recursal/Fanatic-Fandom huggingface dataset:
Let Me Know (song)

"**Let Me Know**" is the fifth track and third single from Winona Oak's first extended play, *Closure*.

On January 1, 2020, the stripped version was released as the third track on *Closure (Stripped)*. It was previously released as a single on November 21, 2019.

## Lyrics

Help me, I don't know how to begin

Never thought that I would let you in

But you're the one I choose

I belong with you

Every hand I've lost

Has brought me something I can't lose

So if you love me, let me know

We don't have to fall so fast

Take it slow

Unless you want to hold me close

We can make a good thing last

Don't let go

You know perfect is impossible

But you got me hoping

If the world is falling down

You're the one I'm holding

Don't let go

I've been tired of waking up alone

Second guessing, shaking on the phone

But you're the one I choose

I belong with you

Every hand I've lost

Has brought me something I can't lose

So if you love me, let me know

We don't have to fall so fast

Take it slow

Unless you want to hold me close

We can make a good thing last

Don't let go

You know perfect is impossible

But you got me hoping

If the world is falling down

You're the one I'm holding

Don't let go

I think of all the wasted time

We're standing on the sideline waiting for a sign

I found you there

No, nothing is a waste of time

I had to take a hit to learn to read the signs

I found you there

So if you love me, let me know

We don't need to fall so fast

Take it slow

Unless you want to hold me close

We can make a good thing last

Don't let go

You know perfect is impossible

But you got me hoping

If the world is falling down

You're the one I'm holding

Don't let go

Don't let go

## Music video

The official YouTube video was released on October 8, 2019.

"He Don't Love Me"
"Break My Broken Heart"
"Control"
"Lonely Hearts Club"

"Another Story"
**CLOSURE (STRIPPED):**
"He Don't Love Me (Stripped)"
"Break My Broken Heart (Stripped)"

"Lonely Hearts Club (Stripped)"
Child of Demeter

***Good ol' Demeter, goddess of agriculture, fertility, and being Hades' mother in law even though they're siblings.***

## Heritage Traits

### Heritage-Specific Traits

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

### Friend of Nature

You have resistance to damage dealt by plants and advantage on saves against plant-based spells and abilities. This includes spells like *Entangle* and *Spike Growth* and damage from attacks from Leshies, Blights, and Awakened plants. Anything that's a plant that's hurting you hurts you half as much.

### Cantrips

*Druidcraft*

*Shillelagh*

*Thorn Whip*

### Available Spells

*Detect Poison and Disease*

*Ensnaring Strike*

*Entangle*

*Goodberry*

*Sanctuary*

*Barkskin*

*Lesser Restoration*

*Protection from Poison*

*Spike Growth*

*Aura of Vitality*

*Create Food and Water*

*Plant Growth*

*Speak with Plants*

*Grasping Vine*

*Guardian of Nature*

*Awaken*

*Commune with Nature*

*Transmute Rock*

*Wrath of Nature*

*Heroes' Feast*

*Wall of Thorns*

## Divine Abundance

At 7th level, you learn to command your mother's domain even without expending spell slots. As an action, you can fill a 5 foot cube with a twisting roots or spiked thorns, creating an effect similar to either *Entangle* or *Spike Growth*. You don't need to concentrate on it, and his growth will remain until it would naturally die, or until something forcibly removes it (AC 13, 10 HP, vulnerable fire).

## Yield to the Earth

At 11th level, you mother's domain aids you almost instinctively. Whenever you use your Divine Abundance feature, you may cast a cantrip or make a weapon attack as a bonus action. Additionally, you ignore difficult terrain.

## Nature's Claim

At 15th level, you can expend a spell slot to claim a creature you can see within 60 feet of you in your mother's name. The target must make a constitution save at the start of each of its turns while you concentrate on this ability. On it's third failed save, regardless of how many successes it has made, it transforms into a plant of your choice and remains that way until a *Wish* spell or a *Greater Restoration* spell frees it.
Chaotic Blast

*4th level Evocation*

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: Instantaneous

Unleash a torrential bolt of red lightning at a target within range. Make a ranged spell attack. On a hit, the target takes 5d10 damage. The number rolled on each of the die corresponds to a damage type.

Chaotic Blast Damage Types
 2
 3
 4
 5
 6
 7
 8
 9
 10

If a number is rolled, the target takes that much of that type of damage. The same goes for each damage dice rolled. Once damage has been rolled but not after it has been dealt, choose one damage type and add an additional 2d10 damage to it. If two of the same number are rolled on any dice, make an additional ranged spell attack against a different target within 30 feet of the first. On a hit, the new target takes only 4d10 initial damage. If another double is rolled, repeat the process, removing 1d10 each time, until there is no damage left or until no doubles are rolled. Casting this spell at higher levels increases the initial damage by 1d10 for each slot level after 4th.

