recursal/Fanatic-Fandom huggingface dataset:
Oath of Fury

***For some, the tide of righteous anger is uncontrollable in their heart of hearts, the insatiable yearning to wreak devastation on evildoers and their ways. These people pledge themselves to the destruction of evil, devoting their lives and every possible resource to whichever deity's fierce retribution. They are the swift and terrible sword. Such Paladins take the Oath of Fury.***

***For the Dagara campaign setting, Paladins of the Oath of Fury are typically sworn agents of the Archdevil Azakar, who guards the material plane from the advances of the Abyss. High level Paladins of this Oath can even summon infernal allies to aid them.***

## Tenets of Fury

Paladins of this Oath keep its tenets emblazoned on whatever weapon they wield.

***Make no Exceptions:*** If evil is present, destroy it. If your deity has placed it in your path, they want and expect you to annihilate it.

***Have the Will to Act:*** Never make empty threats. Say what you mean, and carry out your promises, whether of kindness or death.

***Do not Stop:*** If you gain the knowledge of an evil, be relentless in your pursuit. Vanquish it or die trying.

## Oath Spells

You gain Oath spells at the Paladin levels listed.

Oath of Fury Spells
 5th
 9th
 13th
 17th

## Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

***Azakar's Fury:*** Cause a weapon you hold to heat up as a bonus action, wreathing it in white-hot flames. For the next minute, it sheds bright light in a 30 foot radius and gains a bonus to attack and damage rolls equal to your charisma modifier. The extra damage is radiant damage, and the light produced is daylight.

***Return to the Shadows:*** Focus on a fiend you can see within 60 feet of you as an action, calling on your Oath to dispel it from the material plane. The target must make a charisma save against your spell save DC, being Banished on a failed save.

## Divine Fire

When this Oath is chosen, magical fire you conjure is infused with divine magic. Whenever a Paladin spell you cast would deal fire damage, it deals radiant damage instead.

## Spiritual Weaponry

At 7th level, all weapons you wield are imbued with divine magic. As long as a non-magical weapon is in your hand, it is considered magical for the purposes of overcoming damage resistance. Additionally, whenever you cast the spell *Spiritual Weapon*, you may choose to conjure the chosen weapon in your open hand. The conjured weapon acts as a weapon of the chosen type normally would for you while you're holding it, except it deals force damage in place of the weapon's usual damage type. The spell otherwise behaves as normal.

## Wrath of the gods

At level 15, all of your attacks score critical hits on rolls of 19 or 20.

## Unbridled Fury

At level 20, you become a paragon of Azakar's conquest. Fiends that begin their turn within 30 feet of you must make a wisdom save, becoming frightened of you on a failure. Demons that begin their turn frightened within 30 feet of you must make a charisma save, being Banished on a failed save.
The Many-Armed God

***You have made a pact with Gangargargar, the Lord of Dust, the Many-Armed God. If you can stomach being lumped in with the likes of the Dust Spawn, Gangargargar is a*** **relatively *safe patron to have, as he really just wants to be included. Just don't get too comfortable, though, he is also a god of pestilence and disease.***

The Many-Armed God lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:

 2nd
 3rd
 4th
 5th

## Dust Spawn

As a direct servant of the Lord of Dust, you become immune to Grayskin and all other diseases and simultaneously become capable of spreading the disease. Whenever you deal poison damage to a creature, that creature must make a constitution save against Grayskin. You also gain an innate psychic connection to Dust Spawn. Dust Spawn of a CR less than or equal to your level will obey your psychic commands so long as those commands do not interfere with the Great Crusade.

## Gray Skinned

At 6th level, your skin turns gray and you become resistant to necrotic and poison damage, and become immune to the poisoned condition. Additionally, whenever you deal damage to a creature, that creature takes poison damage equal to your constitution modifier.

## Dust to Dust

At 10th level, you are recognized by Dust Spawn as a figure of authority. You can summon a dust spawn of a CR equal to 1/2 your level (rounded down) or less as an action by expending a spell slot. This creature lasts for one hour or until it is reduced to 0 hp and follows your psychic commands as long as they do not contradict the Great Crusade. You may only summon one Dust Spawn at a time.

## Gray Crusader

At 14th level, you become a master of spreading your patron's poisonous influence. Whenever you deal poison damage to a creature, it has disadvantage on saves it makes against your abilities until the end of your next turn and you have advantage on attack rolls against it until the end of your next turn.
The School of All

Aliveners of Khnum follow a tradition of dabbling in any of the other schools, to their own taste. Possibly the most versatile of the Alivening schools, they can take low-level features from every other school, combining them to devastating effect.

## **A Pinch of Everything**

When this school is chosen, pick a 3rd level feature from another school to learn. You learn another school’s 3rd level feature at levels 7, 13, and 17.
The Poisoner

***Poisoners are specialists in brewing the most toxic and heinous concoctions of chemicals, capable of turning just about anything into a functional poison.***

## Poisoner

As a poisoner, you gain access to the following style-specific simple mixtures:

Additionally, as a poisoner, you gain the ability to create poisons with your Brewing feature. Although they are not assigned rarities in the base game, I have sorted the available poisons based on rarity here.

