recursal/Fanatic-Fandom huggingface dataset:
Gnome Subraces (5e Subraces)

The following are additional subraces for the Gnome race, which already has it's own lore. Included below is the base racial traits, for your convenience.

### **Base Racial Traits**

***Ability Score Increase.*** Your Intelligence score increases by 2.

***Age.*** Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

***Alignment.*** Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

***Size.*** Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small

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

***Darkvision.*** Accustomed to life underground, 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.

***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

***Languages.*** You can read, speak, and write Common and Gnomish

### **Subraces**

#### **Plushling**

Plushlings are gnomes that are created entirely out of claws, teeth, and eternal nightmares. They appear like dark black cloth creatures, and they have glowing white eyes, with giant claws and fangs.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Claw and Fang.*** You have sharp claws and fangs, which you can use for unarmed strikes. Your unarmed strikes deal 1d4 slashing or piercing damage, and have the finesse property.

***Creature of Nightmares.*** You are immune to dream-augmenting spells, and have resistance to psychic-type damage.
Adventurer (5e Rogue Archetype)

## **Adventurer**

### **Treasure-Hunter**

Starting at 3rd level, when you choose this archetype, you can choose two artifacts from the nomad list, and you gain an additional artifact at 9th, 13th, and 17th levels. You use them at the same artifact tier as you would have if you were a nomad of the same level as your rogue level.

**Artifact DC** = 8 + Your Intelligence Modifier + Your Proficiency Bonus

**Artifact Attack Modifier** = Your Intelligence Modifier + Your Proficiency Bonus

### **Ruin Climber**

When you choose this archetype at 3rd level, you have advantage on all checks involving climbing.

### **Fire Support**

Starting at 9th level, whenever an allied creature attacks an enemy while you are within 30 ft of said ally, you may use your reaction to also do an attack on the creature if you are within range. You cannot add sneak attack damage to this attack.

### **Pass**

By 13th level, you can never provoke opportunity attacks.

### **Relic-Seeker**

When you reach 17th level, your skill in finding artifacts has increased majorly. You gain one magical item of rare rarity or lower.
Hallucination Domain (5e Cleric Archetype)

## **Hallucination Domain**

A terrifying beast forms around a man covered head to toe in a priest's garb, with more mouths and eyeballs than should be seen on one creature by any mortal man. His foes, terrified by the effect, run for cover before they are devoured by the hideous thing, and when they run out of sight, it merely dissipates. The clerics of the Hallucination Domain use powerful magics of illusion, serving gods of trickery (such as Azeban, Loki, and Sinbad) and gods of illusion (such as Morpheus, and Phantasos).

### Bonus Cantrip

When you choose this domain at 1st level, you gain the *minor illusion* cantrip. This counts as a cleric cantrip for you, but does not count as one of your cantrips known.

### Hallucinogen Resilience

Additionally, at 1st level, your divine control of hallucinogens grants you advantage on saving throws against illusion spells that are affected by sight, and the effects of consuming hallucinogenic drugs.

### Channel Divinity: Invoke Hallucination

Starting at 2nd level, as an action you can force creatures to see things that aren't really there by presenting your holy symbol to them and expending your Channel Divinity. Creatures of your choice within a 30 foot cone emanating from yourself must make a Wisdom saving throw, and on a failed saving throw they perceive a hallucination of a creature for 1 minute. While the creature is not real, as a bonus action on your turn you can have the hallucination horrifically warp and distort, forcing a Wisdom saving throw from creatures that failed the initial saving throw. On a failed saving throw, a creature is frightened until the end of its next turn.

### False Self

Beginning at 6th level, you can force a creature that perceives you to see a hallucination of yourself, near you but not exactly on you. When a creature makes an attack roll against you, you can use your reaction to appear as though you change places with the hallucination. The attack automatically misses you, then the hallucination dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Nightmarish Visions

At 17th level, your hallucinations have tapped into the realm of terrifying horrors. When a creature fails the saving throw for being frightened by your Invoke Hallucinations feature, they take psychic damage equal to your cleric level.
Doomknight (5e Class Variant)

## **Paladin Class Variant: Doomknight**

A more dark paladin variant, perfect for unholy settings such as Dark Souls or Darivol.

### Starting Equipment

Your holy symbol is replaced with an unholy symbol.

### Class Features

#### Divine Sense

Renamed to Otherworldly Sense, no other changes.

#### Lay on Hands

Renamed to Doomblade, reads as follows.

Your dark touch can add a necrotic power to your blade. You have a pool of doom dice that replenishes when you take a long rest. You have a number of doom dice equal to your doomknight level, and a doom die's size is a d6.