**Classes: Wizard, Sorcerer**
Dreamwind Heron

***Dreamwind Herons ply the currents of the rivers of dreams that flow between the Dream Realm and the upper planes, imbuing them with strange, reality-bending energy.***

## Dreamwind Heron

*Large Celestial, Unaligned*

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AC: 14

HP: 54 (6d12+12)

Speed: 20 feet, fly 60 feet

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Ability Scores
 +1

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**Saving Throws:** Dexterity +7, Charisma +6

**Damage Resistances:** Psychic, Radiant

**Condition Immunities:** Exhausted

**Senses:** Passive perception 9

**Languages:** --

**Challenge:** 3

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SPELLCASTING

The Dreamwind Heron can innately cast the following spells (DC 14, +6):

At will: *Color Spray, Dissonant Whispers, Silent Image, Cause Fear, Faerie Fire*

3/day each: *Sleep, Nathair's Mischief, Phantasmal Force*

1/day each: *Hypnotic Pattern, Phantasmal Killer*

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ACTIONS

**Beak:** +7 (2d10+4 piercing)
Gunsmith

***Many Artificer specialties are designed to be able to fit into a setting with with no guns. This isn't one of them.***

## Gunsmithing

When this specialty is chosen, you learn how to create firearms. With access to all the right tools and a number of hours equal to the firearm's complexity score, you may create a firearm of your choice from the list here. To do so, you must make three tinkering checks. Average the results, then subtract that number from twenty. The remainder is your homemade weapon's custom misfire score.

## Exotic Ammunition

As a gunsmith, you know how to make your ammunition a little more interesting than the average boom and pow. Whenever you finish a long rest, you may create 2d6 rounds of exotic ammunition from the list below. All of these features may also be used on arrows and crossbow bolts.

* Dragon's Breath (Shotgun Only): Packed with a little extra extremely volatile ammo, these rounds deal an extra 2d4 fire damage and set the target on fire. A burning target will take 1d4 fire damage at the end of each of its turns for 1 minute or until extinguished.
* Hollowpoints (Handguns Only): Fitted with a unique bullet design that maximizes energy transfer in soft targets, these rounds deal an extra 1d6 damage to unarmored creatures.
* Incendiary (Rifles Only): Fitted with miniature explosives, these rounds deal an extra 1d6 fire damage on a hit. They also deal double damage to structures, objects, and creatures with resistance to non magical bludgeoning damage.
* Armor Piercing: Granted additional powder and a unique bullet shape, these rounds ignore damage resistance.

While in combat, you may use a bonus action to load one of these rounds into a weapon you are using, switching the ammo type to the chosen exotic type for the next attack you make with that weapon.

## Firearm Specialist

At 5th level, you are comfortable enough around firearms that you may ignore the Cocked property and reloading becomes a bonus action. Additionally, you reduce the misfire score of firearms you are holding by 1.

## Bump Firing

At 9th level, you've been around your chosen weapons long enough to use their specific mechanics to your benefit. When using a weapon with the semi-auto property, you may make an additional attack in addition to the one granted by the semi auto property whenever you take the attack action with it. You may only use this feature if each attack you make is made against the same target.

## Improvisational Smithing

At 15th level, you are a master of your craft. At the beginning of each of your turns in combat, you may choose to do one of the following:

* Ignore a single property of a firearm you're holding until the end of your turn.
* Treat the ammunition used in attacks you make this turn as any exotic ammunition of your choice.
* Reduce the misfire score of a weapon you're holding by 3 until the end of your turn.
Alavada

***The Alavada are yet another race who's origin is laden with the tragedy and trauma the influence of Ilithids always brings. Once a simple aquatic people, the Alavada are now a broken, scattered, space-bending race who rarely see another of their kind in their whole lives.***

## Alavada

*Medium Aberration, Neutral*

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AC: 12

HP: 35 (5d6+15)

Speed: 30 feet, swim 50 feet

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Ability Scores
 +0

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Saving Throws: Constitution +6, Intelligence +7

Damage Resistances: Psychic, Cold

Skills: Arcana +7

Senses: Passive Perception 11, Darkvision 120 feet

Languages: Alavada

Challenge: 4

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**Telepathy:** The Alavada can communicate thoughts and feelings to creatures within 100 feet of it.

**Tentaclanterns:** The Alavada's facial tentacles shed dim light for 10 feet and can be activated or shut off as a bonus action.

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SPELLCASTING (psionics, +7, DC 15): The Alavada can innately cast the following spells without verbal or material components.

At Will: Shocking Grasp (2d8), Shape Water, Mage Hand, Shield, Misty Step

3/day each: Fly, Dimension Door, Magnify Gravity, Pulse Wave

1/day each: Telekinesis, Slow, Gravity Sinkhole

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ACTIONS

**Multiattack:** The Alavada makes two energy beam attacks.

**Energy Beam:** +7 (2d6+4 force damage)

**Teleport (recharge 5-6):** The Alavada teleports up to 60 feet away.
Guardian Seraph

***Guardian Seraphs, as the name implies, are dispatched by deities to guard particular locations, objects, or people from all forms of harm.***

## Guardian Seraph

*Medium Celestial, Neutral Good*

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AC: 17 (half plate)

HP: 56 (7d10+14)

Speed: fly 50 feet (hover)

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Ability Scores
 +5

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**Saving Throws:** Strength +8, Charisma +8

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

**Damage Immunities:** Radiant, Poison

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

**Skills:** Perception +7

**Senses:** Darkvision 120 feet, passive perception 17

**Languages:** All

**Challenge:** 4

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**Vigilance:** The Guardian Seraph has expertise in perception.