### Common Poisons:

* Biza's Breath
* Basic Poison
* Serpent Venom
* Drow Poison
* Carrion Crawler Mucus

### Uncommon Poisons:

* Truth Serum
* Assassin's Blood
* Malice
* Essence of Ether
* Burnt Othur Fumes

### Rare Poisons:

* Pale Tincture
* Oil of Taggit
* Torpor
* Wyvern Poison

### Very Rare Poisons:

* Purple Worm Poison
* Midnight Tears

## Greater Poisoner

When you reach 6th level in this style, you gain the Extra Attack feature and resistance to poison damage and advantage on saves against being poisoned.

## Superior Poisoner

When you reach 10th level in this style, damage from your poisons and subclass abilities also counts as acid damage for purposes of overcoming damage resistances.

## Supreme Poisoner

When you reach 14th level in this style, all unmodified (with weapons that aren't currently poisoned) weapon attacks you make deal an extra 1d8 poison damage.

## Master Poisoner

When you reach 18th level in this style, your poisons become incredibly potent. The first time each day that a creature is damage by one of your poisons, it must make a secondary constitution save, dropping to 0 hp on a failure. This feature only works on creatures with less max hp than you.
Quake

*3rd Level Transmutation*

Casting Time: Action

Range: Self (20 foot radius)

Components: V, S

Duration: Instantaneous

Cause a small earthquake in the ground within 20 feet of you, causing each creature in that range to make a dexterity save. On a failed save, a creature takes 5d6 bludgeoning damage and falls prone, taking half as much damage on not falling on a success. Casting this spell at higher levels increases the range by 10 feet for each slot level above 3rd.

**Classes: Druid, Sorcerer, Wizard**
Sheolth's Tongues

***Sheolth, the Far Lord of Indulgence, is a well-known and horrifying Great Old One. Some of the most common of it's spawn are the Tongues, ravenous creatures seeking to devour the tastiest things they can find.***

## Sheolth's Tongues

*Large Aberration, Unaligned*

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AC: 14 (natural armor)

HP: 103 (11d10+33)

Speed: 45 feet, 30 feet climb

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Ability Scores
 +3

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**Damage Resistances:** Acid

**Damage Vulnerabilities:** Poison

**Condition Immunities:** Blinded

**Skills:** Survival +5

**Senses:** Blindsense 60 feet, passive perception 12

**Languages:** --

**Challenge:** 5

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**Flailing Tongues:** The Tongues' tongues are constantly flailing about and tasting the air. The tongues have 25 hp each, and if both are destroyed or severed, the Tongues can't use its Devour ability, its Lashing Licks ability, or its blindsense.

**Restless Consumption:** Whenever Sheolth's Tongues deals acid damage to a creature, it regains a number of hp equal to half the damage dealt, rounded down.

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ACTIONS

**Multiattack:** The Tongues makes a claws attack, then uses its Lashing Licks ability or its Devour ability, if it can.

**Claws:** +6 (2d6 + 3 slashing + 1d8 acid)

**Lashing Licks:** +6 (2d8 acid and the target is knocked prone and grappled, escape DC 14, reach 10 feet)

**Devour:** Sheolth's Tongues may devour an incapacitated creature it has grappled or a pile of food of size small or larger. To do so, the target must be of equal or smaller size to the Tongues. The target is smushed in between the Tongues' tongues and dissolves into its stomach, leaving behind any magic items it was wearing or carrying. Whenever Sheolth's Tongues successfully uses this ability, it regains 40 hp.
Rewind the Sky

*6th level Illusion*

Casting Time: 1 minute (ritual)

Range: self

Components: V, S

Duration: 10 minutes, concentration

Call upon cosmic powers to return the sky to its exact appearance at a date of your choosing. This affects the positions of astronomical bodies, but does not change the weather. As long as you are concentrating on the spell, you may change the chosen date. This spell does *not* change the position of the actual heavens *nor* send the caster back in time, but rather makes the sky appear as it did on the specified date.

**Classes: Warlock, Cleric, Druid**
North Wind/Cold Heritage

***Demigods with the North Wind/Cold Heritage could be descendants of Laufi, Boreas, Iskor, or a similar frosty deity***

## Heritage Traits

### Heritage-Specific Traits

As a North Wind or Cold demigod, your hit dice are d8's and you have proficiency in dexterity and charisma saves. Charisma is your spellcasting modifier for demigod spells.

### Cantrips

Ray of Frost

Gust

Frostbite

### Available Spells

Ice Knife

Armor of Agathys

Gust of Wind

Sleet Storm

Slow

Ice Storm

Snilloc's Snowball Swarm

Cone of Cold

Investiture of Ice

Investiture of Wind

## Strikes of the Freezing Gust

Beginning at 7th level, whenever you take the attack action, you may attack twice instead of once. Additionally, you may use a bonus action to invoke freezing wind to guide your strikes. When you do so, add 1d4 to the attack and damage rolls of those attacks. The extra damage is cold damage. This effect is disrupted by a *Warding Wind* spell or similar.