As an action, you can make a melee weapon attack and expend doom dice to add as bonus necrotic damage. You decide how many dice you wish to roll after you see the attack roll but before you know if it hits or not. The target must make a Constitution saving throw against your spell save DC, taking half the necrotic damage on a successful saving throw.

Alternatively, as a bonus action, you can expend 2 dice to have damage you deal ignore necrotic resistance for 1 minute.

#### Spellcasting

Holy symbol is replaced with unholy symbol, for the spellcasting focus.

#### Divine Smite

Renamed to Profane Strike, reads as follows.

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an celestial or a fiend. You cannot use Profane Strike on an attack that is augmented by Doomblade.

#### Improved Divine Smite

Renamed to Improved Profane Strike, adds necrotic instead of radiant.
Dunereaver (5e Ranger Archetype)

## Al'Naar: **Dunereaver**

   Stalking the ever-shifting sand dunes of the desert, rangers of the Dunereaver conclave control aspects of the blazing heat the sun brings to Al'Naar. They wield solar fire on their weapons, and manipulate sands and sediments magically to protect themselves.

### **Dunereaver Magic**

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dunereaver Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

#### Dunereaver Spells

\**Spells marked with an asterisk are from the Elemental Evil Companion/Xanathar's Guide to Everything*

### **Desert Walker**

By 3rd level, you have become accustomed to travelling in the shifting desert sands. Moving through difficult terrain based on sand costs you no extra movement.

### **Reaver's Ember**

Also, at 3rd level, you can summon up flames to dance on your weapon. As a bonus action while holding a melee weapon, you can expend a spell slot of 1st level or higher. For a number of minutes equal to the slot level expended, or until you let go of that weapon, it deals an additional 1d6 fire damage on a hit, and the weapon counts as magical for the purpose of overcoming damage resistance and immunity.

Starting at 11th level, the additional fire damage increases to 1d8, and it ignores resistance to fire damage.

### **Revised Ranger: Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Blazing Pocket Sand**

Beginning at 7th level, you can conjure up red-hot sand and throw it towards the eyes of those attacking you. When an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you, and deal fire damage to the attacker equal to your Wisdom modifier (a minimum of 1).

### **Evasion**

At 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

### **Shroud of the Dunereaver**

By 15th level, as a bonus action, you can having a burning sandstorm swirl around you. While this sandstorm swirls around you, when a creature starts its turn while within 5 feet of you, it takes fire damage equal to your Wisdom modifier (a minimum of 1). You can end the sandstorm as a bonus action.
Experiments (Story)

OCTOBER 19TH, 16 YEARS AFTER DIANA'S BIRTH.

Subject seems considerably anxious about this specific day, 16 years after its creation.

We do know that it is the passing of age for them, but it is not as if we will celebrate. One does not celebrate when their house was built, or their clothes were made, and the same goes for here.

However, we think it may be a good idea to calm her nerves in some way before we commence more experimentation. After all, in a few day's time we won't be holding back before we commence the true purposes of her being here.

Professor Ziegfell asked us to do this specficially how we are doing this, and we shall not displease him. So, to ease her nerves, I went up to her, and told her that "we are not celebrating your birthday, experiment #696", and she seemed to calm down significantly.

She even appeared to glare at me, however shocking her would rile her up further, and we need her calm for the experiments.

OCTOBER 20TH, 16 YEARS AFTER DIANA'S BIRTH.

She is gone. Her anxiety was not linked with her coming of age, but rather if her escape plan would work, which it seamlessly did.

It turns out that she had befriended another experiment-number #772-which is strictly forbidden and impossible to happen without the aid of another of our colleagues. They shall be fired when we figure out who did it.

Continuing on their escape; While 696 was distracting some of those watching her, 772 suddenly formed a third arm when another was attaching something around him, destroying the scientist's cranium from the impact. 772 then made its way to where 696 was, eviscerating the others before getting her freed, as well.

We need them back, and do not know where we are. By tomorrow, we shall place a bounty on them, eager for them to be brought back. When they are, 772 will be painfully executed, and 696 will be punished before testing resumes.

OKTOEBURR FURTEEITH, SEXTEEEN YEERZ AFFTURR DIEANNA'S BURF

I KILL HIM

HE IS DED

STABB FROO HED
Born of Barriers (5e Sorcerer Archetype)

## **Al'Naar: Born of Barriers**

Your bloodline was not one started from flesh and blood. Instead, either you, or one of your ancestors, was crafted from the very same materials used to create the World's Edge, making an uncannily intelligent and lifelike flesh puppet. Your connection to the World's Edge grants you mastery over powerful warding magic, defending both yourself and your allies.