**Warding Aura:** Allies within 10 feet of the Guardian Seraph gain a +2 bonus to their AC and saving throws.

**Defender:** Whenever a creature enters the Guardian Seraph's melee range, it may make an attack of opportunity against that creature. These attacks do not use it's reaction. Additionally, whenever a creature within the Guardian Seraph's melee range is targeted with an attack, the Guardian Seraph may use its reaction to add 5 to the target's AC for that attack.

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ACTIONS

**Divine Spear:** +8 (1d8+5 radiant damage and the target's speed is reduced to 0 until the start of their next turn, reach 15 feet)

**Healing Touch (Recharge 5-6):** A creature the Guardian Seraph touches regains 3d6 hit points.
Cult of the Furies

***Witches of Cult of the Furies are either obsessed with their own twisted sense of justice or exacting their revenge upon some offending party. Either way, they are renowned for their relentlessness and brutality.***

## Additional Witchcrafts

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

### Rebuking Hex

Whenever a targeted creature is damaged by another creature, the offending creature must make a wisdom save against your spell DC or take psychic damage equal to 1/2 your level (rounded down)

### Revenant's Curse

A cursed creature's location is always known to you, and you may reroll 1's and 2's on damage dice you roll against them.

## Wrathful Magic

When this Coven is chosen at 3rd level, you can tap into your magic to deal extra damage. Whenever you hit a creature with an weapon attack, you can expend a Witch spell slot to add 1d8 witchfire or dark lightning damage per level of the slot to the damage (max 5d8). Additionally, you gain proficiency with light armor, medium armor, and martial weapons.

## Judgement

At level 6, your Coven grants you the ability to mete out justice on command. Whenever a creature damages another creature that you can see, you can use your reaction to force the offending creature to make a charisma save, taking an equal amount of damage to damage dealt on a failed save and half as much on a success. ONce you use this feature, you may not use it again until you complete a long rest.

## Extra Attack

Also at level 6, whenever you take the attack action, you may make two attacks instead of one.

## Raise Revenant

Beginning at level 13, you can reverse death for the purpose of vengeance. You can cast *Revivify* without expending material components on a humanoid that has been killed in the last minute. Alternatively, you can cast this spell as *Resurrection* on a humanoid that simply desires revenge, but must expend a 5th level spell slot to do so. Either way, the creature returns to life at 1 hp as a Revenant using the Monster Manual stats, and it seeks revenge against the creature that killed it or caused its death. This Revenant is friendly to you, but not controlled by you.

## Oath of Vengeance

At level 19, your magic allows you to exact your vengeance on a creature of your choice. Choose a creature within 100 feet of you. Until initiative ends, all attacks you make against it have advantage.

## Vengeance Magic

At level 19, you gain access to one 9th level spell slot and the spell *Storm of Vengeance*.
Giant Stirge

***Giant Stirges are a very simple concept. The original was so good, it can only be improved by increased size, right? Presto: 6 foot demon mosquito bat. You can thank Mezzikz the Mad for this one.***

## Giant Stirge

*Medium Monstrosity, Chaotic Evil*

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AC: 14 (natural armor)

HP: 36 (6d8+6)

Speed: 5 feet, 35 feet fly

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Ability Scores
 +1

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

**Languages:** --

**Challenge:** 2

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**Death Pheromones:** If encountered and killed in the wild, the Giant Stirge's body releases pheromones to alert other Giant Stirges of the danger and/or food. This ability has a 50% chance of summoning another Giant Stirge after 1 minute. This chance increases to 75% if the Giant Stirge is killed in a swamp.

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ACTIONS

**Blood Drain:** +7 (2d8+4 piercing and the Giant Stirge attaches to the target. While attached, it takes no actions and doesn't move, but at the start of each of its turns, the target takes 3d8+4 damage due to blood loss. A target reduced to 0 hp this way fails a death save automatically. The Giant Stirge can be removed with a successful strength save (DC 15), or by dealing at least 15 damage at once to the Giant Stirge.
Fractal Rain

*3rd Level Evocation*

Casting Time: Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Choose a 60 foot high, 25 foot radius cylinder within range. Each creature in that area must make a dexterity save, taking 3d6 cold damage and 3d6 piercing damage on a failed save or half as much on a success. Prone creatures take an extra 1d6 of each damage type. Casting this spell at higher levels increases the radius of the cylinder by 5 feet for each slot level above 3rd.

**Classes: Druid, Sorcerer, Wizard**
Animation

*1st level Transmutation*

Casting Time: bonus action

Range: touch

Components: V, M (a weapon of some kind)

Duration: 1 minute, concentration

Touch a melee weapon and imbue it with a spark of arcane power. The weapon becomes animated as per *Animate Objects.* For the duration, it has a fly speed of 30 ft and uses your spell attack modifier, taking its turn at the start of your initiative. A successful hit’s damage equals the weapon’s damage dice plus your spellcasting modifier. As an action on each of your turns, you may command the weapon to move and attack. The weapon has 5 hp and an AC of 10 and reverts to its normal form when killed. When cast at higher levels, the animated weapon gains a +1 bonus to attack and damage rolls for each slot level above 1st.

