recursal/Fanatic-Fandom huggingface dataset:
Path of the Whirlwind

***Both as subtle and swift as a breeze and as furious and powerful as a hurricane, some Barbarians channel their rage into the innate natural magic of the wind. Barbarians of this path can be found aboard ships, helping the sails fill each day or at the peaks of the highest mountains, basking in the might of nature's breath. Others wander windswept deserts or tundras, while still others wait at home for adventure to come knocking, praticing their skills in the blustery gales of early spring.***

## **Like the Wind**

When this path is chosen at 3rd level, you gain access to several abilities as the wind aids your movements. When you are raging, you can do any of the following as a bonus action.

***Whirlwind Sprint:*** Take the dash action.

***Strike like the Wind:*** Make an extra attack. (must be using a light or finesse weapon)

***Guiding Breeze:*** Add your proficiency bonus to the first attack roll, dexterity saving throw, or dexterity-based ability check you make after taking this action, even if it is already added to the roll. This may only be used to influence attacks made with light, finesse, or ranged weapons.

***Helpful Updraft:*** Multiply your jump height and distance by a factor of 5.

***Wrathful Gust:*** Add 1d8 thunder damage to a damage roll and push the target backward 5 feet.

## **Warding Wind**

Beginning at level 6, the wind comes to your aid when called upon. Whenever you Rage, you are under the effects of *Warding Wind*. This effect can be ended as a free action on your turn.

## **Extra Attack**

At level 10, the wind speeds your attacks. Whenever you take the attack action, you can attack three times instead of twice, regardless of whether or not you're raging.

## **Scion of Air**

At level 14, your connection to the winds remains even when you are not raging. You can use any of the first five abilities of this path as a bonus action when you are not raging. If you do use them while raging, they gain the following improvements:

***Whirlwind Sprint:*** Take the dash and disengage action. An attack made immediately following a sprint of at least 20 feet deals an extra 1d10 force damage.

***Strike like the Wind:*** Make an extra attack.

***Guiding Breeze:*** Add your proficiency bonus to the first attack roll, dexterity saving throw, or dexterity-based ability check you make after taking this action, even if it is already added to the roll.

***Helpful Updraft:*** Multiply your jump height and distance by a factor of 10.

***Wrathful Gust:*** Add 2d8 thunder damage to a damage roll and push the target backward 10 feet.
Poetry

***Possibly one of the most prominent Bardic mediums, epic poetry has a way of literally shaping history. Poets are generally also well-versed historians.***

## Novice Poet

Poets are innately thoughtful and introspective people. As such, you are able to easily interpret others' actions and words. You become proficiency in insight, and if you spend enough time with a creature, you can make an insight check on them. The longer you have spent with them, the easier it is, as per the table. If the result of your roll is greater than their passive deception, you learn their alignment and their general motivation.

 An hour
 A day
 A week

## Apprentice Poet

As an apprentice poet, you begin shaping your first verses. You can turn any encounter your party survives into a glorified epic. When recanted to an audience or an employer, they will be compelled to give you a reward or additional rewards, based on how well you perform. Make a performance check against the appropriate DC, depending on how friendly the audience is.

 Indifferent
 Defensive
 Annoyed
 Angry
 Murderous

## Adept Poet

As an adept poet, you are well versed with most epics that can be studied. If given the name of a significant historical figure, place, or item, you can recall information about it as if you had cast *Legend Lore*.

## Expert Poet

As an expert of the poetic arts, your poetry can compel your companions to new and greater heights. You can take 10 minutes to recite an original epic about you and your companions. For the next hour, you and they add your charisma modifier to their initiative, mental saving throws, and ability checks.

## Master Poet

When you master poetry, tales of your exploits have reached the farthest corners of the land. Every creature you come across will have at least tangentially heard about your adventuring party, and members of your party have advantage on intimidation and persuasion checks made against creatures that have heard of you.
Humans (Gazar)

Humans are the most populous race of Gazar and the chosen people of Darkhan, their patron god. Humans of Gazar are smart, crafty, and good with their hands. The best art, architecture, and craftsmanship in the world are made by them.

**Ability Scores:** Humans gain +2 to a mental score of their choice and +1 to another.

**Age:** Humans age at *about* the same rate as humans.

**Alignment:** Humans of Gazar are as numerous and varied as in any setting.

**Size:** Medium

**Speed:** 30 feet

**Languages:** Humans speak common.

**Skilled:** You know one feat of your choice.

**Blessing of Darkhan:** You reroll natural 1’s that were rolled on crafting and performance checks.

**Craft Knowledge:** You have advantage on knowledge checks relating to one of the following of your choice: stonework, smithing, jeweling, music, or art.
Scaraza

***Like so many others, the origins of the Scaraza are clouded in mystery. Some say the deepest caves, others say the tallest mountains; for most, they simply appear and disappear at will. Wherever these creatures hail from, it is a strange place indeed. -'Unsolved Mysteries', by Margin Marrithen***

## **Scaraza**

*Large Aberration, Unaligned*

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

AC: 15 (Natural Armor)

HP: 90 (9d12+27)

Speed: walk 20 ft., fly 50 ft.