## Frosty Resolution

Beginning at 11th level, you have resistance to fire damage in addition to your other resistances. Additionally, you may form weapons out of ice as a bonus action. These weapons behave normally, but explode on a critical hit, dealing an extra 2d8 points of cold damage. A creature killed by one of these weapons is frozen as per *Cone of Cold*.

## Frigid Soul

Beginning at 15th level, your body loses all of its heat. Any external liquid you touch freezes instantly, and when you choose to have this effect, any creature you touch must make a constitution save or take 6d6 cold damage and have their movement speed halved until the end of their next turn.
Windsweep

*1st Level Abjuration*

Casting Time: 1 action or reaction

Range: self, 15 foot cone

Components: S

Duration: Instantaneous

Make a sweeping gesture with your hand, guiding a burst of air in a 15 foot cone in front of you. Creatures caught in that area must make a strength save, taking 1d8 bludgeoning damage and being knocked prone on a failed save and half as much damage on a success. You may cast this spell as a reaction to a creature entering your melee range, or as a reaction to taking fire, cold, or thunder damage from a spell. In that case, the triggering damage is reduced by 3d8. The wind produced by this spell is strong enough to dispel spells like *Cloudkill,* *Fog Cloud,* or *Acidic Cloud*. Casting this spell at higher levels increases the size of the cone by 10 feet or the damage reduction by 2d8 for each slot level above 1st.

**Classes: Ranger, Druid**
Reindeer-Herder Conclave (Ranger)

## Reindeer-Herder Conclave--(Variant Beastmaster)

***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.***

This subclass is a variant of the Beastmaster subclass. You gain the benefits of the Beastmaster conclave in addition to any listed here.

### Dedicated Herder

When you choose this conclave, you get an animal companion. This companion is a Reindeer (stat block can be found in IDRotF), with a flying speed of 60 feet and the ability to cast *Light* on its nose.

### Herder’s Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Reindeer-Herder Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

\*The conjured knife does not have to be thrown immediately. For 1 minute after the spell is cast, it can be used as a melee weapon using your dexterity as its combat modifier. (1d10 cold damage)
Sky Heritage

***Demigods with the Thunder Heritage could be descendants of Zeus, Horus, Mendu, or another sky god***

## Heritage Traits

### Heritage-Specific Traits

As a Sky demigod, your hit dice are d8's and you have proficiency in dexterity and wisdom saves. Wisdom is your spellcasting modifier for demigod spells.

### Cantrips

Gust

Message

Prestidigitation

### Available Spells

Gust of Wind

Zephyr Strike

Feather Fall

Warding Wind

Fly

Skywrite

Call Lightning

Wind Wall

Dust Devil

Control Winds

Investiture of Wind

## Air's Grace

Beginning at 7th level, whenever you take the attack action, you may attack twice instead of once. Additionally, if you fly at least 10 feet before hitting with a melee weapon attack, the attack deals an extra 2d6 of its damage type. At 11th level and 15th level, this increases to 3d6 and 4d6, respectively.

## Whirlwind Strikes

Beginning at 11th level, whenever you take the attack action you may make 3 attacks instead of 2. Additionally, you may add your wisdom modifier to your AC when not wearing armor.

## Like the Wind

Beginning at 15th level, you may add your wisdom modifier to all weapon attack rolls.
Theater

***Bards who focus their talent on theater are extremely gifted in the art of being someone they are not. Famed for both entertainment and deception, classically trained actors can be very useful both on and off the stage.***

## Novice Actor

As an initiate to the art of theater, you gain proficiency with disguise kits and expertise in deception. Additionally, whenever you succeed on a deception check against a target, you have advantage on deception checks against them for the next hour.

## Apprentice Actor

When you gain the apprentice level in acting, you learn to project and modify your voice. You can mimic perfectly any voice you have heard in the last hour, or the voice of someone you know well. Additionally, you can increase the volume of your voice as per *Thaumaturgy*.

## Adept Actor

As an adept actor, you start to dabble in musical theater. You gain the Novice level in Dance or Music.

## Expert Actor

When you become truly skilled as an actor, you convince even yourself that you are who you say you are. When you're pretending to be someone else, or when you're just lying, divination magic can't tell that you aren't being truthful. The same is true of any mind-reading powers, as even your mind is committed to the role.

## Master Actor

When you master acting, you become slippery enough that you are very rarely caught breaking character. Whenever you make a charisma-based check in character, you may treat rolls of less than 15 as a 15.
The Prime Ooze

***Warlocks of the Prime Ooze have a slightly different origin story. Rather than making a pact with such a being, more often than not they accidentally (or intentionally, I suppose) ingest a piece of the ooze and are infected thereby. As your Warlock power grows, so does the ooze inside you, until you are nearly consumed by this amorphous entity. As scary as that sounds, you do gain access to abilities most would find disturbing.***

The Prime Ooze lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:

 2nd
 3rd
 4th
 5th

## **Amorphous Slap**

When you make a pact, or become infected, rather, you may summon a small part of the ooziness inside you to make a slap attack. You gain the ability to make a melee spell attack which deals 1d4 bludgeoning+1 acid damage. Also, when you take the attack action on your turn (wielding a normal weapon or pact weapon), you may use a reaction to add 1d4 acid damage to the attack.