### **Barrier Magic**

When you choose this origin, at 1st level, you learn the *shield* and *shield of faith* spells, which count as sorcerer spells for you but not towards your number of spells known.

### **Defending Edge**

Starting at 1st level, your link to the World's Edge lets you create miniature versions of it, to defend your allies, as well as making you more durable. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, when a creature other than yourself within 30 feet of you is hit by an attack, you can use your reaction to interpose a shield of arcane energy between them and the attack, granting them a bonus to their AC against the triggering attack equal to your Charisma modifier (a minimum of +1). You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses after a long rest.

### **blood of shields**

At 14th level, your blood fills with the power the worlds barrier when you take damage you can expend your reaction to spread temporary hit points to any other creature within 30 ft up to twice the damage taken the reaction occurs before the damage and no additional effects are taken by those who take no damage because of it.

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Audhulma (5e Magic Item)

*legendary +2 longsword*

This icy blade seems to increase the user's resistance to magic.

**Iceblade -** When attacking with this weapon, you may choose whether the attack deals slashing or cold damage.

**+5 Resistance -** While this weapon is in your hand, you gain advantage on saving throws from spells, and have resistance to damage from spells.

**Divine Weapon -** This longsword deals double damage to Fiends and Undead.
Mercenary (5e Fighter Archetype)

## **Mercenary**

Your martial prowess has brought you to follow the archetypal mercenary, a fighter that uses their skills with weapons to earn themselves life and coin alike. Most mercenaries have no honor or loyalty, only serving themselves, however some choose to still keep a code, and remain loyal to their companions.

### **Armed and Ready**

When you choose this archetype, at 3rd level, you are always prepared for combat. You have advantage on initiative rolls.

### **Combat Superiority**

At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

#### **Superiority Dice**

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

#### **Using Superiority Dice**

You can expend superiority dice to gain a number of different benefits.

* When you make a Charisma check, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
* When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
* When you use your Second Wind feature, you can expend one superiority die to add it to the amount of hit points healed.
* If you are hit by an attack while wielding a weapon in at least one hand, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

### **Cutting a Deal**

Starting at 7th level, your negotiations techniques improve. You gain proficiency in one skill from the following; Deception, Intimidation, Persuasion. When you make a check with any of the three skills that you are proficient with relating to negotiating prices, you double your proficiency bonus for that check.

### **Improved Combat Superiority**

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### **Expertise**

Begnning at 15th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Alizor (5e Deity)

Alizor, in full battle armor, his longbow drawn

### Physical Appearance

8'6" tall, pale skin, wears either armor or long white robes, hood almost always on

### Relationships

Romantic Partner: FeyliaFriends: Legion, Fixate (broken)

Family: Jeremiah (deceased), 7 unnamed sisters (deceased)

Colleagues: Pantheon of Embodiments

## **Lore**

Alexander was born in Alexandria, 700 years ago, as the only son of a priest of Lady Creation, Jeremiah Zordal. The priest had only daughters until this point, giving Alexander a total of seven sisters to keep him company while his father ran the church all day and almost all night. They taught him all that they knew, from archery, medicine and first aid, and even about the injustices of their city-state. He heard about all of the problems in this city-state, an area he always thought was glorious, and resolved to change it for the better. However, Alexandria was a city-state of high war, with the leaders only being recognized for military finesse. Due to this, Alexander joined the military under a fake alias, when he was fourteen, named "Alizor". His mastery with the longbow caused him to move up the ranks, quickly, but he was afraid of his capabilities; All he was doing was expanding Alexandria's borders, by helping the military, instead of fixing the problems he swore to change. Due to this, he attempted to resign from the military, before his six year term was over, at the age of seventeen. The general of the army himself came to tell Alexander that not only was he not allowed to leave the army yet, due to his amazing military abilities, he would not be allowed to leave until he was useless to them. Alexander was horrified, and quickly punched the general in the nose, breaking it, and fled the camp, deserting back for home. However, due to how large Alexandria's borders were becoming, they were not able to defend them as well as they once had, causing Alexander to reach a home attacked by hundreds of demons and gnolls. Alexander ran for the church that Jeremiah worked at, and saw gnolls feasting on his father's flesh, his head smashed bitten open like a ripe fruit. Alexander cried out, pleading for help from the one person he knew that had relations with his family and could hear him; Lady Creation. She heard his plea, and imbued him with radiant energy, so powerful his body began to burn up. Alexander didn't care, and he used the energy to destroy each and every individual demon and gnoll that was attacking his home, over the course of an hour. When the general came to congratulate him, and bestow upon him a higher title, Alexander's body had disintegrated into dust. However, due to convincing from the spirit of his father, and remembering the courage, dedication, and pure ability, Lady Creation breathed new life into Alexander, as the Embodiment of Conquest. Alexander decided that he didn't want his old name, as it reminded him of a time when he was too weak to step up, and took upon his false identity as his new one; Alizor.
College of Electromancy (5e Bard Archetype)

