hebi are also charmed by it.

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ACTIONS

**Multiattack:** The Hebi makes two scimitar attacks.

**Scimitar:** +10 (1d6 + 5 slashing + 2d6 acid)

**Teleport:** The Hebi teleports up to 60 feet to a point it can see, vanishing and reappearing in a cloud of green mist.

BONUS ACTIONS

**Hide:** The Hebi attempts to hide.

**Bite:** +10 (1d4 + 5 piercing and the target must make a constitution save (DC 15), being poisoned for 1 minute on a failure. The target may repeat this save at the end of each of its turns)
Dust Spawn

***Dust Spawn Warriors are the lowest of the Dustborn, the foot soldiers in Gangargargar's numberless legion. Dust Spawn such as this are created when a creature infected with Grayskin dies, or via a special ritual conducted by a Gangari evangelist.***

## Dust Spawn Warrior

*Medium Aberration (Dustborn), Chaotic Evil*

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AC: 13

HP: 39 (6d8+12)

Speed: 35 feet

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Ability Scores
 +1

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**Damage Resistances:** Necrotic, Poison

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

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

**Languages:** Gangari

**Challenge:** 3

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

**Grayskin:** The Dust Spawn Warrior's weapons are covered in gray dust. Any creature damaged by those weapons must make a constitution save (DC 12), contracting Grayskin on a failure. The Dust Spawn has advantage on attack rolls against any creature that isn't infected with Grayskin.

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ACTIONS

**Multiattack:** The Dust Spawn makes two sickle attacks.

**Sickle:** +5 (1d10 + 3 slashing, and the target must make a constitution save (DC 12) or contract Grayskin)
Chaos Heritage

***Demigods with the chaos heritage could be descendants of Set, Nefmar, Apophis, Eris, or a similar strife and chaos-inflicting deity.***

## Heritage Traits

### Heritage-Specific Traits

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

### Movement Enhancement

Whenever you dash or jump, you can move 1d10x5 feet further than normal.

### Cantrips

Eldritch Blast

Lightning Lure

Shocking Grasp

Create Bonfire

### Available Spells

Bane

Chaos Bolt

Color Spray

Hellish Rebuke

Jim's Magic Missile

Tasha's Hideous Laughter

Aganazzar's Scorcher

Blur

Crown of Madness

Dust Devil

Pyrotechnics

Counterspell

Dispel Magic

Enemies Abound

Erupting Earth

Haste

Pulse Wave

Confusion

Fire Shield

Storm Sphere

Circle of Power

Enervation

Destructive Wave

Disintegrate

## Chaotic Surge

Beginning at 7th level, you learn to embrace your heritage's...disorderly nature. As an action, you can choose to cast a spell. The DM then rolls to randomize a spell of 3rd level or lower. The spell must have a casting time of 1 action or less, and the DM should only describe what the spell looks or feels like as you begin to cast it. You may then choose a target area, creature, object, or point. You may use this feature a number of times per long rest equal to your charisma modifier.

Additionally, whenever you take the attack action, you may attack twice instead of once.

## Wrath of Chaos

Beginning at 11th level, whenever you roll damage for a spell or weapon, you may choose to add 1d20 damage to that roll. The damage type is chosen by you. You may use this feature a number of times per long rest equal to your charisma modifier.

## What are the Odds?

Beginning at 15th level, you may choose to add 1d12 to any d20 roll you make. if the result is even, it is added to that roll. If the result is odd, it's subtracted.
Conjured Titan

*Huge Construct, Unaligned*

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AC: 15 (natural armor)

HP: 200

Speed: 50 feet

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Ability Scores
 +7

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**Saving Throws:** Strength +10, Constitution +8

**Damage Immunities:** Poison, Necrotic

**Damage Vulnerabilities:** Thunder

**Condition Immunities:** Petrified, Blinded, Deafened

**Skills:** Perception +3

**Languages:** Understands all languages spoken by its creator, but cannot speak.

**Challenge:** 10

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**Cataclysmic Death:** When the Titan dies, either from taking damage or from the spell that conjured it ending, it falls into its composite pieces. All creatures within 15 feet of it must make a dexterity save (DC 16), taking 5d10 bludgeoning damage on a failed save and half as much on a success.