## **Oozing Affinity**

At level 6, your connection to the Prime Ooze grants you resistance to acid damage. At level 11 this becomes immunity. Additionally, whenever you are damaged by something physical (slashing, piercing, bludgeoning), you can use your reaction to become slightly oozy, halving the damage.

## **Acidic Consumption**

At level 10, your symbiotic partner grows hungry, whenever you reduce a creature to 0 hp, you can use your reaction to move onto their corpse. At the start of your next turn (if you haven't moved) you regain 1d6+charisma hit points. If the creature is small or smaller, its 1d4+charisma, and 2d4+charisma for a large creature. You regain this health from consuming and digesting your fallen enemies.

## **Liquidity**

At level 14, you may become completely amorphous as a free action. This grants you resistance to piercing, slashing, and bludgeoning damage. You may still cast spells and make slap attacks, but you have disadvantage on dexterity saves and take -4 AC.
Reawaken

*3rd Level Transmutation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: 10 minutes, concentration

Infuse the surrounding plants and vines with vitality, urging them to occupy and reanimate the bodies of humanoids you can see. Up to 5 corpses you can see within range become Reawakened until the spell ends. A Reawakened has the stats of a Zombie, with the following modifications:

* It has a strength score of 17.
* It is not immune to poison and is vulnerable to fire.
* It has an AC of 13.
* It is a plant, not an undead.

The Reawakened go on your turn, and instinctively obey your wishes without requiring any action from you. The Reawakened cannot move more than 100 feet away from you, and will become motionless plants if they do, or if the spell ends. Casting this spell at higher levels allows you to target two additional corpses for each slot level above 3rd.

**Classes: Druid**
Oyashi

Oyashi are golden-scaled lizardfolk of the Rustwastes who spend their lives dissecting the husks of Elven war machines. Their population is spread between a dozen or so scrapper clans constantly feuding with one another. They look like humanoid bearded dragons.

**Ability Scores:** Oyashi are tinkerers and quick-footed. You gain +2 intelligence and +1 dexterity.

**Age:** Oyashi reach maturity in less than a year and can live to around a hundred, but rarely do.

**Alignment:** Oyashi tend toward neutrality, usually finding no value in either excess virtue or cruelty.

**Size:** Oyashi are slightly shorter than humans and are medium.

**Speed:** Oyashi are made for traversing the Rustwastes quickly. You ignore difficult terrain and have a walking speed of 35 feet.

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

**Natural Scrappers:** You are proficient with tinker's tools. Choose one of the following features.

* **Mechanically Minded:** You learn two cantrips from the Artificer spell lists (Intelligence is your spellcasting ability for them and you must have your tools in hand to cast them.
* **Crafty Improviser:** During a short rest, you can create any simple weapon if you have enough of any of the following materials: bone, metal, wood, stone, leather, and rope. Alternatively, you can create 2d4 pieces of ammunition such as darts, bolts, or arrows.

**Teamwork:** Oyashi live in tight-knit scrapper clans and have to work together to survive. You have the Pack Tactics feature.

**Desert Environment:** Oyashi have advantage on saves against extreme heat.
The Dovahkiin

***Dovahkiin naal lak zin los vahriin, wah dein vokul mahfaeraak ahst vaal! Arhk fin norok paal graan fod nust hon zindro zaan! Dovahkiin fah hin, kogaan mu draal! --from* The Song of the Dragonborn**

***The Dragonborn are an incredibly rare occurence, being mortals born with the souls of dragons. Although it can happen to anyone, it almost never does. There is never more than one Dragonborn in existence at one time.***

## Thu'um

When this archetype is chosen--or rather, when your heritage is discovered--you learn the your dragon soul allows you to cause powerful magical effects by forming words of power into shouts, or *Thu'um.* You are considered both a dragon and a humanoid.

This ability is dependent on your understanding of Dovahzul, an ancient draconic language which you learn at 3rd level. This language is spoken by the most ancient of dragons, you, and a few well-versed scholars. It is considered a secret language similar to Druidic. In order to form shouts, you must know at least one word of power, a list of which may be found here. At 3rd level you know the word *Fus* and two others of your choice.

You gain a pool of Shout Points equal to your level in this class, which may be spent in varying amounts to shout. Each shout has three words, but may be used with just the first, just the first and second, or all three words. You may not shout or learn the second or third words in a shout without first shouting or learning the first. The number of words you use will effect the shout's cost in Shout Points. At the start of each of your turns in combat, you regain 1 Shout Point.

Whenever you gain a level in any class or kill a dragon-type creature, you may learn an additional word. Your Shout Point pool only increases if you gain a level in this class. Your shout DC = 8 + your proficiency bonus + your charisma modifier.

## Additional Shout

At 7th level, you may choose three words to learn. You gain this feature again at levels 15 and 18.

## Additional Fighting Style

At 10th level, you may choose an additional fighting style from those available to fighters.

## Dragonslayer

Beginning at level 15, you add your charisma to attack and damage rolls against dragons.