**Classes: Sorcerer, Wizard, Artificer**
Dread Rider

***Dread Riders occasional rise as commanders in hordes of undead. Less powerful than the infamous Death Knight, but still nothing to sneeze at.***

## Dread Rider

*Large Undead, Neutral Evil*

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AC: 18 (full plate)

HP: 120 (12d10 + 36)

Speed: 50 feet (when mounted), 30 feet (when on foot)

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Ability Scores
 +3

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**Saving Throws:** Strength +7, Constitution +7

**Damage Resistances:** Cold

**Damage Immunities:** Poison, Necrotic

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

**Skills:** Perception +5

**Senses:** Darkvision 120 feet

**Languages:** Common

**Challenge:** 5

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**Turn Resistance:** The Dread Rider has advantage on saves against being turned.

**Dread Lieutenant:** Undead within 60 feet of the Dread Rider have advantage on saves against being turned and gain the Pack Tactics feature.

**Rider:** The Dread Rider can mount or dismount its steed as a bonus action. While not mounted, the Dread Rider is medium and has a movement speed of 30 feet. When the Dread Rider dismounts, the steed disappears. It reappears instantly when the Dread Rider mounts.

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ACTIONS

**Multiattack:** The Dread Rider makes two longsword attacks and uses its Rally the Hordes ability, if available.

**Longsword:** +7 (1d8 + 3 slashing + 2d6 necrotic)

**Rally the Hordes (Recharge 5-6):** Undead within 60 feet of the Dread Rider gain 2d6 temporary hit points and may use their reaction to make a single attack against any target within their normal range.
Bothersome Raincloud

*1st level Evocation*

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M (a bottle of rainwater)

Duration: 1 minute, concentration

Conjure a tiny rain cloud on a target, in which it begins to downpour. The target has disadvantage on ranged attacks, dexterity saves, and perception checks. The cloud can only move up to 30 feet at once, so if the target moves further than that on its turn, the raincloud cannot keep up but moves as far as it can. On any of your turns, you can switch the target to another creature within 30 feet or move the cloud 30 feet. If you do nothing, the cloud will continue to follow its target to the best of its ability. If you cast this spell in rainy weather, targets have disadvantage on the save.

**Classes: Druid, Ranger**
Einherjar

***Einherjar are the spirits of loyal and valiant soldiers who were promoted to near-angelic status in the afterlife. Once mighty warriors, these violent but noble spirits carry on their lifelong tradition of bloody, glorious battle on the fields of Valhalla.***

## Einherjar

*Medium Celestial (any race), Chaotic Neutral*

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AC: 17 (half plate, shield)

HP: 14 (5d10+5)

Speed: 30 feet

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Ability Scores
 +3

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**Saving Throws:** Strength +6

**Damage Resistances:** Poison, Necrotic

**Condition Immunities:** Exhausted, Frightened

**Skills:** Athletics +6

**Senses:** Passive Perception 9

**Languages:** Common

**Challenge:** 1/2

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**Spiritual Weapons:** The Einherjar's weapon attacks are magical and deal an extra 1d6 force damage on a hit. (included in the attack)

**Indomitable (recharge 6):** Whenever the Einherjar is reduced to 0 hp but not killed outright, it may choose to drop to 1 hp instead.

**Rampage:** Whenever the Einherjar reduces a creature to 0 hp, it may move up to half its speed and make a single attack.

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ACTIONS

**Spiritual Sword:** +6 (1d8+3 slashing +1d6 force)

**Spiritual Handaxe:** +6 (1d6+3 slashing +1d6 force, thrown 20/60)
Cone of Annihilation

*7th level Transmutation*

Casting Time: 1 action

Range: Self (60 ft. cone)

Components: V, S, M (a lodestone and a pinch of dust)

Duration: Instantaneous

Unleash a 60 ft. cone of greenish light, destroying everything it touches. A creature in that area must make a Constitution save or take 8d6 force damage. Any non magical material or items in the cone that are not being worn or carried are turned to dust. Any creature reduced to 0 HP by this spell is disintegrated.

**Classes: Wizard, Sorcerer, Bard**
Fey Bloodline (Shifter)

Shifters who have a truly deep connection with the wild side of nature often become tied to the Feywild. This allows you to learn Forms of the Fey type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Fey**

At 3rd level, your fey blood begins to manifest in inherent magical abilities. Damage from attacks granted by a form you take are considered magical, and you may use your constitution as your spellcasting modifier for innate spellcasting granted by forms you take.

## **Call of the Wild**

At level 6, you learn the Cantrips *Druidcraft* and *Dancing Lights*, and can cast *Faerie Fire* and *Charm person* once per long rest each.

## **Fey Step**

At level 10, you may leap through the feywild as a bonus action, teleporting up to 60 feet. At the beginning of each of your turns after you use this ability, roll a d6. This ability recharges on a roll of 5 or 6.