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

STR DEX CON INT WIS CHA

19 15 16 8 9 7

+4 +2 +3 -1 -1 -2

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

**Saving Throws:** Dexterity (+6), Constitution (+7)

**Damage Resistances:** Force

**Condition Immunities:** Blinded

**Skills:** Stealth (+6)

**Senses:** Echolocation 1,000 ft.,

etect Magi--, passive perception 9**Languages:**

**Challenge:** 9

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ACTIONS:

**Multiattack:** The Scaraza makes a bite attack and a claws attack.

**Bite:** +8 (2d4+4 piercing, the target must make a constitution save {DC 19} be under the effects of Negation for 1 minute)

**Claws:** +8 (2d6+4 slashing)

**Breath Weapon (Recharge 5-6):** The Scaraza emits a blast of purple light in a 30 ft. cone. All magic in that region is dispelled. Spellcasters must make a constitution save (DC 19} or be under the effects of Negation for 1 minute. Magic items are neutralized automatically for 1 minute. For each magic item that is neutralized, the Scaraza regains 1d4 hit points. For each spell that is dispelled, it regains 1d6 hit points per spell level. For each caster that is neutralized, it regains 1d8 hit points per caster level.

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**Negation:** A creature under the effects of Negation loses concentration on any spells they were concentrating on, and cannot cast spells or concentrate on them while under the effect.

**Magic Resistance:** The Scaraza has advantage on saving throws against magic.
The Order of Purity

***Possibly the most cult-like order of Arcanists, those of the Purity Order are committed to defending the Material Plane from outside influence, leading to aggression toward and distrust of outsiders (natives of other planes). They believe that the Weave can only be pure when the planes don't interact. As a result, they have a bad and well-earned reputation.***

## Xenophobia

Starting at 3rd level, your Order’s dedication to protecting the Material Plane from extraplanar forces grants you a +1 to attack and damage rolls against outsiders. This bonus increases to +2 at 10th level and +3 at 18th level.

## Native’s Senses

At level 7, you can use an action to close your eyes and detect the presence of any outsider within 60 ft. of you. You may use this feature a number of times per day equal to your Intelligence modifier. Additionally, whenever you cast *Magic Circle* you can choose to do so as an action.

## Planar Guardian

At level 10, you learn *Banishment* to target only outsiders and may cast it a number of times per day equal to your Intelligence modifier. They have disadvantage on the save if they have a CR less than your level. Additionally, you cannot be possessed by outsiders.

## Extraplanar Repulsion

At 14th level, whenever an outsider takes damage from a fourth or fifth level spell cast by you, they must make a Charisma save or be under the effects of *Banishment*. Additionally, extraplanar creatures can't detect your presence by magical means.

## Emblem of Purity

At 18th level, the outer planes have great difficulty harming you. You have resistance to damage dealt by outsiders,
The Order of Bending

***Some Arcanists use their connection to the Weave's inner workings as a way to access a more primal type of magic. Rather than casting and conjuring proper, ordered spells, Benders influence to weave to create less-restricted bursts of magical energies.***

## Bending the Weave

When this Order is chosen, you learn to influence the Weave's power to create small bursts of energy. As an action, you can choose a target within 50 feet of you and hurl an energy type of your choice. Make a ranged spell attack. On a hit, the target takes 1d6 + your intelligence modifier of a damage type of your choice (radiant, necrotic, force, psychic, acid, cold, fire, lightning, or thunder).

This simple attack can be empowered, increasing the damage by 1 damage die for each Manipulation point spent on this modification.

It can also be weaponized, shaping the energy instead into a melee weapon of any type which dissipates if it leaves your hand. This weapon uses your intelligence modifier as its combat modifier, deals 1d6 of an energy type of your choice in damage, and remains until the end of your turn. If you spend a Manipulation point to summon it, it lasts for 1 minute.

## Rapid Bending

Beginning at level 7, whenever you make a bending attack or an attack with a bent weapon, you may make two attacks instead of one.

## Shaped Bending

Beginning at level 10, you can make your basic bending attacks into a sphere, targeting multiple creatures (the sphere's radius is 5 feet x the number of Manipulation points spent on this change) which must instead make dexterity saves (for fire, lightning, radiant, or force), constitution saves (for cold, necrotic, or thunder), or intelligence saves (for psychic), taking half damage on a success and full damage on a failure.

## Bending Blast

At 14th level, you learn to repurpose magical energy that's already present. Whenever you are damaged by a spell, you can use a reaction to spend any number of Manipulation points. Roll that many d6's and reduce the damage you took by the total. The next time you attack a target with bending before the end of your next turn, you may choose to add that total to the damage. The damage dice for this version is 2d10. Additionally, your bending damage dice increase to d8's.