## **College of Electromancy**

Bards of the College of Electromancy are known for their *electrifying* magical prowess, manipulation of soundwaves, and general ability to manipulate their music electronically to destroy foes.

### **Bonus Proficiencies**

When you join the College of Electromancy at 3rd level, you gain proficiency with medium armor and shields.

### **Crank It Up**

Additionally, at 3rd level, as an action, you may play a loud note, making a ranged spell attack on a creature within 30 feet of you that is not deafened. On a successful hit, the creature takes 1d8 thunder damage, and has disadvantage on saves to keep concentration on spells and against deafening effects until the end of your next turn. The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th (4d8) levels. This feature counts as a cantrip for the purpose of other features, but does not count towards cantrips known.

### **Electro Swing**

At 6th level, once per turn when you deal damage to a target with a weapon attack or cantrip, you may choose to deal an additional 1d8 lightning damage. At 14th level, the damage increases to 2d8.

### **Techno-Radiance**

Starting at 14th level, you are resistant to both lightning and thunder-type damage.

### **Tempest's Dance**

Starting at 14th level, you gain 60 feet of flight speed. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Joshua's Blade (5e Item)

*Uncommon longsword*

The blade of some lucky swordsman, the luck seems to carry over. The blade is more curved than most longswords, making it border the lines between a rapier and a longsword.

**Curved Strike -** You may choose to use your Dexterity modifier instead of your Strength modifier, provided you wield this weapon in only one hand.

**Killing Edge -** This weapon gets a critical hit on a 19-20.

**Gambler's Risk -** On a natural 1 for a melee weapon attack using this weapon, you deal the weapon's damage die to yourself. However, on a critical hit, you add 1 extra die to the critical damage.
Blight Domain (5e Cleric Archetype)

## **Blight Domain**

Diseases have been seen as a terrible force throughout all of history, able to destroy entire cultures and nations over the course of mere months. However, as everything this powerful, some people choose to worship it, in either an attempt to harness the power for themselves, or merely to please the beings that cause it to save their own lives. Gods that reside over this domain may include gods of death (such as Hades, Pluto, or Anubis), and gods of disease (such as Mariamman, Kurmor, or Namtar).

### Bonus Cantrip

When you choose this domain at 1st level, you gain the *poison spray* cantrip. It counts as a cleric cantrip for you, and does not count as one of your Cantrips Known.

### Immunity

Additionally, at 1st level, due to your constant dealings with plague and disease, your body has grown immune to various toxins and poisons. You are immune to the poisoned condition and to poison-type damage.

### Channel Divinity: Bonerot

Starting at 2nd level, as an action you thrust your holy symbol forth and have a swarm of rotting green mist lunge towards a creature within 30 feet of yourself. The creature must make a Constitution saving throw. On a failed saving throw, the creature gains a disease, known as bonerot, for 1 minute. At the start of each of their turns, they take necrotic damage equal to half of your cleric level. They can repeat their saving throw at the end of each of their turns, ending the effect on a success.

### Damaged Immune System

Beginning at 6th level, you have recognized how to harm your enemies immune systems. When you deal damage to a creature with a cantrip or weapon attack, they have disadvantage on all Constitution saving throws until the end of their next turn. This effect wears off after the saving throw of Channel Divinity: Bonerot for that turn, if a creature is afflicted.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Summon Herald

At 17th level, the forces of blight allow you to conjure up a powerful force. As an action, you can conjure up a Herald of Rot (Monster a Day Compendium, p.g. 19), within 60 feet of yourself. It is allied to you, and rolls initiative like any other creature, but you control its actions. You and any creatures you designate within 60 feet of yourself are immune to its Fetid Cloud. After using this feature, you must take a long rest before doing so again.
Circle of the Summoner (5e Druid Archetype)

## **Circle of the Summoner**

Using their ability to transform themselves into the beasts on reality around them, druids of the Circle of the Summoner conjure up beasts out of spirits and air to aid them in combat. They are known to be particularly deadly for defending forests with seemingly never-ending armies of beasts.