## The Ancient Arts

At level 18, you have advantage on saves, attack rolls, and skill checks against dragons of a CR equal to or less than your level.
Serafain

***Despite its name literally translating to "winged devil," the Serafain is not a devil at all. Not that psychotic monster birdman is much of an improvement. Its favorite pastime is surprising mountain climbers by throwing them to their deaths.***

## Serafain

*Medium Monstrosity, Chaotic Evil*

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AC: 13

HP: 27 (6d8)

Speed: 20 feet, fly 40 feet

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Ability Scores
 +3

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**Damage Resistances:** cold

**Damage Vulnerabilities:** bludgeoning

**Skills:** athletics +6, stealth +6

**Senses:** passive perception 10

**Languages:** giant

**Challenge:** 2

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**Snowy Feathers:** The Serafein has advantage on stealth checks made in snowy environments.

**Aerial Predator:** The Serafein has advantage on athletics checks made while flying.

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ACTIONS

**Multiattack:** The Serafein makes two claw attacks or uses its Grasp ability.

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

**Grasp:** The Serafein attempts to grapple a target. On a success, the target takes 2d6 slashing damage and is moved up to 10 feet in a direction of the Serafein's choice.
Jotun Skeleton

***Jotuns, like most folks in Nyrheim, occasionally succumb to the false life of undeath. Undead frost giants are some of the most powerful undead in the region of the Stormwhite Sea that don't have to be summoned directly from Hel.***

## Jotun Skeleton

*Huge Undead, Chaotic Evil*

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AC: 16 (natural armor)

HP: 108 (12d10+36)

Speed: 40 feet

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Ability Scores
 +5

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

**Damage Resistances:** Fire

**Damage Immunities:** Poison, Necrotic, Cold

**Damage Vulnerabilities:** Bludgeoning

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

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

**Languages:** Jotun

**Challenge:** 10

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**Cold Aura:** Whenever a creature starts its turn within 10 feet of the Jotun Skeleton, that creature takes 2d8 cold damage.

**Natural Chill:** If the Jotun Skeleton spends at least an hour in a region who's ambient temperature is above freezing, it takes 1d6 damage every minute until it dies or is cooled again.

**Iceformed:** If the Jotun Skeleton takes cold damage, it instead takes no damage and regains hit points equal to 1/2 the damage dealt.

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ACTIONS

**Multiattack:** The Jotun Skeleton makes two greatsword attacks and uses its Frost Breath ability, if available.

**Greatsword:** +10 (3d10 + 5 slashing, reach 15 feet)

**Frost Breath (recharge 5-6):** The Jotun Skeleton exhales frost in a 30 foot cone. All creatures in that area must make a constitution save (DC 16), taking 8d8 cold damage and being restrained on a failed save and taking half as much damage on a successful save. A restrained creature may repeat the save at the start of each of its turns, breaking free of the ice on a success.
Nef-Spawn

***Thanks to the Dwarves of yore, there have been demons in the blood plains long enough for more than a few of them to adapt to their new environment. While the blood plains aren't technically a layer of the Abyss, it has its own native demons. Such as these.***

## Nef-Spawn

*Small Fiend (Demon), Chaotic Evil*

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AC: 12

HP: 24 (4d8+4)

Speed: 30 feet, climb 20 feet

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Ability Scores
 +3

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

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** Darkvision 120 feet, passive perception 10

**Languages:** Abyssal

**Challenge:** 1

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

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ACTIONS

**Battle Axe:** +5 (1d10 + 3 slashing)

**Hurl Flame:** +4 (2d8 fire, range 60 feet)
Raptor Spirit

*1st level Conjuration*

Casting Time: 1 action

Range: 30 ft.

Components: V, M (a bird feather)

Duration: Instantaneous

When you cast this spell, choose attack or observe.

If you choose observe, a spectral bird appears and circles your head, taking in your surroundings and magically giving you knowledge of the terrain it can see within 300 feet of you.

If you choose attack, you summon a spectral bird which swoops toward a single target and lashes out with its talons. Make a ranged spell attack on the target. On a hit, the target takes 2d4 slashing damage and is blinded (if it has eyes) until the start of its next turn. Casting this spell at higher levels increases the number of birds you summon by 1 for each slot level above 1st. Multiple birds may attack one target or they may spread out to several targets.

**Classes: Druid, Ranger**
Sunbeam

**Level 3**

**Range: self (60 ft. line)**

**Duration: Instantaneous**

**Casting time: 1 action**

Unleash a beam of radiant energy in a 60 ft. line. Every creature must make a Dexterity save in an attempt to halve 9d6 radiant damage.

Casting this spell at higher levels increases the damage by 2d6 for each slot level above 3rd.
Orim's Thunder

*3rd Level Evocation*

Casting Time: 1 action

Range: 200 feet

Components: V, S

Duration: Instantaneous

Create a ripple of sound that impacts at a point within range and explodes in thunderous energy. All creatures within 15 feet of the impact point must make a strength save, taking 4d10 thunder damage and being pushed back 10 feet from the point of origin on a failed save and taking half damage and not being pushed on a success. Any objects within the blast radius made of stone, glass, pottery, or brick shatter. If any creature is within 5 feet of such an object when it shatters, it takes an additional 1d10 piercing damage. Casting this spell at higher levels increases the thunder damage by 1d10 for each slot level over 3rd.