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ACTIONS

**Multiattack:** The Titan makes two Slam attacks or uses its Stomp ability.

**Slam:** +10, reach 15 feet (3d10+7 bludgeoning)

**Stomp (Recharge 4-6):** The Titan stomps the ground, causing a minor earthquake. All creatures within 30 feet of it must make a dexterity saving throw, taking 2d12 bludgeoning and falling prone on a failed save and taking half as much damage on a success.
Gilded Zealot

***An ancient order of monastic zealots formed in the wake of Ezriel's sacrifice. Calling themselves the Gilded Torch, they pledged to safeguard Gazar from threats in the Great Beyond. These masked wanderers sometimes lose their good intentions in their zeal.***

This subclass provides scaling mechanics for any character that pledges themselves to the Torch, regardless of class. If you had chosen a subclass prior to this choice, you still retain all abilities gained from that subclass up until 3rd level, but do not gain any others.

## Bonus Proficiencies

When this subclass is chosen at 3rd level, you gain proficiency with a weapon type of your choice and may choose a Fighting Style from the list available to Fighters.

## The Gilded Mask

Also at third level, you acquire a gold-plaited wooden mask carved in the shape of a dragon's face and marked with any number of abjuration runes. While wearing it, you gain the following features:

**Blessing of the Redeemed:** when unarmored, you may add your charisma modifier to your AC.

**Ezriel's Lightning:** You learn the cantrip *Ezriel's Lightning*. Charisma is your spellcasting modifier for this spell.

**Zeal Points:** You gain a pool of Zeal points equal to your level. You may expend one point as a bonus action to produce any of the following effects. All expended points return to your pool when you complete a long rest.

* **Zealous Surge:** Add your charisma modifier to the attack and damage rolls of weapon attacks you make this turn.
* **Sense the Beyond:** Magically detect the presence and location of any and all outsiders within 100 feet of you.

## Zealous Warrior

At level 7, you gain the Extra Attack feature if you didn't already have it. Additionally, you may add your charisma modifier to the damage of cantrips you cast, as well as to the damage of your Ezriel's Lightning.

## Golden Protector

Beginning at 13th level, you and any allies within 30 feet of you have advantage on saving throws against spells and magical effects caused by outsiders.

## Gilded Defiance

At 20th level, you become a paragon of Ezriel's dying mission. Whenever you score a critical hit against an outsider and whenever an outsider critically fails a saving throw against a spell you cast, that outsider must make a charisma save against your spell DC or be Banished.
Brawler

***Whether growing up in a tough part of town or merely having an unnatural skill at barfighting, the Brawler lives up to its name. They combine the stealth and lethality of the classic rogue with unrefined brutality of street fighting to deadly effect.***

## Bonus Proficiencies

As a brawler, you are proficient with improvised weapons and with unarmed strikes (1d4 bludgeoning). While making an attack using either of those, you can still use Rogue features like Sneak Attack.

## Brute Tactics

Starting at level 3, whenever you do deal sneak attack damage, you can choose to force the target to make a strength save (DC=8+your strength modifier+your proficiency bonus). If they fail, you can choose to do one of the following.

* Knock them prone.
* Move you and them up to 15 ft.
* Throw them up to 5 ft. (the distance doubles for every size category smaller than you they are)

## Hard Life

Also at level 3, you gain an extra hit point for every level in this class you have, and gain an additional hit point every time you level up in this class.

## Brutal Hits

At level 9, whenever you hit a creature with an attack and don’t deal Sneak Attack damage, add your strength modifier to the damage.

## Toughness

By level 13, you can take quite a beating. Whenever you are subjected to an effect that would require you to make a Constitution save to take half damage, you take no damage on a success and half damage on a failed save.

## Decisive Strikes

At level 17, whenever you reduce a creature to 0 hp at melee range, you can choose to make a strength check (DC=10 or ½ the amount of damage you dealt, whichever is higher) If you succeed, they die instead of falling unconscious.
Generic Heritages

A list of flexible heritages for Demigods, based on the domains available to Clerics.