### **Summon Beast**

At 2nd level, you are able to conjure a beast by expending one use of Wild Shape, as an action. A beast with a CR of 1 or lower appears within 30 feet of yourself, which acts on its own initiative but listens to your commands. You must keep concentration on this, or the beast will dispel. You can only have one beast summoned at a time, and using this feature again replaces your currently summoned beast with a new one.

At 6th level, you can summon any beast with a CR equal to or less than your druid level divided by 3 (round down).

### **Superior Beast**

Starting at 6th level, your summoned beast's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

### **Mana Consumption**

By 10th level, the beast you conjure is able to absorb some of the energy from your spells. When you cast a spell of 1st level or higher while within 60 feet of your summoned beast, it restores hit points equal to the slot level times 2.

### **Freed Mind**

By 14th level, your beast is able to maintain itself instead of constantly requiring your focus. You no longer have to keep concentration on your summoned beast.
Lance of Wind (5e Legendary Weapon)

Wind constantly swirls around this otherwise ordinary-looking Lance, giving the user immense control over all matter of breezes and winds.

The Lance deals thunder damage instead of piercing.

**Strong Winds.** Attacking within 5 ft does not impose disadvantage on your attack roll with this weapon, additionally, if you hit within 5 ft, you can force the enemy to make a DC 15 Strength Saving throw, or be blown away up to 50 ft in a direction of your choice.

**Poor Weather.** Once per long rest, you can begin calling in harsh winds. You use your action and bonus action to begin concentrating on summoning the winds. If you keep concentration until the start of your next turn, clouds form overhead as a strong wind blows within 100 ft of you in a direction of your choice. The strong wind is subject to all normal properties of...strong winds. creatures of your choice must make a DC 15 Strength saving throw at the start of their turn in the wind, Or be blown 5 ft in the direction of the wind, stopping if they would collide with another creature or a wall. The harsh winds follow your location, and last up to 1 hour, or until dispelled.

**Tailwind.** While carrying this Lance, you gain a flying speed equal to your walking speed, and gain 10 ft walking speed.

**Elusive Winds.** While carrying this lance, you gain advantage on any saving throw if you would be pushed or moved against your will on a failure.

**Gust of Wind.** A number of times equal to your proficiency bonus per day, you may cast *gust of wind*.
Alizor's Hood (5e Artifact)

*Wondrous Item, Artifact (requires attunement)*

 Alizor's hood is a plain, white hood worn by Alizor himself. If this item is obtained, Alizor is either dead, or bestowing it upon you as a blessing.

Alizor's hood has the following random properties.

* 2 minor beneficial properties
* 1 major beneficial property

**Holy Eyes.**When Alizor's hood is put on, your eyes will be replaced by two flames of holy fire. The holy fire will flare up when the wearer is angry, and simmer down when they are sad.  The holy fire will grant the user true sight for 30 feet.  If Alizor does not trust the wearer, the holy fire will burn the user instead, dealing 4d10 radiant damage at the start of each of their turns. If they are killed by this, their body is vaporized by holy flames, leaving only the hood and their equipment. If you take the hood off, you will lose the holy fire.

**Pipeline to God.**Alizor can speak to you, even while deceased, through this hood.

**Godly Cloth.**Whilst wearing this hood, you can choose to be either resistant to necrotic or radiant damage at the start of each day.
Blade Dancer (5e Fighter Archetype)

## **The Blade Dancer**

Fighters who go down the path of the Blade Dancer use their body's charming appearance along with movements like dancing, both their bodies and blades moving in a beautiful fashion, in such a way that their enemies are both distracted and captivated, their attention diverted from combat.

## **Protection of Appearance**

When you choose the Blade Dancer archetype, at 3rd level, when you are not wearing armor, your Armor Class is equal to 13 + your Charisma modifier. At 10th level, this increases to 14 + your Charisma modifier.

## **Dancing Attacks**

At 3rd level, you may substitute your Strength or Dexterity modifier when making an attack or damage roll with your Charisma modifier, provided the weapon has the *finesse* property. At 15th level, you may use this with any weapon, even if it doesn't have *finesse*.

## **Blade Dancing**

At 7th level, an amount of times per long rest equal to your Charisma modifier, you can force a target to make a DC (10 + your Charisma mod + your Proficiency bonus) Wisdom saving throw, after hitting them with a successful melee weapon attack. If the target fails, they are charmed by you for one minute. If the target is charmed, when you hit them, they must make a DC (10 + your Charisma modifier - damage taken) Wisdom saving throw, ending the effect on a success. If an ally hits them, the DC uses their Charisma modifier, instead, and the charmed target has advantage on the saving throw. At 15th level, you can use this an amount of times per long rest equal to 3 + your Charisma modifier.