**Classes: Wizard, Bard, Druid, Sorcerer**
Slevezs

***The Slevezs is one of Alhaza's least pleasant scions, and that's saying something. Just a whole lotta nope crammed into this one.***

## Slevezs

*Medium Fiend (Demon), Chaotic Evil*

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AC: 16 (natural armor)

HP: 54 (9d8+9)

Speed: 30 feet, fly 40 feet

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Ability Scores
 +0

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

**Saving Throws:** Dexterity +6, Charisma +6

**Damage Resistances:** Fire, Cold, Lightning

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Bludgeoning

**Condition Immunities:** Poisoned

**Skills:** Perception +4, Stealth +6

**Senses:** Darkvision 120 feet, passive perception 14

**Languages:** Abyssal

**Challenge:** 4

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**Exoskeleton:** The Slevezs has a high natural armor, but is vulnerable to bludgeoning damage.

**Slevezs Poison:** A creature that fails its save against the Slevezs' sting has disadvantage on constitution saves while poisoned in this way. An affected creature can attempt a constitution save (DC 12) at the end of each of its turns to end the poisoned condition.

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

The Slevezs can innately cast the following spells, without requiring material components.

At will: *Infestation, Poison Spray*

3/day: *Ray of Sickness, Thunderwave*

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ACTIONS

**Multiattack:** The Slevezs casts a spell or makes a claws attack, then makes a stinger attack.

**Claws:** +6 (2d4+3 slashing)

**Stinger:** +6 (1d6+3 piercing, target must make a constitution save (DC 12), taking 4d6 poison damage and being poisoned for 1 minute on a failed save and taking half damage on a success)
Ishoa

At one with the frigid landscapes they call home, Ishoa are a reclusive people with deep blue or pale white skin and short, white, spiky hair. They live in the far north and rarely interact with other societies.

**Ability scores:** Ishoa are naturally hardy because of their homes, but have a good amount of variety as well. They gain +1 constitution and +1 to two other scores.

**Age:** They live a little longer than humans, reaching maturity around 20 and reaching ages upwards of 120.

**Size:** Standing about as tall as the average human, their size is medium.

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

**Alignment:** Any.

**Languages:** Ishoa speak Ishoa and Common

**Children of Frost:** Thanks to their freezing environments, Ishoa are immune to environmental cold effects and resistant to cold damage, but have disadvantage on saves against the effects of environmental heat.

**Primeval Understanding:** Ishoa can cast *Animal Friendship* at will, targeting only beasts with the tundra environment type.
Taskor

***Common herd animals of the plains of Eredin, the Taskors are also sometimes employed by Tacadalians or Rhodians as mounts for travel and for war. Their two legs, sturdy build, and battering horns make them ideal transport and defense mechanism. -Brethen Garnholdt's 'Beasts of Ran'***

## **Taskor**

*Large Beast, Unaligned*

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AC: 13 (Natural Armor)

HP: 20 (2d12+6)

Speed: walk 40 ft.

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

STR DEX CON INT WIS CHA

18 11 16 2 8 9

+4 +0 +3 -4 -1 -1

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

**Senses:** passive perception 9

**Challenge:** 1/2

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ACTIONS:

**Gore:** +6 (2d6+4 bludgeoning or piercing)
Magic Blast

*3rd Level Evocation*

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

Fire a blast of concentrated magical energy at a point within range, erupting into an arcane explosion when it hits. All creatures within 10 feet of the chosen location must make a dexterity save, taking 5d6 + 15 force damage on a failed save and half as much on a success. Casting this spell at higher levels increases the damage by 1d6 for each slot level above 3rd.

**Classes: Wizard, Sorcerer**
The Hero

***Heroes are the protagonists of ancient myths who held off entire armies or who slew dragons with naught but their wits and their weapons. Heroes represent the triumph of determination, the potential of mortals to rise above the mediocre and become legends.***

## Mighty Deeds

As a Hero, your actions are filled with stout-hearted determination. You gain a pool of dice equal to your proficiency bonus. These dice are d6's. Whenever you make an attack roll, damage roll, ability check, or saving throw, you may expend one of these dice to add it to your roll. Whenever you move, you may expend one of these dice and add the result x 5 to your movement speed that round. A single roll or movement may not be affected by more than one die. Spent dice return to your pool when you finish a short or long rest. These dice become d8's at level 7, d10's at level 10, d12's at level 15, and d20's at level 18. The number of dice in your pool relies only on your proficiency bonus, but the size of those dice depends on your level in this class. Whenever you score a critical hit, regain a Mighty Deed die.

## Stout Resolution

Beginning at level 7, you learn to channel your determination to bolster yourself in a tough spot. You may expend a Mighty Deed dice as a bonus action to regain a number of hit points equal to the number rolled + your constitution modifier.

## Additional Fighting Style

At level 10, you may learn a second Fighting Style from those available to Fighters.

## Force of Will

At 15th level, whenever you are reduced to 0 hp (but not killed outright) and you have unspent Mighty Deed dice in your pool, roll one die and drop instead to the number of hit points rolled.