Thunder Heritage

Forge Heritage

Tempest Heritage

Sea Heritage

Sun Heritage

War Heritage

Sky Heritage

Earth Heritage

Death Heritage

Life Heritage

Moon Heritage

North Wind/Cold Heritage

Magic Heritage

Wild Heritage

Chaos Heritage

Trickery Heritage
Bituminous Blast

*3rd level conjuration*

Casting Time: 1 action

Range: 50 feet

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

Duration: Instantaneous

Hurl a warbling mass of tar-like fluid at a target within range. Make a ranged spell attack. On a hit, the target takes 3d10 acid damage and is restrained. If they are flying, they fall. At the start of their next turn, they may attempt a strength save against your spell DC, breaking free on a success. This save may be repeated at the start of each of their turns. Otherwise, the tar dissipates in 1 minute or when it comes in contact with water. The restrained condition of this spell can only affect a creature of size large or smaller. Casting this spell at higher levels increases the damage by 1d10 for each slot level above 3rd. If you cast this spell at 5th level or higher, it can restrain Huge or smaller creatures.

**Classes: Wizard, Sorcerer**
Arcane Maw

*1st level Conjuration*

Casting Time: 1 action

Range: 20 ft.

Components: V, S

Duration: 1 minute, concentration

Form a mouth of force and make a melee spell attack against one creature within range, dealing 3d4 force damage on a hit. They must then make a strength save or be grappled. They may repeat the save at the start of each of their turns. If they succeed in escaping, you may use an action on your turn to turn the maw on another target. Casting this spell at higher levels increases the damage by 1d4 for each slot level above 1st.

**Classes: Wizard, Druid**
Alazetz

***Alazetz are natives of Alhaza, bug demons that manage to devour enough of their brethren to establish some sense of identity.***

## Alazetz

*Small Fiend (Demon), Chaotic Evil*

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AC: 15 (natural armor)

HP: 24 (4d8+4)

Speed: 20 feet, fly 30 feet

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Ability Scores
 -2

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**Damage Resistances:** Fire

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Bludgeoning

**Condition Immunities:** Poisoned

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

**Languages:** Abyssal

**Challenge:** 1

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**Drone:** The Alazetz's flight produces a droning sound audible up to 300 feet away.

**Pack Tactics:** The Alazetz has advantage on attack rolls as long as its within 5 feet of an ally.

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

ACTIONS

**Multiattack:** The Alazetz makes three claw attacks.

**Claw:** +4 (1d4+2 slashing)
Bellboy

***Bellboys are popular inhabitants of mid-century churches in Uldervald's more populous cities. Saves the average monk a grueling morning pulling rope.***

## Bellboy

*Medium Construct, Lawful Neutral*

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

AC: 20 (natural armor)

HP: 49 (4d12 + 16)

Speed: 20 feet

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

Ability Scores
 +3

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

**Saving Throws:** Strength +9

**Damage Resistances:** Thunder, Fire, Cold, Lightning, Slashing, Piercing, Bludgeoning

**Damage Immunities:** Poison, Necrotic

**Condition Immunities:** Deafened, Blinded, Poisoned, Petrified, Paralyzed

**Senses:** Blindsight 60 feet

**Languages:** Understands Common but can't speak

**Challenge:** 3

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

**Living Bell:** Whenever the Bellboy takes bludgeoning or thunder damage, it immediately uses its Toll ability. When it does, the damage dealt is equal to the triggering damage.

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

ACTIONS

**Mace:** +6 (2d10 + 3 bludgeoning and the target is knocked prone)

**Toll:** The Bellboy smacks itself with its mace. All creatures within 15 feet of it must make a constitution save (DC 14), taking 2d8 thunder damage and being deafened for 1 minute on a failed save and taking half as much damage on a success.
Falkara

***The Falkara are a proud race of men with the heads, sight, reflexes, and agility of falcons. Their once-mighty empire ruled floating islands east of Ithos, but they have since been stripped of their wings and now reside in the highest peaks of Tyrrh.***

**Ability Scores:** Falkara are agile and proud. You gain +2 dexterity and +1 charisma.

**Age:** Falkara have long since fallen from their glory, but retain some of its benefits. They mature at age 7 and live well over 300 years.