## Spellbender

At 18th level, you can bend almost any magical energy. This allows you to cast 1st and 2nd level damaging spells you know at will.
Blue Karya

***One doorway opened to a place the Venaim called Karyot, a dry world of cracked orange stone. Explorers said they saw ruins, but none made it longer than a few minutes before the wisps came, balls of primordial fury, red and blue, fighting each other to the death and laying waste to all in their path.***

***-Jorrel the Dathian, in 'The Rise and Fall of the Venaim'***

## **Blue Karya**

*Medium Aberration, Chaotic Good*

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AC: 16

HP: 96 (12d12+12)

Speed: fly 100 ft.

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

STR DEX CON INT WIS CHA

15 22 13 10 6 28

+2 +6 +1 +0 -2 +9
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Saving Throws:** Dexterity (+10), Charisma (+13)

**Damage Immunities:** Radiant, Poison, Necrotic

**Damage Resistances:** Psychic, Thunder, Lightning, Acid, Cold, Fire, and Slashing, Piercing, and Bludgeoning from non-magical weapons.

**Condition Immunities:** Paralyzed, Restrained, Grappled, Petrified, Blinded, Stunned, Prone, Deafened

**Senses:** Blindsense 1,000 ft., passive perception 8

**Languages:** Understands all non-warded thoughts within 100 feet of it but cannot speak.

**Challenge:** 8

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ACTIONS:

**Multiattack:** The Karya makes three blast attacks or uses its Disintegration.

**Blast:** The Karya releases a bolt of crackling energy +13 (1d10+9 force, reach 30 ft.)

**Disintegration (Recharge 5-6):** The Karya makes a single attack, forcing one creature within 30 ft. to make a dexterity save. On a failure, they take 10d6+40 force damage, and if that damage reduces them to 0 hp they are turned to dust, as per the *Disintegrate* spell. On a successful save, the beam misses them and turns a nearby section of solid material into dust out to a 10 ft. cube.
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**Magic Resistance:** The Karya has advantage on saving throws against magic.

**Destructive Aura:** The Karya can pass through another creature's space on its turn, forcing them to make a dexterity save. On a failure, they take 4d6 force damage, taking half damage on a success.
Nook

*Conjuration Cantrip*

Casting Time: bonus action

Range: touch

Components: V, S

Duration: instantaneous

Stow an item you are holding in an extra-dimensional pocket with a flick of your wrist. The stowed item can't be more than 10 pounds, nor can it exceed a foot in any dimension. The item cannot be accessed except by you (with a secondary casting of *Nook*) by any magic less powerful than *Drawmij's Instant Summons*. You cannot stow more than one item at once, but the stowed item remains stowed until you retrieve it. At higher levels, the storage capacity of your magic increases. At 5th level, you may store an object of 20 pounds or less and up to 2 feet in any dimension. At both 11th level and 17th level, the weight limit once more increases by 10 pounds and the size limit increases by 1 foot.

**Classes: Wizard**
Musfiar the Hoarder

***Musfiar is a peddler of only the most rare and strange trinkets, buying and selling them to whoever will offer a good price.***

## Musfiar

*Medium Fiend, Lawful Evil*

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

AC: 14 (natural armor)

HP: 56 (8d8+16)

Speed: 35 feet

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

Ability Scores
 +3

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

**Saving Throws:** Intelligence +7, Wisdom +6

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

**Condition Immunities:** Charmed

**Skills:** Persuasion +11, Deception +11, Perception +6

**Senses:** Darkvision 120 feet, passive perception 16

**Languages:** Common, Infernal

**Challenge:** 5

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

**Peddler of Trinkets:** Musfiar has a bag of holding which only he can use, stocked with various magic items. He is very protective of these items and they disappear with him when he dies.

**Minor Items:** Musfiar has an essentially endless amount of minor, single-used magic items that produce the following effects.

**Major Item:** Musfiar has a limited collection of magic items he uses in combat. Only two of them may be out of the bag at one time.

Major Magic Item
 Thunder Mace
 Golden Cord
 Invisibility Cloak
 Truesight Glasses
 Energy Protection Bangle
 Shield Wristband

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

ACTIONS

**Multiattack:** Musfiar makes two claw attacks.

**Major Item:** Musfiar uses a major item of his choice.

**Minor Item:** Musfiar uses a minor item of his choice.

**Claws:** +7 (1d8 + 3 slashing)

BONUS ACTIONS

**Minor Item:** Musfiar uses a random minor item.
Justice Domain

***The Devoted of gods like Ma'at and Tyr act as judges and executors of judgement, the god's hands in the mortal realm, ddealing out justice where needed.***

 3rd
 5th
 7th
 9th

## Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons.

## Divine Rebuke

At 1st level, whenever you are damaged by a creature within 60 feet of you, you can use a reaction to deal radiant damage equal to your proficiency bonus in d8's by spending a spell slot.