## **Fey Magic**

At level 14, you have Magic Resistance and can speak with animals and plants. You can also cast *Awaken* as an 8-hour ritual.
Blue Mount

***Blue Mounts are the dimension-hopping, flying mounts of Blue Riders.***

*Large Aberration, Lawful Evil*

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AC: 18 (Full Plate)

HP: 54 (5d10+20)

Speed: 50 feet, 50 feet fly

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Ability Scores
 +3

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**Damage Resistances:** Psychic, Force

**Damage Immunities:** Poison

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

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

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

**Languages:** understands the Blue Tongue but cannot speak.

**Challenge:** 5

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

**Blue Rider:** The Mount always knows where the Rider is, even if they aren't on the same plane of existence.

INNATE SPELLCASTING: PSIONICS

The Blue Mount can innately cast *Plane Shift* without any components once per day, targeting itself and anyone riding it.

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ACTIONS

**Multiattack:** The Blue Mount uses its Ram attack, then uses its Trample attack.

**Ram:** +6 (2d8 + 3 slashing, target is knocked prone)

**Trample:** +6 (3d6 + 3 bludgeoning, + 2d6 bludgeoning if the target is prone)

**Teleport:** The Blue Mount teleports, along with anyone riding it, up to 60 feet.
Death of a Thousand Cuts

*6th level Necromancy*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a diamond razor blade worth 50 gp)

Duration: 1 minute, concentration

Choose a target within range, forcing them to make a constitution save. They take 10d10 slashing damage on a failure and half as much on success as gaping cuts begin to open all over their body. As an action while you concentrate, you can cause them to make the save again, taking 8d10 slashing damage on a failure and half as much on a success. Each time you do this, the damage dice decrease by two, until the spell deals no damage, you lose concentration, or the duration expires. The spell ends early if the target is made under the effects of *Remove Curse*. If a creature is reduced to 0 hp by this spell, they fail a death save at the end of each of their turns until stabilized, healed, or dead.

**Classes: Wizard**
Forge Heritage

***Demigods with the Forge Heritage could be descendants of Hephaestus, Vulcan, Danethir, or a similar entity***

## Heritage Traits

### Heritage-Specific Traits

As a Forge demigod, your hit dice are d12's and you are proficient with strength and intelligence saves. Strength is your spellcasting modifier for demigod spells.

### Movement Enhancement

You gain the ability to walk over lava and magma as if you were under the effects of *Water Walk*

### Cantrips

Mending

Produce Flame

Resistance

Blade Ward

### Available Spells

Mage Armor

Searing Smite

Flame Blade

Branding Smite

Heat Metal

Magic Weapon

Flame Arrows

Fire Shield

Investiture of Flame

## Forge Hand

Beginning at 7th level, any metal weapon you hold glows red-hot. As a result, any attack made with such a weapon deals an extra one of its damage dice in fire damage.

## Master Smith

Beginning at 11th level, you may spend an hour focusing on a forged metal item. When you do so, it gains a permanent +1 bonus. This stacks with magical bonuses and can only be applied to a given weapon once.

## Mechanist

Beginning at 15th level, you can cast *Fabricate* at will on metal. If you spend a spell slot during the creation period, you may form it into a construct of CR 4 or less that is permanently loyal to you. This construct must be entirely made of metal.
Christmas Domain (Cleric)

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

## Christmas Cheer

All creatures within 5 ft. of you have advantage on saves against fear. Creatures who are friendly toward you behave as if their alignment were one step closer to Lawful Good when they are in your presence.

### Christmas Domain Spells

 1st
 3rd
 5th
 7th
 9th

## Channel Divinity: Ghosts of Christmas

Starting at second level, you get two Channel Divinity options, to evoke the spirits of Christmas which appear to only one creature within 60 feet of you.

**Ghost of Christmas Past:** The target must make a charisma save. If they fail, their alignment shifts one step towards Lawful Good as they are overcome with the longing for things that used to be.

**Ghost of Christmas Future:** The target must make a wisdom save. On a failure, they are overcome with their own mortality and lose concentration on any spells they are currently concentrating on. Even if they are not concentrating on a spell, they become frightened of you for the next minute.

## Holiday Judgment

Beginning at level 6, while looking at a creature, you can use your action to detect its alignment. It does not get a save, but you merely learn whether this creature is on the naughty list or on the nice list.

## Hearty Gifts

At the end of each long rest at level 8 and beyond, you can take ten minutes to make a number of christmas cookies equal to 1d4+your wisdom modifier. A cookie is a bonus action to ingest and restores 2d6 hp when eaten.