**Alignment:** Most Falkara are lawful and neutral or good, but are prone to hubris and arrogance.

**Size:** Standing slightly taller than the average human, they are medium.

**Speed:** Falkara, like all birdfolk, have a base walking speed of 35 feet.

**Languages:** Falkara, Common

**Keen Sight:** Falkara can see clearly up to almost a mile away and have advantage on perception checks relying on sight.

**Wings of Yore:** Falkara may not have wings, but they are still light and agile. Any fall damage you take is reduced by your character level. This stacks with slow falling abilities like those granted by the Monk class.
Drifter

***Drifters float their way through Dagara's less frequented dunes, trailing mouthparts to gather nutrients out of the desert sands.***

## Drifter

*Large Aberration, Unaligned*

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

AC: 13 (natural armor)

HP: 31 (3d10+9)

Speed: 25 feet (hover)

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

Ability Scores
 -2

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

**Condition Immunities:** Prone

**Senses:** Passive perception 11

**Languages:** --

**Challenge:** 1/4

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

**Aura of Calm:** Creatures within 20 feet of the Drifter can't be Charmed or Frightened and are resistant to psychic damage.

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

ACTIONS

**Evasive Action:** The Drifter emits a cloud of dust from its orifices, heavily obscuring a 30 foot radius around itself. This dust settles in 1 minute or if exposed to a strong wind.

**Slam:** +0 (2d4 -2 bludgeoning)
Allure

***The Allure, like most beautiful things, relies on its allure (haha) to attract food and mates. Its one of those lazy predators who just sits there and lets its food come to it. Don't let that make it sound lazy though.***

## Allure

*Medium Aberration, Unaligned*

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

AC: 13 (natural armor)

HP: 28 (4d8+8)

Speed: 25

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

Ability Scores
 +0

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

Saving Throws: Dexterity +5

Damage Resistances: Poison

Damage Vulnerabilities: Lightning

Condition Immunities: Poisoned

Senses: Passive Perception 11

Languages: --

Challenge: 2

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

**Allure's Lure:** at the beginning of each creature's turn, if they can see the Allure's lure, they must make a wisdom save (DC 13) or become obsessed with touching the lure. They must use their turn to get as close to the Allure as possible. The lure sheds dim light for 15 feet.

**Natural Trap:** when a creature who failed the lure save during their turn enters the Allure's melee range, it may immediately make a clamp attack against them.

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

ACTIONS

**Clamp:** +5 (3d10+3 piercing damage, target is grappled. The Allure cannot clamp a different creature while a creature is grappled in its mouth.)

**Death Roll:** while grappling a creature, the Allure rolls rapidly, thrashing its jaws around. The grappled creature takes 3d10 slashing damage.
Barastor's Lightning

*5th level Evocation*

Casting Time: 1 bonus action

Range: self (80 feet)

Components: V, S

Duration: 1 minute, concentration

Call upon the raw power of the plane of elemental lightning, surrounding yourself with static electricity and the smell of ozone. For the duration, spell attacks you make for spell that deal lightning damage have advantage, and creatures have disadvantage on saves against spells you cast that deal lightning damage. Whenever you roll lightning damage while this spell is active, add your spellcasting modifier to the damage. Additionally, you are resistant to lightning damage and any creature that damages you while within 10 feet of you takes 3d6 lightning damage.

**Classes: Wizard, Sorcerer**
Disarm

*1st level Abjuration*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Make a flicking gesture at a creature you can see within 60 feet of you that is medium or smaller, making a ranged spell attack. On a hit, an object they are holding in their hand is flung 5 feet away in a direction you choose. It does not fly with enough force to cause damage. When cast at 2nd level or higher, this spell can affect large creatures, and if it is cast at 5th level or higher, it can target a creature of any size.

**Classes: Wizard**
Cult of Circe

***Witches of the Cult of Circe specialize in Transmutation and Polymorphing, especially when it's unwilling on the part of the target. Feared enchanters and spellcasters, these Witches follow in the ways of powerful magic, both transmutive and otherwise.***

## Additional Witchcrafts

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

### Shapechange Hex

A hexed creature cannot be Polymorphed against it's will.