## Feats of Legend

At 18th level, whenever you apply a Mighty Deed die to a roll, the roll is considered a critical success if it increases the roll's total over 20.
Infernal Skeleton

***Most folks would take these blazing skeletons at face value and label them undead, but after much deliberation, necromancers and alchemists alike finally decided that since they're "wreathed in hellfire" they should be considered fiends. Most necromancers today are still rolling in their graves, however, over the misnomer of "infernal" vs. "abyssal," but they'll get over it. Probably.***

## Infernal Skeleton

*Medium Fiend, Chaotic Evil*

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AC: 13

HP: 20 (4d6+4)

Speed: 35 feet

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Ability Scores
 -1

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

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

**Damage Vulnerabilities:** Bludgeoning

**Condition Immunities:** Poisoned, Exhausted

**Senses:** Darkvision 120 ft., passive perception 9

**Languages:** Abyssal

**Challenge:** 1/2

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**"Wreathed in Hellfire":** The Infernal Skeleton's weapon attacks deal an extra 1d4 fire damage.

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ACTIONS

**Multiattack:** The Infernal Skeleton makes two claw attacks.

**Claw:** +5 (1d6+3 slashing +1d4 fire)
Pulse

*1st Level Evocation*

Casting Time: Bonus Action

Range: 30 feet

Components: S

Duration: Instantaneous

Shoot a blast of pressure at a creature or object within range. If the target is a creature, it must make a strength save, falling prone on a failure. If the target is a fragile object (such as a clay pot, window, or old door), it shatters.

**Classes: Artificer, Ranger, Sorcerer, Wizard**
Spiker

***Spikers were once docile, herbivorous creatures. But like many monster origin stories, a certain mad wizard had other plans. He bred the creatures in his lair, mutating them until they were machines of war.***

## Spiker

*Large monstrosity, chaotic evil*

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AC: 14 (natural armor)

HP: 40 (5d10+10)

Speed: 25 feet

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Ability Scores
 +3

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

**Damage Resistances:** Slashing

**Damage Vulnerabilities:** Necrotic

**Senses:** passive perception 9

**Languages:** understands Goblin but can't speak

**Challenge:** 2

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ACTIONS

**Spike:** +6 (2d10+3 piercing, medium or smaller target is restrained. The Spiker can't make another spike attack while restraining a target this way.)

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REACTIONS

**Arm Shield:** When the Spiker is hit with an attack, it may use a reaction to add 5 to its AC for that attack. It may only use this ability if it's not restraining a creature.
The Way of Shaping

***Monks of the Way of Shaping align their Ki with the forces of the universe and employ the elements of the natural world to form their weapons. Through focus and dedication, Shapers become one with the natural world.***

## Shaping

When this monastic tradition is chosen, you begin training your mind to align with the forces of nature in order to use your Ki to shape the elements. As a bonus action, you can form a weapon you are proficient with out of an element which has the properties of the weapon you are replicated and can be wielded using your dexterity or wisdom as it's combat modifier. When this weapon is formed, it lasts for a minute or until concentration is lost. A shaped weapon deals your martial arts die (+either wisdom or dexterity [or strength I suppose]) in damage of its type. See the table below for damage types.

These shaped weapons grant additional abilities at levels 6 and 11.

Additionally, this ability allows you to use your Deflect Missiles class ability against damaging cantrips that require ranged attack rolls. It can also be used against damaging spells that require ranged attack rolls, but in order to do so you must spend 1 Ki point per level the spell was cast at.

## One with the Elements

Beginning at 6th level, your Ki's attunement to the natural world allows you to avoid being hurt by it. When you are not unconscious or surprised and you are damaged by an energy type on the table above, you can use your reaction to spend a Ki point to reduce the triggering damage by your martial arts die. When you do so, you may form a shaped weapon out of the triggering damage type as part of this reaction without spending an additional Ki point. If you already had a weapon shaped and choose to shape a new one, the old one dissipates as usual.

## Force of Nature

Beginning at 11th level, you learn to recenter your mind when exposed to an energy you're already concentrating on. Whenever you take damage of an elemental type identical to the one of a shaped weapon you are currently wielding, you can use your reaction to regain a number of Ki points equal to your wisdom modifier (minimum 1). Roll a number of d6's equal to the number of Ki points you regained and heal by the amount rolled.

## Master of Shaping

At level 17, you learn to focus the power contained in your shaping. Whenever you hit a target with a shaped weapon, you can spend a Ki point to deal an extra one of your martial arts dice of damage in that weapon's energy type. You can spend a number of Ki points on one attack equal to your wisdom modifier (minimum 1), to a maximum of 5 for a total 6d10 energy damage on one attack.
Xvart

***Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.***

**Ability Scores:** Xvarts are limber and surprisingly durable. They gain +2 dexterity and +1 constitution.

**Alignment:** Most Xvarts are chaotic evil, and it will take a real maverick to break away from the pack on that one.

**Age:** Xvarts mature at around 10 years old and live to be around 200.

**Size:** Standing just above 3 feet, your size is small.

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

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

**Raxivort's Tongue:** You can communicate flawlessly with rats and bats, including their giant variants, and have advantage on persuasion checks against them. Except in extraordinary circumstances, such vermin will follow spoken commands for up to a day.