## Channel Divinity: Bring Justice

Starting at 2nd level, you can use your channel divinity to bring justice. When a creature damages you or one of your allies, you may use your channel divinity as a reaction to deal the same amount of the same type of damage to the offending creature. If the offending creature damages more than one creature that is your ally, the damage dealt to them equals the total damage dealt. The offending creature may attempt a wisdom save to halve the damage.

## Channel Divinity: Divine Appraisal

Starting at 6th level, you can use your channel divinity to gain insight against a creature you know. When you do so, you immediately know the creatures resistances, immunities, vulnerabilities, and highest ability score and its value.

## Divine Justice

At 8th level, any damage you deal to an evil- or chaotic- aligned creature is increased by 1d8 radiant.

## Harbinger of Justice

At 17th level, evil or chaotic creatures have disadvantage on saving throws against your spells and powers.
Life Heritage

***Demigods with the Life Heritage could be descendants of Ymir, Frey, Ma'at, Vishnu, Krohn, or another life-giving deity***

## Heritage Traits

### Heritage-Specific Traits

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

### Cantrips

Spare the Dying

Druidcraft

Guidance

Resistance

### Available Spells

Cure Wounds

Healing Word

Healing Spirit

Aura of Life

Heal

Mass Cure Wounds

Mass Healing Word

Bless

Aid

Prayer of Healing

Warding Bond

Beacon of Hope

Life Transference

Revivify

Restoration

## Lifebringer

Beginning at 7th level, you gain a pool of d12's equal to half your level (rounded down). As a bonus action on your turn, you may expend any number of these dice. An expended die is rolled, and an ally of your choice within 30 feet is healed by the result.

## Healer's Sacrifice

At 11th level, you learn to transfer some of your own life force into an ally. As an action, you can touch an ally and roll and expend any number of your hit dice. The target is healed by the result. If you use all your hit dice at once to accomplish this while touching a dead creature, it returns to life at 1 hit point if its soul is free and willing to return. The creature cannot have died more than 24 hours previously.

## Champion of Life

Beginning at 15th level, you regain a number of hit points equal to your charisma modifier at the start of each of your turns while conscious. This stacks with the demigod regeneration ability.
Midas’ Touch

*7th level Transmutation*

Casting Time: 1 action

Range: touch

Components: V, S, M (5 gp worth of powdered gold)

Duration: 10 minutes, concentration

For the duration of this spell, any object the target touches turns into solid gold. An unwilling target may make a constitution save to resist the effects. Magical items are resistant to the gold effect, and all other items revert to their normal forms if placed under running water. If the target touches another creature, they must make a constitution save or be transformed into a golden statue, while in such form they can be damaged only and exactly as much as their statue is. They can be revived by pouring running water over them.

**Classes: Wizard, Cleric**
The Broodmother

***You made a pact with an entity that most would run from in terror. Whether a Drider Queen, a titanic mother of swarms of arachnoid atrocities, or an ancient 8-legged manifestation of fear and hunger, your patron is a truly terrifying being.***

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

 2nd
 3rd
 4th
 5th

## **Spiderkind**

When the pact is made, you gain a bite attack that deals 1d6 piercing+1d4 poison for 4 rounds. (Con DC=8+charisma+proficiency) You may also cast Web at will, but only in a 5-foot cube at a time. You also gain no penalties when under the effect of a Web spell.

## **Legs of the Queen**

At level 6, you can use a free action to summon 4 spider-like legs from your back. While they are summoned, you cannot be tripped or knocked prone, and you have a climbing speed equal to your walking speed. As a bonus action, you may make an attack with your new appendages (using strength or dexterity, your choice), and they deal 1d6+dexterity slashing damage. You also have advantage on Athletics checks made to grapple a target.

## **Paralyzing Sting**

At level 10, when you have a target grappled, either in your legs or your webs, you may make a sting attack with advantage (1d4 piercing) and the target must make a constitution save or be paralyzed for 1 minute. They may repeat the save at the end of each of their turns.

## **Weaver’s Gift**

At level 14, you may cast Web in its full capacity at will, though no more than 4 times at once. As long as you are in contact with webs, you have blindsight wherever those webs are connected. You may also cast Cause Fear at its lowest level at will.
Igniting Volley

*5th level Evocation*

Casting Time: 1 action

Range: 300 ft.

Components: V, S, M (a pinch of sulfur and some dry twigs)

Duration: Instantaneous

Summon 5 arrows made of fire to launch at any number of targets within 300 ft. of you. Make a ranged spell attack for each arrow, dealing 4d4 fire damage on a hit. At the start of each of a target’s turns after being hit, they take 2d4 fire damage until someone uses an action to put them out or they are put out by jumping in water or a similar event. Casting this spell at higher levels adds an extra arrow for each slot level above 5th.