## **Performance Adept**

At 10th level, your skill with dancing with the blade has allowed your dancing and movements-even without the blade-to improve. You have advantage on all Performance checks, and increase your movement speed by 5 ft.

## **Draining Kiss**

At 15th level, as a regular action, once per long rest, you can kiss a target charmed by you or a willing target. The target must make a DC (10 + your Charisma modifier + your Proficiency bonus) Constitution saving throw, taking 5d10 + your Charisma modifier psychic damage on a failed save, healing you for the amount dealt. At 20th level, you may use this twice per long rest.

## **Improved Charisma**

At 18th level, your levels of charm have gone above most people's understanding of it. Your Charisma score maximum increases to 22, and your Charisma score increases by 2.
Firearms (5e Weapons)

Firearms are optional weapons for a campaign, though they are a prerequisite for having the Gunslinger class in your game. They can only be wielded by classes with Firearms proficiency, and otherwise just function like a club would (1d4 bludgeoning simple weapon). All firearms can be loaded before firing, even on a different turn, but they take up a regular action to do so.

 Shotgun
 Sniper

**Revolver:** Revolvers may hold up to 6 bullets in a clip at once, equal to 6 bullets per reload.

**Shotgun:** The shotgun fires 3 bullets in a 15 ft. foot cone. Each shot deals 1d6 damage. Shotguns can hold two shells per clip, equal to 6 bullets per reload.

**Sniper:** Snipers may only hold one bullet in a clip. If a Sniper scores a Critical Hit, then the first dice roll for damage is maxed. (e.g. a crit would do 10 + 1d10 damage)
Bat's Shadow (5e Rogue Archetype)

## **Bat's Shadow**

Disappearing into the night leaving only a fluttering sound in the wind, the roguish archetype you emulate is that of the bat's shadow. You emulate the superior stealth and hunting capabilities of bats, joining their flocks as a dark figure in the night.

### **Speak with Bats**

When you choose this archetype at 3rd level, you can speak to bats as if you shared a language, able to communicate simple emotions and thoughts to them, and they can do the same to you.

### **Night Hunter**

Additionally at 3rd level, you have learned how to hunt at night, like a bat. While in dim light or darkness, you can sense the location of any creature within 60 feet of yourself that is not invisible. Additionally, you have advantage on Perception checks relying on hearing.

### **Bat Shape**

Beginning at 9th level, you can temporarily enter the shape of a bat. As an action, you cast *polymorph* on yourself, turning yourself into either a giant bat or regular bat. While you are polymorphed in this way, you retain your Intelligence, Wisdom, and Charisma scores. You must take a long rest before using this feature again.

### **Dark Flight**

At 13th level, over the course of a long rest, you can expend 100 gp worth of fine fabrics and silk to create a special cloak with bat wings on it. While you are wearing this cloak, you gain a flying speed equal to your movement speed. Other creatures that wear this cloak do not gain this benefit. If you lose your cloak, you can make another over the course of another long rest, expending the same amount of materials as before.

### **Blindsight**

By 17th level, you gain the superior hunting abilities of bats. If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
Minerals and Ores

Homebrew Minerals and Ores to forge into weaponry and armor and stuff

## **Titansteel**

Titansteel is a dull gray ore. It is one of the densest, heaviest, and strongest metals in existence, lending well to having armor and shields made out of it. Titansteel is named such as it is said to be made out of the bones of Titans.

## **True Ice**

True Ice looks like normal Ice, but has a soft glow to it, and is a bit thicker. Unlike normal ice, True Ice cannot melt, and is much more durable. True Ice is not very sharp even when cut, and as such, is usually used for bludgeoning weapons. True Ice also is extremely cold to the touch, to the point of being able to ice-over the skin of creatures unused to cold temperatures. If you are resistant to cold, then True Ice is extremely slippery, leading to many walls being built out of it to repel invaders and wall-climbers in cold countries.

## **Radinite**

This holy metal looks like a golden quartz, always shining and glowing no matter the light level nearby. The metal will burn the hands of any evil-aligned creature who holds it, not enough for damage, but enough to make them reconsider carrying it. Due to it's lustrous nature and evil-smiting qualities, it is ideal for forging armor and weapons for clerics and paladins, and for making lantern light-sources.