### Curse of Polymorphy

A cursed creature can be Polymorphed by you into any CR 1 or less Beast at will as an action.

### Charm of the Beastmaster

A target beast is completely loyal to you, even if they are a Polymorphed humanoid.

## Hostile Polymorphy

Beginning when this Coven is chosen, you gain the ability to cast *Polymorph* at a range of touch at will. You can only cast it on an unwilling creature, and cannot cast it on more than one creature at once as you must still concentrate on it.

## Enchanter's Gifts

Beginning at 6th level, you can cast any Enchantment or Transmutation spell of 3rd level or lower at its normal level without expending a spell slot. You may use this feature a number of times equal to your proficiency bonus.

## Mass Polymorph

Beginning at 13th level, whenever you cast *Polymorph* you can choose to target a number of hit dice equal to your level instead of just one creature.

## Unlimited Enchanting

At level 19, you can cast any Enchantment spell at its normal level. Once you use this feature, you cannot use it again until you have completed a long rest.

## Polymorphic Magic

At level 19, you gain access to one 9th level spell slot and the spell *Mass Polymorph*.
Conjure Titan

*7th Level Transmutation*

Casting Time: 1 action

Range: Self (500 feet)

Components: V, S

Duration: 10 minutes, concentration

Conjure a titanic humanoid construct out of surrounding material at a point you can see within range. It has the statblock of a Conjured Titan and takes its turn immediately after yours. Casting this spell at 8th level increases the titan's HP by 100 and its strength score to 24. Casting this spell at 9th level increases the titan's HP by 200, its size to gargantuan, and its strength score to 30. Casting this spell on the same pile of material every day for a year creates a permanent titan under your control.

**Classes: Wizard, Sorcerer, Druid**
Asherai

***Many were decieved, mortals who sought after the eternal life the Undying One promised. They were his shock troops, his diplomats, his swift and terrible sword. They still live their half-lives, twisted and withered beyond repair, forgotten or repulsed by those of civilization.***

***-Hoshek Galadian, in 'The Death War'***

## **Asherai**

*Medium Undead, Chaotic Evil*

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

AC: 15

HP: 117 (13d10+39)

Speed: walk 30 ft.

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

STR DEX CON INT WIS CHA

11 21 16 20 13 17

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

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

**Saving Throws:** Dexterity (+10), Intelligence (+10)

**Damage Immunities:** Necrotic, Poison

**Damage Resistances:** Acid, Fire

**Condition Immunities:** Exhausted, Deafened, Paralyzed

**Skills:** Stealth (+10), Deception (+8), Persuasion (+8), Perception (+6)

**Senses:** Darkvision 120 ft., passive perception 16

**Languages:** Venaic, Common, Ashera

**Challenge:** 9

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

ACTIONS:

**Multiattack:** The Asherai makes three attacks, either with it's arm blades or with its longsword.

**Arm Blades:** +10 (1d6+5 slashing +1d6 necrotic)

**Longsword:** +10 (1d10+5 slashing)

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

**Smoke Step:** As a free action, the Asherai can teleport up to 60 ft. in a cloud of smoke. A melee attack made by it immediately following the teleport has advantage.

**Shapechange:** As a free action, the Asherai can change between it's three forms. The first is that of any medium humanoid, with solid black orbs instead of eyes. This form functions as normal and can use the Arm Blades feature. The second is that of a blackened skeleton wreathed in smoke. The third is a cloud of cinders, in which form it has a fly speed of 60 ft.
Blue Rider

***Blue Riders are the remnants of human paladins and warlocks, madmen and women who swore themselves in eternal service of the Blue Lord Biitiryinn. Gifted with power in exchange for their souls, free will, and emotions, Blue Riders are fearsome opponents.***

## Blue Rider

*Medium Aberration, Lawful Evil*

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

AC: 18 (full plate)

HP: 180 (19d8 +95)

Speed: 30 feet

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

Ability Scores
 +0

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

**Saving Throws:** Intelligence +12, All other +6,

**Damage Resistances:** Psychic, Force

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Damage from chaotic aligned creatures

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

**Senses:** Darkvision 120 feet, passive perception 12

**Languages:** The Blue Tongue, any languages it knew in life

**Challenge:** 17

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

**Servant of the Blue Lord:** Blue Riders, like all the sworn servants of Biitiryinn, cannot be magically compelled to act against the interests of its patron.