**Classes: Sorcerer, Wizard**
Skyrise

*9th level Evocation*

Casting Time: 10 minutes

Range: self (100 ft. radius)

Components: V, S

Duration: 1 day, concentration

After inlaying runes in a 100 ft. radius around a point you choose, lift a section of the ground you stand on into the air. This chunk of land flies with a horizontal movement speed of 60 ft. per round and a vertical movement speed of 100 ft. per round, both of which use your move action. If you leave the island while it is floating, it falls. The same happens if you lose concentration. Any creature under the island when it falls has 1 round for every 600 ft. up the island is to get out of the way. If the island is less than 600 ft. up, they may attempt a dexterity save to halve the damage. Any creature in the radius of the island when it hits takes 10d6 bludgeoning damage for every 1,000 feet it falls (max 100d6). Any creature within a certain radius of the impact site (within 100 feet for every 1000 feet it fell) must make a dexterity save, taking half the damage on a failure and ¼ on a success. Casting this spell on the same island for a week straight makes it a permanently floating island.

**Classes: Wizard, Druid, Sorcerer, Warlock, Cleric, Bard**
Shimura

***Shimurans are the prominent race native to their namesake isle of Shimura. They have tan to dark brown skin, yellow or orange eyes, and bright red hair. Known for courage, honor, and bravery, they have made names for themselves as warriors throughout Ran.***

**Ability Scores:** Shimurans are resilient and empassioned. They gain a +2 bonus to charisma and +1 to every other score.

**Age:** Although many lead dangerous lives that result in untimely deaths, Shimurans are humans and live as long.

**Alignment:** Most Shimurans tend toward goodness and chaos.

**Size:** Shimurans are comparable to average humans; your size is medium.

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

**Languages:** Shimuran, Draconic, Common

**Stalwart Soul:** Whenever you fail a save against being charmed or frightened, you may choose to succeed instead. Once you use this feature, you must complete a short or long rest before you use it again.

**Mark of Dragonfire:** In ancient times, some bloodlines of Shimurans fought alongside a good dragon in a war against an onslaught of demons. Whenever you take fire damage, you may choose to negate an amount of that damage equal to your level. Any damage you roll on your next turn is increased by 1d8 fire damage that cannot be reduced in any way. You may use this feature a number of times equal to your constitution modifier.
Nataan the Wanderer

***Nataan is possibly the oldest of the Planeswalkers of Erissan, cursed in ancient times to walk the world alone forever. Allegedly granted no supernatural power besides his stubborn inability to separate his body from his soul, Nataan has the mind of a 6,000 year old demigod and the body of a young man in his prime. Beyond that, he is no less human than you or I. -Jorrel the Dathian, in*** **The Travellers of Worlds**

## Nataan the Wanderer

*Medium Humanoid (Human Planeswalker), Chaotic Good*

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

AC: 20 (Unarmored Defense)

HP: 180 (20d10+60)

Speed: 30 feet

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STR DEX CON INT WIS CHA

16 20 17 18 20 19

+3 +5 +3 +4 +5 +4

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

**Saves:** Strength (+9), Constitution (+11), Intelligence (+10), Wisdom (+11), Charisma (+10)

**Skills:** All.

**Senses:** Passive Perception 21, Blindsense 15 feet

**Languages:** All.

**Challenge:** 15

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**Lots of Practice:** Nataan adds his wisdom to his AC and has Blindsense out to 15 feet. Whenever Nataan rolls below a 10 on a ability check or attack roll, he can choose to take a 10 instead. Additionally, he is proficient with improvised weapons.

**Seen a few Things:** Nataan is immune to fear effects and the effects of *Power Word Pain*.

**Evasion:** Whenever Nataan makes a dexterity save to take half damage, he takes no damage on a success and half damage on a failure.

**Blade of Legend:** Nataan's longsword is considered magical and adamantine.

**Unchanged by Time:** Nataan cannot be affected by time-based effects and cannot be permanently transformed by *True Polymorph*.

**Unclaimed by Death:** If Nataan is killed outright (even by a perma-death effect like *Disintegrate*), he returns to life wherever he is left a number of days later equal to the damage taken past the damage that killed him. During this time he is slowly regrowing a body and his soul is very much still attached to whatever remains, be that a broken corpse or a pile of dust. Additionally, if Nataan rolls below a 10 on a death save, reroll.

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ACTIONS

**Multiattack:** Nataan makes three longsword attacks or four unarmed strikes.

**Longsword:** +11 (1d10+5 slashing)

**Unarmed:** +11 (1d6+5 bludgeoning)

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REACTIONS

Nataan has 2 reactions per turn.

**Deflect Missiles:** Whenever Nataan is hit with a ranged weapon attack, he may use a reaction to reduce the damage by 1d10+20. If he is holding his longsword, he may apply this reduction to ranged spell attacks.

**Uncanny Dodge:** Whenever Nataan is hit with a weapon attack, he may use a reaction to take half damage.

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LEGENDARY ACTIONS

Nataan has 2 legendary actions which may be spent at the end of another creature's turn.

**Attack (1 action):** Nataan makes a single longsword or unarmed attack.

**Quick Thinking (1 action):** Nataan moves up to his movement speed.
Orcs (Ithonn)

Orcs in Ithonn are still the strong, somewhat brutal, gray-skinned warriors that DnD players love, but their natural inability to perform magic has guided them down a path of innovation.