## Pumpkitanium

This vegetable-like material is commonly found in abandoned structures, looking much like moss that has pumpkins growing out of it. The material, unlike its name, referring to a vegetable, would lead you to believe, it is actually quite a strong material, strong enough to bludgeon. Its special properties are that it has a glowing inside, although there is no torch or light source inside it, so many are cut open to use as open-hood lights that are non-dangerous, and the other special property being that it can be used to make pumpkin-like armour that inflicts fear upon most enemies, most commonly used by vinespawn or the lesser seen Pumpkin lord.
Dread Fighter (5e Fighter Archetype)

## **Dread Fighter**

Dread Fighters are fighters that have dedicated themselves to fighting off Magic, and all that it encompasses. Dread Fighters usually have traumatic experiences with magic, and as such, are either terrified of them, or wish to rid the world of it.

### **Imbalance**

When you choose the Dread Fighter archetype, at 3rd level, when you hit a creature that is concentrating on a spell, they have disadvantage on the saving throw to keep their concentration.

### **Anger Of Arcane**

At 7th level, as a reaction to a creature within 5 ft of you casting a spell, you may make a weapon attack on the creature.

### **Apotrope**

Starting at 10th level, you've gained a physical Ward, that wards off magic. This ward could be runes on your weapons or a necklace you keep around your neck, no matter what it is, you have resistance to Spell Damage.

### **Turn Magic**

Beginning at 15th level, Once per day, As an action, you present your Ward and speak words of protection against Spellcasters. Each Creature that can cast spells that can see or hear you within 30 feet of you must make a Wisdom saving throw, with the DC equaling 8 + Your Intelligence Modifier+ your proficiency bonus. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. You can choose a number of creatures equal to your intelligence modifier that are immune to this effect.

### **Almighty Apotrope**

At 18th level, your Ward has become so powerful that magic struggles to affect you. On top of resistance to spell damage, you have advantage on all saving throws against magical effects.
Cursed Gargoyle (Story)

It was only a mere four months ago that she had been crafted. Before that, she was just a lifeless block of pure marble, without a purpose except to be one of many tiles in a floor.

However, she had been one of the few lucky ones. One taken by a geomancer, to be turned into an elemental of choice.

Gargoyles, Galeb Duhrs, Earth Elementals, so many to choose from, but the first was what had appealed to her master.

From the moment she was created, she had expected that her life was going to be great. She was alive! Life is great!

...But not always.

One morning, when her master was out, he had not come back. Instead, many others came back, talking about a "crazy geezer who liked rocks", brandishing scimitars and shortswords.

She had not been taught to defend herself, so she mustered up all of the courage she could to ask one question.

"Is my master okay?" Her pleading voice was heard in the chitter of the group, as they stared at her, as greedily as a thief would a noble's wallet.

They approached her, giggling and chuckling, heckling and hackling.

One of them grabbed her, and whispered to her. "We're your master, now." His tone was more seductive than a succubi, and equally as deadly. She would not become the toy of them, for she had to find her master!

With a quick slam of her tail, the men had fallen over, and she had smashed through the window, in the dead of night, and flew.

Flew as if she was a migrating bird, and, in a sense, she was; She was migrating from the end of her old life, to the start of her new one.

However, as daylight came around, she crashed into a church, being frozen in daylight, surrounded by paladins.

The paladins enjoyed the idea of having a captive elemental, to help them destroy the Prince of the Apocalypse they seeked to bring to ruin, so they had brought her to a segment in a church, and bound her hands in shackles of pure gold, too strong for her to break.

They questioned her, day and night, pestering her and threatening bodily harm if she did not comply.

She could not, for she knew nothing of the sort about this prince. Every night, she would try to flee, only to fail again and again and again, with each attempt only worsening her spirits.

Eventually, she just gave up.

And that's when the paladins stopped showing up to her.

They never came back, and there was only isolation, in the dark room of the abandoned church.

She could never sleep, as a gargoyle only can sleep in daylight.

She could never eat, as there was no food, though she did not need to.

The paladins, however, did not want anyone telling of their secrets when they were gone, and used magic to close it each time until they had to speak with her.

They had never fixed it.

The last thoughts she had, the only ones she had for the rest of eternity, are enough to send shivers down the spine of most men.

"I have no mouth, and I must scream."
College of Lords (5e Bard Archetype)

## **College of Lords**

The College of Lords is one that is known for training commanders and tacticians throughout the world. Bards that are ambitious enough to join this college learn how to both be natural leaders that can bring their allies to victory, and how to become masters of the battlefield.

### **Bonus Proficiencies**

When you join this bardic college, at 3rd level, you gain proficiency with medium armor and shields.