## Christmas Miracle

At level 17, you learn to invoke a measure of your divine power to achieve incredible feats. You can expend a use of Divine Intervention to cast Wish. You take no penalties from this casting, regardless of the effect you choose.
Asombosam

***The Asombosam began as a cryptid among the tribes of the Bedinland, a boogeyman story to scare children. It took several decades for Mythozoologists to recognize them as their own subspecies of vampiric, arboreal, predatory monsters dwelling in the hot forests of Dagara.***

## Asombosam

*Medium Monstrosity, Chaotic Evil*

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

AC: 15 (natural armor)

HP: 70 (10d10+10)

Speed: 30 feet, climb 30 feet

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

Ability Scores
 +2

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

**Damage Resistances:** necrotic, poison; slashing, piercing, bludgeoning from nonmagical attacks.

**Damage Vulnerabilities:** radiant; slashing, piercing, bludgeoning from silvered weapons.

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

**Languages:** Asombosam

**Challenge:** 5

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

**Shadow Travel:** While in complete darkness, the Asombosam's eyes are visible with a dull yellow glow and it has a flying speed of 100 feet and resistance to all damage.

**Regeneration:** As long as it has at least 1 hit point, the Asombosam regains 10 hit points at the start of each of its turns. This ability ceases to function if it begins its turn in bright light.

**Iron Teeth and Claws:** Damage from the Asombosam's natural attacks ignores damage resistances.

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

ACTIONS

**Multiattack:** The Asombosam makes three attacks, one with its bite and two with its claws.

**Bite:** +7 (2d4+3 piercing +2d6 necrotic)

**Claws:** +7 (1d10+3 slashing)
Elfling

A relatively common half-blood, the Elfling is the child of a Tiefling and an Elf, or simply an Elf who's ancestry has been tainted by infernal influence. Often stunningly beautiful, Elflings have darker hair and slender horns but otherwise resemble elves.

**Ability Scores:** Eerily beautiful and graceful, Elflings gain +3 charisma.

**Age:** Blessed with the longevity of elves and cursed with the longevity of devils, Elflings mature at the same rate as humans and live for almost 750 years.

**Size:** Slender and standing slightly shorter than the average human, your size is medium.

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

**Alignment:** Most Elflings are chaotic, but the rest is entirely up to them.

**Darkvision:** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Infernal Magicks:** You know the cantrips *Thaumaturgy* and *Vicious Mockery*. Charisma is your spellcasting modifier for both. Additionally, on a successful Perception check, you can become aware of the presence of magic in an area or about and item or creature.

**Limited Resistance:** Your skin is magically heat resistant, but it's easier to resist heat when you concentrate. You may use your reaction to gain resistance to fire damage until the start of your next turn.

**Fey Ancestry:** Thanks to your combined fey and infernal ancestry, you have advantage on saves against being Charmed and Frightened.

**Limited Trancing:** You only need to sleep for about 4 hours. You can go one night without sleeping and accrue no penalties but you must sleep for the full 8 hours the next night.

**Languages:** You can speak, read, and write Common, Elven, and Infernal.
Arcing Smite

*2nd level Evocation*

Casting Time: 1 action

Range: self

Components: V, S

Duration: Instantaneous

As part of casting this spell, make an attack. On a hit, a bolt of lightning arcs to up to three targets, provided each one is no more than 10 ft. away. The target of the attack takes an extra 2d6 lightning damage, and each successive target must make a Dexterity save, taking 2d6 lightning damage on a failure and half as much on a success. Casting this spell at higher levels increases the damage by 1d6 for each slot level above 2nd.

**Classes: Ranger, Paladin, Warlock**
Construct Bloodline (Shifter)

Warforged who find themselves able to reshape their own bodies are Shifters of the construct bloodline. These machines of wood, metal, and stone see themselves less as a body and more as a conglomerate of parts, each capable of moving to a new place for a new purpose. It is possible for other races to fall into this category as well, due to a strong connection to Mechanus or some other construct-based tie. Regardless, this allows you to learn forms of the Construct type. You automatically learn one such form for which you have slots at 1st level.

## Mechanical Defense

Since your body is made of the same parts, regardless of the form you take, your AC remains the same. Any armor you are wearing is incorporated into a new form. If you are not wearing armor, your AC = 10 + your dexterity modifier + your constitution modifier. Additionally, any form you shift into and your regular body are resistant to poison damage and immune to the poisoned condition.

## Constructed

At 6th level, you are mostly construct. You become immune to poison damage and resistant to necrotic damage both in your normal form and in any form you take. Additionally, you are immune to disease.

## Machinations

At 10th level, you gain the ability to cast *Alter Self* at will, regardless of what form you are currently in. Additionally, you become resistant to non-magical slashing, piercing, and bludgeoning damage.

## Bloodless

At 14th level, your body is completely formed of non-living material. You are immune to necrotic damage, the petrified, paralyzed, and exhausted conditions, and cannot be healed by normal healing spells or resurrected by normal resurrection spells. A *Mending* cantrip cast using a spell slot will restore to you hit points equal to 2d10 per level of the slot. For this purpose, it may be cast as an action. If you die, you may be brought back to life by an *Animate Objects* spell cast at 7th level.
Dragon Scales

*4th level Transmutation*

Casting Time: 1 action

Range: touch

Components: V, M (the scale of a dragon-type creature)

Duration: 1 hour

Meld a willing creature’s skin with the chosen type of dragon’s scales, making their AC=13+dexterity and granting them resistance to an energy type for the duration. (White or Silver--cold; Brass, Gold, or Red--fire; Blue or Bronze--lightning; Green--poison; Black or Copper--acid). Casting this spell at higher levels grants an additional +1 base AC for each slot level above 4th.