**Ability Scores:** Orcs gain +2 strength.

**Age:** Orcs mature at about 15 and can live to 100.

**Alignment:** Orcs tend toward lawful alignments but have no tendency towards goodness.

**Size:** Orcs are taller and more muscular than humans but are medium.

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

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

**Brute:** You gain an additional hit point for each level. Additionally, whenever you roll damage dice for a critical hit, you may roll an additional die and add the result to the damage.

**Elama's Curse:** As an Orc, you cannot learn magic or cast spells. You can still wield and attune to magic weapons and items. This trait is not passed to hybrid offspring and half-orcs in Ithonn are unaffected by it.

**Orcish Affinity:** Most Orcs have an affinity for innovation or combat. Choose one of the following abilities.

* **Innovation:** You gain proficiency with two tool sets of your choice and gain an additional +2 to intelligence. You can repair or create sophisticated weapons and tool like firearms or engines with ten minutes and a successful tools check.
* **Combat:** You gain proficiency with firearms and gain an additional +2 to constitution. Whenever you are reduced to 0 hp but not killed outright, you may choose to drop to 1 hp instead. Once you use this feature, you may not use it again until you complete a long rest.
Jim's Dagger

***Jim the Wizard. Now there was an odd fella. But his choice in cutlery was exquisite.***

## Jim's Dagger

*uncommon*

This beautiful dagger has a purple gem as its pommel stone, and can transform into a single *Magic Missile* when thrown. After it is thrown, it teleports back to your hand. Otherwise, it functions as a +1 dagger.
Seal from Reality

*6th Level Conjuration*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 30 seconds, concentration

Open a small, one-way portal to the Far Realm which immediately begins consuming everything around it, lashing out with inky tendrils and limbs beyond comprehension. Focus this portal on a single creature within range. When you cast this spell, and at the start of each of your turns thereafter, the target must make a charisma save, taking 4d8 psychic damage on a failed save and being pulled closer to the Far Realm. If the target loses consciousness while the spell is active, or fails three charisma saves against the spell, it is sucked into the Far Realm and the portal closes behind it, ending the spell and stranding it there permanently. (Or until it finds a way back.) If the target is an abberation, it has disadvantage on the saves.

**Classes: Wizard, Sorcerer, Warlock**
Mystic Spell List

\*from the list of Heroes of Erissan Homebrew Spells.

## **-Cantrips-**

Arcane Missile\*

Blade Ward

Breaking\*

Dancing Lights

Eldritch Blast

Encode Thoughts

Friends

Levin Strike\*

Mage Hand

Message

Mind Sliver

Sword Burst

Thaumaturgy

Vicious Mockery

Volo's Snatch\*

## **-1st level spells-**

Absorb Elements

Animation\*

Catapult

Cause Fear

Charm Person

Command

Compelled Duel

Comprehend Languages

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Disarm\*

Dissonant Whispers

Entropic Beam\*

Fascination\*

Feather Fall

Intuition\*

Jump

Mage Armor

Magic Missile

Magnify Gravity

Sleep

Shield

Speak With Animals

Tenser’s Floating Disc

Unseen Servant

Witch Bolt

Wrathful Smite

## **-2nd level spells-**

Animal Messenger

Augury

Beast Sense

Calm Emotions

Cloud of Daggers

Detect Thoughts

Earthbind

Enthrall

Find Traps

Force Punch\*

Hold Person

Immovable Object

Jumping Bolt\*

Locate Animals or Plants

Locate Object

Magic Weapon

Mind Spike

Phantasmal Force

Ray of Disruption\*

See Invisibility

Shadow Blade

Suggestion

Tasha’s Mind Whip

Zone of Truth

## **-3rd level spells-**

Counterspell

Dispel Magic

Enemies Abound

Expulsion\*

Fear

Fly

Haste

Hold Item\*

Lightning Bolt

Phantom Steed

Pulse Wave

Speak With Dead

Speak With Plants

Tongues

## **-4th level spells-**

Aliven\*

Arcane Eye

Charm Monster

Compulsion

Confusion

Dominate Beast

Earthen Missiles\*

Gravity Sinkhole

Impenetrable Cube\*

Locate Creature

Ottiluke’s Resilient Sphere

Phantasmal Killer

Staggering Smite

Static Bomb\*

## **-5th level spells-**

Animate Objects

Awaken

Bigby’s Hand

Circle of Power

Commune

Commune With Nature

Contact Other Plane

Creation

Dominate Person

Dream

Geas

Hold Monster

Legend Lore

Modify Memory

Ottiluke's Repelling Sphere\*

Rary’s Telepathic Bond

Reminiscence\*

Scrying

Synaptic Static

Telekinesis

Wall of Force

## **-6th level spells-**

Blade Barrier

Chain Lightning

Disintegrate

Eyebite

Find the Path

Globe of Invulnerability

Gravity Fissure

Magic Jar

Mass Suggestion

Mental Prison

Power Word Sleep\*

True Seeing

## **-7th level spells-**

Cone of Annihiliation\*

Crown of Stars

Divine Word

Etherealness

Forcecage

Mordenkainen’s Sword

Power Word Pain

Reverse Gravity

Sequester (self only)