**Cowardice:** You have disadvantage on saves against being frightened, and may take the dash and disengage actions simultaneously as a bonus action on each of their turns.

**Overbearing Pack:** You have advantage on checks made to shove a target while an ally is within its melee range.
Oculator

***The Oculators are Artificers united in their ability to imbue lenses and glass with magical properties. They specialize in transforming sand and dust into powerful spectacles, telescopes, and sometimes magnifying glasses.***

## Lens Grinding

At 3rd level you gain the skills to craft your own lenses of the three main types--offense, defense, and passive--all of which are detailed with material requirements. With 4 hours of work, the proper equipment, and 4 consecutive Arcana checks (DC=20-1/2 your level), you may craft a lens. Any lens can be used by anyone with a successful Intelligence check (DC 10), and can be used by an Oculator without a check. All the lenses are listed here.

## Lens mounting

At 5th level, you may craft spectacles to fit your lenses in. You may place two different types of lenses at once or double up. If you double up offensive lenses, the damage doubles as they fire at the same time. You make a single ranged spell attack for both lenses. All other effects remain the same.

## Sand collecting

At level 9, you become familiar with the properties of magical sands. Rather than requiring material components for lenses, you can choose to spend an hour searching in mundane sand to acquire a pinch of magical sand. Before you do so, state what lens’s sand you are searching for and make an Investigation check. (The DM may adjust the DC based on the rarity or power of the lens.)

## Oculator’s instincts

At level 15, you can switch which lens or pair of glasses you have equipped as a free action or reaction.
Stormthrower

***Stormthrowers, or Starmhanddr in their native tongue, are a mutant subspecies of cyclops that resulted, as many creatures have, from the tamperings of a mad alchemist. By infusing cyclops fetuses with the heartblood of a slain storm giant, Migma the Crazed created a fearsome creature: a cyclops imbued with a storm giant's ability to bend storms to its will. This was, of course, many millenia ago, but the gene still emerges every once in a while.***

## Stormthrower

*Huge Giant, Chaotic Neutral*

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AC: 14 (natural armor)

HP: 108 (12d10+36)

Speed: 30 feet

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Ability Scores
 +3

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**Damage Immunities:** Lightning, Thunder

**Senses:** passive perception 12

**Languages:** giant

**Challenge:** 5

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

At will: *Thunderwave, Gust of Wind*

3/day: *Call Lightning, Warding Wind*

1/day: *Storm Strike*

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ACTIONS

**Multiattack:** The Stormthrower makes two Hurl Lightning attacks or makes two slam attacks.

**Slam:** +7 (3d8 + 3 bludgeoning)

**Hurl Lightning:** +8 (3d6 lightning + 3d6 thunder, range 60 feet)
Klarch

***Klarch demons are pretty standard, as far as demons go. Hulking, spiny, very very angry.***

## Klarch

*Medium Fiend (Demon), Chaotic Evil*

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AC: 14 (natural armor)

HP: 40 (5d10+10)

Speed: 35 feet

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Ability Scores
 +3

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

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

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

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

**Languages:** Abyssal

**Challenge:** 2

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**Frenzy:** Whenever the Klarch reduces a creature to 0 hit points, it may immediately move up to its speed towards a target and make a claw attack.

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ACTIONS

**Multiattack:** The Klarch makes two claw attacks.

**Claw:** +6 (1d8+3 slashing, target must make a strength save (DC 14) or be knocked prone)
Returned Knight

***The Returned are warriors or soldiers who died in the midst of a conflict deemed so important by their deity that they were sent back to the mortal plane ("returned") with extra divinely-granted powers to ensure a favorable outcome.***

## Returned Knight

*Medium Celestial, Any Alignment*

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AC: 18 (full plate)

HP: 40 (5d10+10)

Speed: 30 feet, fly 30 feet

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Ability Scores
 +4

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

**Saving Throws:** Strength +7, Charisma +5

**Damage Resistances:** Poison

**Damage Immunities:** Radiant

**Condition Immunities:** Poisoned, Exhausted

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

**Languages:** Any it knew in life.

**Challenge:** 2

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SPELLCASTING

The Returned Knight is a 3rd level spellcaster (+5, DC 13)

1st level (4 slots): *Divine Favor, Bless, Compelled Duel*

2nd level (2 slots): *Magic Weapon, Aid*

**Divine Smite:** Whenever the Returned Knight lands a melee attack, it may choose to expend a spell slot to add 2d8 radiant damage to the damage of the attack, or 3d8 for a 2nd level slot.

**Fervent Zeal:** Whenever the Returned Knight has 20 or less hp, it may add its charisma modifier to it's attack rolls. (listed separately)

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ACTIONS

**Multiattack:** The Returned Knight makes two greatsword attacks or two Fervent Greatsword Attacks, if available.

**Greatsword:** +7 (2d6+4 slashing)

**Fervent Greatsword:** +10 (2d6+4 slashing)