**Bend the Spheres:** The Blue Rider has Telekinesis out to 60 feet that can lift up to 500 pounds and move it up to 30 feet as an action. This telekinesis helps it in combat. It uses Intelligence as its combat modifier.

**Blue Mount:** The Blue Rider's mount is not a horse, though it resembles one. Its more like an interdimensional murder-happy eternal companion. Its statblock can be found Here.

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

ACTIONS

**Multiattack:** The Blue Rider makes two Enhanced Attacks of any kind, or makes three halberd attacks, or uses its telekinesis and makes one halberd attack.

**Enhanced Attack (Mighty Leap):** The Blue Rider leaps up to 15 feet in any direction, then makes a Halberd attack at advantage.

**Enhanced Attack (Blurring Speed):** The Blue Rider makes a Halberd attack with an additional +6 bonus to the attack roll.

**Enhanced Attack (Eldritch Smite):** The Blue Rider makes a Halberd attack. If it hits, the target takes an additional 4d6 force damage.

**Halberd:** +12 (1d10 + 6 slashing + 1d8 force, plus an additional 2d6 force if the attack was Enhanced.)

**Telekinesis (+12 to hit, DC 20):** The Blue Rider uses its telekinesis offensively.

* Hurl Object: A creature within 60 feet must make a dexterity save, taking 5d10 bludgeoning damage on a failed save and half as much on a success.
* Hurl Creature: A creature within 60 feet must make a strength save, being thrown up to 60 feet on a failure.
* Seize Creature: A creature within 60 feet must make a constitution save, being Paralyzed on a failure. As long as the Blue Rider concentrates on this ability, the target remains paralyzed and it may use a bonus action on its turn to inflict 5d6 force damage to the paralyzed creature.

REACTIONS

**Telekinetic Defenses:** As a reaction to being hit with an attack, the Blue Rider adds 6 to its AC for that attack.
Capacitor Ooze

***Capacitor Oozes are found wherever there is an unusual or artificial amount of electrical activity, such as alchemy labs, mad wizard lairs, trees cursed to be struck by lightning every 2 hours, etc. Their life force is sustained by the electricity that arcs through their sticky forms.***

## Capacitor Ooze

*Small Ooze, Unaligned*

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

AC: 15

HP: 24 (4d8+4)

Speed: 35 feet

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

Ability Scores
 -1

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

**Damage Immunities:** Lightning

**Condition Immunities:** Prone, Blinded, Stunned

**Senses:** Blindsense 50 feet, passive perception 7

**Languages:** --

**Challenge:** 1

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

**Shocking:** The Capacitor Ooze has advantage on attack rolls against creatures made of metal or wearing metal armor.

**Grounding Consequences:** Any creature that hits the Capacitor Ooze with a melee attack roll must make a constitution save (DC 15) or take 2d4 lightning damage and be stunned until the start of their next turn.

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

ACTIONS

**Multiattack:** The Capacitor Ooze makes two Jolt attacks.

**Jolt:** +7 (2d4 lightning)
Azer

***Natives of the Elemental Plane of Fire, Azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an Azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an Azer is a being of fire, which outwardly manifests in its fiery hair and beard.***

**Ability Scores:** Azers resemble dwarves in physicality and appearance. They gain +2 strength and +1 constitution.

**Age:** Azers are made by fellow Azers, full grown. Since they are elementals, they do not age.

**Alignment:** Azers tend to be lawful neutral, but are fully capable of any alignment.

**Size:** Azers stand the same height and stature as dwarves. Your size is medium.

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

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

**Being of Fire:** Your entire being is fire plated in a coating of bronze. You are immune to fire and poison damage and the poisoned condition. Additionally, your creature type is elemental.