Tether Essence

## **-8th level spells-**

Avatar\*

Antimagic Field

Antipathy/Sympathy

Dark Star

Dominate Monster

Feeblemind

Glibness

Mind Blank

Power Word Stun

Reality Break

Telepathy

## **-9th level spells-**

Astral Projection

Foresight

Power Word Kill

Psychic Scream

Ravenous Void

Skyrise\*

Time Stop

Weird
Orbiting Discs

**Level 2**

**Range: 60 ft.**

**Duration: 1 minute, concentration**

**Casting time: 1 action**

Summon four chakram of runic light, which orbit around you. As a bonus action or action (or both) on your turn, you can command one of these weapons to attack as a ranged spell attack. (2d8 radiant) Once one has made an attack, it dissipates. Casting this spell at higher levels increases the number of discs by one for each slot level above 2nd, and increases the number of discs fired as an action by 1 for each slot level above second.
Hoplite

***Hoplites are masters of combat with shields and spears, known in ancient times for their strict, rigorous training, their fierce loyalty to their Phalanx, and their legendary skill with their chosen weapons.***

## Hoplite Weapons

At 3rd level, you have attained special skills with Hoplite weapons. You gain a +1 bonus to attack rolls with short swords, spears, javelins, yklwas, and tridents. Additionally, shields grant you +3 AC instead of the usual +2.

## Practiced Agility

At 3rd level, you learn the value of speed and agility as a result of your Hoplite training. While not wearing heavy armor, your speed increases by 10 feet and you have advantage on athletics and acrobatics checks made in combat.

## Shield Specialist

At 7th level, your reflexes with your shield have become honed enough to block attacks that would otherwise hit you. Whenever you are hit with an attack roll, you may use your reaction to add your proficiency bonus to your AC for that attack. When damaged by an area of effect (e.g., a red dragon's breath or a *Lightning Bolt* spell), you may use this reaction to take halve the damage. This reaction may be used targeting yourself or an ally within 5 feet of you.

## Additional Fighting Style

At 10th level, choose an additional fighting style from the list available to fighters.

## Improved Hoplite Weapons

At 15th level, your skill with your chosen weapons increases. You gain a +2 bonus to attack rolls you make with short swords, spears, javelins, yklwas, tridents, and pikes. You may wield pikes using only one hand.

## Master Hoplite

At 18th level, you may add your proficiency bonus to the damage rolls of all attacks you make with short swords, spears, javelins, yklwas, tridents, and pikes.
Riverbands

*2nd Level Transmutation*

Casting Time: 1 action

Range: self (15 feet)

Components: V, S, M (water)

Duration: 1 minute, concentration

Shape three rippling bands of water that float in the air around you. For the duration, you are resistant to fire and cold damage. As part of casting this spell, and on each turn afterward, you may use your action to direct each of the bands to take one of the following actions:

* **Restrain.** A target creature within range must make a strength save, being Restrained until the start of your next turn on a failure.
* **Redirect.** A target creature within range must make a dexterity save, being moved up to 10 feet horizontally (but not out of range of the spell) on a failure.

Casting this spell at higher levels increases the range by 10 feet for each slot level above 2nd.

**Classes: Druid, Cleric, Bard**
Ice Disks

*2nd Level Evocation*

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Animate three razor sharp disks of ice and hurl them at targets within range. Make a ranged spell attack for each disk. On a hit, the target takes 1d12 cold damage. Once per casting of this spell, when you miss with a ranged spell attack, you may reroll it. Casting this spell at higher levels increases the number of disks by one per slot level above 2nd.

**Classes: Druid, Sorcerer, Wizard**
Kuhni

Dwelling in the southern Anwr between Eredin and Beran, the Kuhni are more sedentary than Tustorians and have a more regimented way of life. Most Kuhni live in city-states controlled by warlords, constantly skirmishing with each other for land and resources. As opposed to their Tustorian cousins, they have smaller builds, grayer fur, and less curved horns, appearing slightly more goat-like.

**Ability scores:** Kuhni gain +1 intelligence, +1 dexterity, and +1 to another score.

**Age:** Kuhni live about as long as humans.

**Size:** They are medium, stangin a little taller than humans because of their horns.

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

**Alignment:** Most Kuhni are neutral.

**Languages:** Kuhnic, Common

**Horns:** Although not the most rugged of horns, they can still be used as a weapon. A Kuhni's horns count as a natural attack using strength or dexterity which the Kuhni is proficient with. (1d6 bludgeoning)
Terrorweed

***Terrorweeds are the scourge of desert towns. When a herd of Terrorweeds come through a village, there's not much to be done but to hide and hope the damage isn't too bad.***

## Terrorweed

*Large Plant, Unaligned*

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

AC: 15

HP: 70 (10d8+20)

Speed: 50 feet

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

Ability Scores
 +0

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

**Saving Throws:** Dexterity +9

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Blinded

**Senses:** passive perception 7

**Languages:** --

**Challenge:** 4

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

**Bristly:** Whenever the Terrorweed comes within 5 feet of a creature for the first time on its turn or vice versa, the creature must make a dexterity save (DC 17) or take 2d6 slashing damage from the Terrorweed's lashing branches.