**Classes: Sorcerer, Wizard, Druid**
Hemogoblin

***The Hemogoblins of old were called Blood Golems, resulting in their initial miscategorization as elementals and later as constructs. Eventually, alchemists deduced their true nature: predatory oozes that feed on blood and take vaguely humanoid form.***

## Hemogoblin

*Medium Ooze, Chaotic Neutral*

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

AC: 14

HP: 77 (7d10+35)

Speed: 30 feet

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

Ability Scores
 -1

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

**Damage Resistances:** Slashing, Piercing, Bludgeoning from non-magical attacks

**Damage Immunities:** Acid

**Damage Vulnerabilities:** Cold, Fire

**Condition Immunities:** Blinded, Prone

**Senses:** Blindsense 100 feet, passive perception 9

**Languages:**--

**Challenge:** 7

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

**Amorphous:** The Hemogoblin can fit through spaces as small as 1 inch without squeezing.

**Camouflage:** When holding still, the Hemogoblin is indistinguishable from an ordinary pool of fresh blood.

**Lifesteal:** Any damage the Hemogoblin deals with its Pierce attacks cause it to regain hit points equal to the damage dealt.

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

ACTIONS

**Multiattack:** The Hemogoblins makes three Pierce attacks.

**Pierce:** +7 (1d10+4 piercing +2d6 acid)
Firenewt

***In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. The vast majority of firenewts are crazed fanatics of this evil fire lord, but as with all enlightened races, the true choice of alignment is a personal, not cultural.***

**Ability Scores:** Firenewts are hardy and have fiery dispositions. They gain +2 constitution and +1 charisma.

**Alignment:** The majority of Firenewts are evil, but a significant majority choose the path less traveled.

**Age:** Firenewts mature in a few weeks after hatching and can live to be almost 100.

**Size:** Firenewts stand a little shorter than humans, but not by much. They are comparable in size to elves. Your size is medium.

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

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

**Amphibious:** You can breath air and water.

**Protective Secretion:** Thanks to your biology, you are immune to fire damage.

**Fiery Belch:** As a bonus action, you may belch a small ball of flame at a target within 10 feet of you. The target must make a dexterity save (DC = 8 + your proficiency bonus + your constitution modifier), taking 2d8 fire damage on a failed save and half as much on a success. As long as you have a traditional paste of sulfur, oil, and minerals to habitually chew on, this ability recharges on a short rest. At levels 5, 9, 13, and 17, the damage increases by 1d8.

**Heat Dependence:** If you go a week without spending a long rest in a heated pool, you take a level of exhaustion that cannot be removed until you do so. You gain an additional level of exhaustion for each day after the week limit you go without submerging for a long rest. If the number of exhaustion levels gained this way increases to 6, you enter a catatonic state indistinguishable from death until you are placed in warm water for at least 8 hours.
False Sprite

***False Sprites get their name from their visual mimicry of the appearance of many seelie residents of the feywild. These creatures are not fey, however, and are far from seelie. They're preferred method of hunting is to form a group, act cute, and tear anything that comes close to pieces.***

## False Sprite

*Tiny monstrosity, chaotic evil*

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

AC: 11

HP: 9 (2d8)

Speed: 25 feet, fly 25 feet

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

Ability Scores
 -1

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

**Damage Resistances:** Psychic

**Damage Vulnerabilities:** Radiant

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

**Languages:** Gnomish

**Challenge:** 1/4

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

ACTIONS

**Multiattack:** the False Sprite makes two claw attacks or uses its Scare ability)

**Claw:** +3 (1d4+1)

**Scare (recharge 6):** A target creature within 30 feet that can see the False Sprite must make a wisdom save (DC 11), or be frightened of the False Sprite until the end of its next turn.

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REACTIONS

**Malicious Teamwork:** whenever the False Sprite takes damage, it can use its reaction to halve the damage and have the attacker deal that much damage again to an ally within 5 feet of it.
Grinch (Rogue)

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

## Disobedient Conveniences

When this archetype is chosen at 3rd level, you gain a few perks from your position on the Naughty List. You have a red stocking full of about a pound of coal. If you remove this coal, it magically refills at the end of a long rest. Additionally, you can use your Cunning Action to mock someone for being a goody two shoes. The target must make a charisma save (DC=8+your proficiency bonus+your charisma modifier), and if they fail, your next attack on them deals sneak attack damage regardless of other conditions.

## Pincher of Presents

Beginning at level 9, you learn to recognize when an enemy is attempting to aid one of their allies. When a creature within 15 feet of you casts a support spell on a creature other than you, you may attempt to jump in the way. Make a dexterity save. If the result surpasses the spellcaster’s spell DC, any positive effects of the triggering spell are applied to you instead of the original target.

## Cold-hearted Miser

Beginning at level 13, you become immune to charm effects due to your constant displeasure, and you don’t need advantage or another condition to add sneak attack damage to a target if they are holding something you want.