**Illumination:** You shed bright light in a 10-foot radius and dim light for an additional 10 feet.

**Heated Body:** Whenever you are damaged by a melee attack, you can use your reaction to deal 1d6 fire damage to the offending creature.

**Heated Weapons:** Whenever you make an attack with a metal weapon, you may use your bonus action to add 1d6 fire damage to all damage dealt with that weapon this round.

**Master Craftsmen:** You are proficient with two tool sets of your choice.
Wucheng

* Donghua
* Map
* 01

### Location

Plain off the Xuanzhong mountain, in the center of the five northwestern countries

## Introduction

Wucheng is very chaotic, it is not ruled by any kingdom, in this place many powerful martial artists gather, even many criminals are hiding in Wucheng. Even so, there are forces that keep the city balanced.

## The main forces in Wucheng

* Zhu Family (destroyed)
* Wu Xiu Mansion (destroyed)
* Song Family
* Tian Xing chamber of commerce
* The First Pill Pavilion

## Secondary forces

* Liu Pavilion (destroyed)
* Zhou Family (destroyed)
* Xu Family
* Liu Family
* Kuang Feng Expedition Group

## wandering martial artists and criminals

* Li Zongbo
* Zhao Tianleng

## Trivia

* In the novel, Wucheng's arc begins in chapter 340 to 398
* In Donghua, it goes from episode 155 to 172
* The Wucheng story does not appear in the manhua
Child of Ares

***Children of Ares are pugnacious and quick to start a fight, like their father. At the same time, no demigods have greater potential for combat prowess or heroism.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Ares, your hit dice are d12's and you are proficient with Strength, Dexterity, and Constitution saves. Strength is your spellcasting modifier for demigod spells.

### Fighting Style

When this Heritage is chosen, you may choose a Fighting Style from the list available to Fighters.

### Available Spells

*Compelled Duel*

*Heroism* (Self only)

*Haste* (Self only)

*Motivational Speech*

*Freedom of Movement* (Self only)

*Swift Quiver*

## Special Ability: Commander

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. As a bonus action on each of your turns, you may call your allies to action. Any allies that can hear you may use their reaction to immediately make a weapon attack or cast a cantrip. Additionally, you may use a reaction to call out commands to an ally, allowing them to add your proficiency bonus to an attack roll, damage roll, saving throw, or ability check.

## Extra Attack

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

## Furious Strikes

At 7th level, you learn to channel your Heritage to make your attacks more deadly. When you hit a creature with a weapon attack, you may expend a spell slot to deal bonus damage. This bonus damage is 1d12 for each level of the slot spent (+2d12 at 7th level).

## Extra Attack (2)

At 11th level, you gain the Extra Attack feature again, bringing the total number of attacks from the Attack action to 3.

## The Blessing of Ares

At 15th level, you gain an ability called the Blessing of Ares. You may activate the Blessing as a bonus action. For the next minute, you add your proficiency bonus to attack rolls, damage rolls, ability checks, saving throws, and to your AC. Once you use this feature, you may not use it again until you finish a long rest.
Greaseling

***Though their true origins remain a mystery, Yoldus has theorized that Greaselings may have been created by a mad wizard and the spell*** **Grease*. Yoldus also recognizes that the old "mad wizard + relevant shenanigans" explanation is a bit old hat, and something of a cop-out. These oozes tend to be found hiding in and wearing skeletons of long-deceased creatures, much like the Marrowmuck, but don't seem to actually eat bones.***

## Greaseling

*Small Ooze, Chaotic Neutral*

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

AC: 9

HP: 35 (5d8+10)

Speed: 20 feet

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

Ability Scores
 +1

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

**Condition Immunities:** Blinded

**Senses:** passive perception 7

**Languages:** --

**Challenge:** 2

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

**Highly Volatile:** If the Greaseling takes fire or lightning damage, it explodes and dies, causing every creature within 20 feet of it to make a dexterity save (DC 13), taking 8d6 fire damage on a failed save and half as much on a success.

**Slippy Secretions:** Any creature that starts its turn within 5 feet of the Greaseling or enters that range on its turn must make a dexterity save (DC 13) or fall prone.

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

ACTIONS

**Pseudopod:** +4 (1d6+1 piercing)