### **Revitalizing Inspiration**

Starting at 3rd level, your allies fight until their last breath when you inspire them to. When you grant a creature a bardic inspiration die, they restore hit points equal to the die plus your Charisma modifier.

### **Combat Tactics**

Beginning at 6th level, the natural charm you have grants superior agility to your friends. As an action, you can choose one allied creature within 60 feet of yourself that can hear you and currently has a bardic inspiration die. The creature can use its reaction to make one weapon attack, adding the bardic inspiration die to the damage roll.

### **Tactician**

At 14th level, you have become a master of tactics and warfare. When you use Combat Tactics, you can target allied creatures without a bardic inspiration die. When you do so, the creature rolls a d6 in place of the bardic inspiration die.
Additional Totems (5e Barbarian Archetype Variant)

## **Additional Totems**

These totems are additional variant totems that can be chosen by barbarians of the Path of the Totem Warrior.

### Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

##### Variant: Plant Lore

Some barbarians are versed in the language of plants instead of animals. Such barbarians may learn speak with plants as a ritual, instead of speak with animals and beast sense.

### Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

* **Flytrap:** The swift bites of the flytrap make your reactions faster. While you're raging and are hit by a melee weapon attack, you can use your reaction to make one weapon attack on the attacker.
* **Mushroom:** While raging, you can use your bonus action to select a creature within 30 feet of yourself. That creature shares your resistances until either your rage ends, or you select a new creature.
* **Tree:** The powerful bark and ancient knowledge of the tree protect you as you fight. While raging, you have advantage on Wisdom saving throws, and your armor class increases by 1.

### Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

* **Flytrap:** The deceptive scent of the flytrap is passed down to you. You gain proficiency in two of the following skills: Deception, Intimidation, Performance, Persuasion.
* **Mushroom:** You tap into the knowledge of the plants around you. While travelling for an hour or more in an area with vegetation, you can never get lost.
* **Tree:** You learn how animals have climbed trees. Climbing no longer costs additional movement for you.

### Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

### Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

* **Flytrap:**
* **Mushroom:**
* **Tree:**
Muscle Wizard (5e Wizard Archetype)

## **Muscle Wizard**

You focus your study on the study of the arcane in improving your body, to become the most muscular wizard the world has ever seen. Your muscles are just as strong as your mind is, and you will crush your opponents in the dust with all of your might.

### Unarmored Defense

Beginning when you select this archetype at 2nd level, your defense while not wearing armor is equal to 10 + your Strength modifier + your Intelligence modifier.

### Fistcasting

At 2nd level, your unarmed strike's damage die improves to 1d4. Your unarmed strikes improve as you gain levels in this class, as shown by the table below. Additionally, you may use your fists as a spellcasting focus.

 6th
 10th
 14th

### War Magic

Beginning at 6th level, when you use your action to cast a cantrip, you can make one unarmed strike as a bonus action.

### Arcane Fists

Additionally at 6th level, your unarmed strikes are considered magical for the purpose of overcoming damage resistance and immunity.

### Empowered Strike

Starting at 10th level, when you hit a creature with an unarmed strike, you can expend one spell slot to deal force damage to the target, in addition to the unarmed strike's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

### Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Perspicacious Hands

At 14th level, when you hit a creature with an unarmed strike, the creature takes extra force damage equal to your Intelligence modifier (minimum 1).
Knight Slayer (5e Rogue Archetype)

## **Armor Piercing**

   Starting at 3rd level, when you choose this archetype, you gain +1 to all attack and damage rolls against creatures wearing armor. Additionally, if a creature is wielding a shield, you have +2 to your attack rolls against it.

## **False Armor**

When you choose this archetype at 3rd level, you may cast *mage armor* at will, on yourself only. You cannot wield a shield while having *mage armor* affect you in this way, or it is dispelled until the shield is removed.

## **Destroy Armor**

Starting at 9th level, whenever you hit a creature with your Sneak Attack, that creature has their Armor Class reduced by 1d4. This cannot lower their Armor Class below 10 + their Dexterity modifier, and has a cap of the armor reduced by an amount equal to your Proficiency bonus..

## **Unarmored Movement**

By 13th level, when you are not wearing any armor at all, your movement speed is increased by 15 feet. Additionally, your Armor Piercing feature's bonus increases from +1 to +2.

## **Hatred of Steel**

When you reach 17th level, your hatred of armor can manifest in your weapon strikes. Whenever you hit a creature wearing armor, you deal 2d6 additional damage with your Sneak Attacks. Additionally, your Armor Piercing feature's bonus increases from +2 to +3.