## Humbug

Beginning at 17th level, your grumpiness knows no bounds. You would even think of stealing christmas itself--if such a thing were possible. Regardless of lofty aspirations, you can still steal a considerable number of things. Whenever someone within 15 feet of you regains hit points, you may make a charisma check against the healer’s spell DC, taking the hit points from the intended target on a success. On a failure, both you and the intended target are healed by half the total healing.
Gudonim Warrior

***Before the fall of Tyrrh, they were great allies of the Lith. Never too involved, but steadfast in their promises and unwavering in their commitment, the hammers of the Gudonim felled many enemies of the kingdom. -Jek the Sparra, Captain of the* Firebird.**

## **Gudonim Warrior**

*Medium Humanoid (Gudonim), Lawful Neutral*

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

AC: 16 (Natural Armor)

HP: 55 (5d10+25)

Speed: walk 25 ft.

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

STR DEX CON INT WIS CHA

22 10 20 10 11 12

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

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

**Saving Throws:** Strength (+9), Constitution (+8)

**Skills:** Athletics (+9), Survival (+3)

**Senses:** passive perception 10

**Languages:** Terran, Common, Giant

**Challenge:** 1

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ACTIONS:

**Maul:** +9 (2d6+6 bludgeoning)
Forge Hand

*3rd level Transmutation*

Casting Time: 1 action

Range: 30 ft.

Components: V, S

Duration: 1 minute, concentration

Summon a glowing red hand and wrap into around the target metal or stone object, heating it instantly to red-hot temperature. Any creature in contact with it must make a Dexterity save to let go or take 2d4 fire damage. Constructs made of metal or stone take this damage automatically. At any time during any of your turns for the duration, you may use a bonus action to melt it entirely, forming a 5x5 puddle of molten metal or stone that deals 6d6 fire damage to the touch. Any creature in its space when it forms may attempt a Dexterity save to sidestep it. Casting this spell at higher levels increases the fire damage by 1d4 for each slot level higher than third.

**Classes: Wizard, Sorcerer, Artificer**
Candlestick Soldier

***Candlestick Soldiers were the creations of a lonely Transmuter who wanted friends who doubled as a security force. He accidentally created one of the closest facsimiles of life ever mocked together by artificers and mages of all the realms and the most formidable artificial fighting force for its size. Then he died. Now, his accidentally alive companions wander the halls of his castle lost and alone.***

## Candlestick Soldier

*Medium Construct, Lawful Neutral*

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

AC: 16 (natural armor)

HP: 18 (3d8+3)

Speed: 30 feet

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

Ability Scores
 +3

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

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Exhausted, Poisoned

**Skills:** Athletics +5

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

**Languages:** Halfling

**Challenge:** 1/2

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

**Advanced Tactics:** While within 5 feet of an ally, the Candlestick Soldier has advantage on attack rolls and attack rolls against it have disadvantage.

**Candlestick:** The Candlestick Soldier sheds bright light in a 30 foot radius and dim light for another 30 feet.

**Artificial Life:** Their creator imbued his creations with an artificial consciousness so lifelike it knows its not alive. This existential melancholy makes the Candlestick Soldier's minds pliable and weak. The Candlestick Soldier is vulnerable to psychic damage and has disadvantage on mental saving throws.

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ACTIONS

**Multiattack:** The Candlestick makes two longsword attacks or one fling flame attack.

**Longsword:** +5 (1d10+3 slashing)

**Fling Flame:** the Candlestick Soldier hurls flame from its head towards a target creature within 50 feet. The target creature must make a dexterity save (DC 13) or take 2d8 radiant damage and be surrounded in dim white flames. Until the start of its next turn, attacks against that creature have advantage.
Alhazian Shepherd

***Alhazian shepherds are the minions of Alhasharat who's mission is to guide the swarms of demonic insects their master spawns.***

## Alhazian Shepherd

*Medium Fiend (demon), Chaotic Evil*

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

AC: 15 (natural armor)

HP: 78 (13d6+26)

Speed: 30 feet

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

Ability Scores
 +0

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

**Saving Throws:** Wisdom +8, Charisma +5

**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 14

**Languages:** Abyssal

**Challenge:** 8

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

**Swarming Body:** The Shepherd's muscles and flesh are made of tiny swarming insects. As long as the Shepherd has half it hit points or fewer remaining, it deals half damage with spells and abilities. If the Alhazian Shepherd begins its turn with at least 1 hit point, it regains 10 hit points.

**Blessing of Alhaza:** Creatures summoned by the Shepherd are immune to negative effects from spells it casts.

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

The Alhazian Shepherd can innately cast the following spells without requiring material components:

At Will: *Infestation* (3d6), *Poison Spray* (3d12), *Ray of Sickness, Levitate*

3/day: *Gaseous Form, Stinking Cloud, Vampiric Touch, Giant Insect, Insect Plague*

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

ACTIONS

**Multiattack:** The Alhazian Shepherd casts *Infestation* twice or casts a spell.

**Summon Swarm (recharge 5-6):** The Alhazian Shepherd summons a Swarm of Wasps in an unoccupied space it can see. It cannot have more than three summoned swarms at once.