**Siege Monster:** The Terrorweed deals double damage to structures.

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

ACTIONS

**Multiattack:** The Terrorweed makes 3 lash attacks or uses its Mad Dash ability.

**Lash:** +9 (2d6+5 slashing, target is pulled 5 feet closer, reach 10 feet)

**Mad Dash:** The Terrorweed moves three times its speed this turn.
Homebrew Potions

This is a list of potions mainly intended for the alchemist class but realistically they're just potion ideas use em if you like. Thrown potions can be thrown up to 50 feet, but extenuating circumstances can easily increase the range of such brews (E.G. dropping them from a roof or hurling them with a sling or a Catapult spell). Potions on this list have a default save DC depending on their rarity (13 for common, 15 for uncommon, 18 for rare, 20 for very rare, and 25 for legendary) but otherwise will use an Alchemist's Brewing DC as their save DC.

## Rare Potions

 Potion of Dragon's Breath
* Fire in a 15 foot cone. Dexterity save to halve 7d6 fire damage.
* Lightning in a 30 foot line. Dexterity save to halve 4d10 lightning damage.
* Frost in a 15 foot cone. Constitution save to halve 5d8 cold damage.
* Toxic gas in a 15 foot cone. Constitution save to halve 6d6 poison damage.
* Acidic bile in a 15 foot line. Dexterity save to halve 5d8 acid damage.
 Potion of Wildfire
 Bottled Starlight

## Very Rare Potions

 Storm in a Bottle
 Brew of the Bottomless

## Random Potion Generation

Roll 1d20 for rarity. (1-10 common, 11-15 uncommon, 16-18 rare, 19 very rare, 20 legendary)

Common

1. Climbing
2. Healing
3. Watchful Rest
4. Comprehension
5. Biza's Breath
6. Basic Poison
7. Serpent Venom
8. Drow Poison
9. Carrion Crawler Mucus
10. Guidance
11. Athletics
12. Agility
13. Toughness
14. Leaping
15. Focus
16. Weightlessness
17. Ink
18. Bottled Whirlwind
19. Alchemist's Fire
20. Feyglow
21. Miner's Melt
22. Standard Ordnance
23. Firebomb
24. Anti Material Bomb
25. Shaped Charge
26. Frag Grenade
27. Gravity Thumper

Uncommon

1. Bottled Breath
2. Greater Healing
3. Oil of Slipperiness
4. Philter of Love
5. Resistance (1 acid 2 thunder 3 cold 4 lightning 5 fire 6 radiant 7 necrotic 8 poison 9 force 10 Psychic)
6. Water Breathing
7. Truth Serum
8. Assassin's Blood
9. Malice
10. Essence of Ether
11. Burnt Othur Fumes
12. Hellfire
13. Bottled Lightning
14. Luck
15. Savagery
16. Hostile Levitation
17. Rampant Growth
18. Napalm
19. Ion Displacer
20. Cluster Bomb
21. Cryoburst Shell
22. Caustic Grenade
23. Concusser

Rare

1. Superior Healing
2. Elixir of Health
3. Oil of Etherealness
4. Aqueous Form
5. Clairvoyance
6. Diminution
7. Gaseous Form
8. Invulnerability
9. Heroism
10. Maximum Power
11. Mind Control (Beast)
12. Mind Control (Humanoid)
13. Mind Reading
14. Fire Giant Strength
15. Frost Giant Strength
16. Stone Giant Strength
17. Pale Tincture
18. Oil of Taggit
19. Torpor
20. Wyvern Poison
21. Mostrous Form
22. Dragon's Breath
23. Wildfire
24. Bottled Starlight
25. Radial Detonator
26. Astral Grenade

Very Rare

1. Oil of Sharpness
2. Cloud Giant Strength
3. Flying
4. Invisibility
5. Longevity
6. Mind Control (monster)
7. Possibility
8. Speed
9. Supreme Healing
10. Vitality
11. Bloodwrath
12. Storm in a Bottle
13. Brew of the Bottomless
14. Purple Worm Poison
15. Midnight Tears
16. Devestator
17. Stasis Bomb

Legendary

1. Giant Size
2. Dragon's Majesty
3. Storm Giant Strength
4. Godspeed
The Blue Lord

***You have made a pact with Bitiiryin, the Lord of Spheres, Emperor of the Azure wastes, an Outer God who rules over the domains of order in the unfathomable. His minions often demonstrate spacial manipulation and a panache for the medieval.***

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

 2nd
 3rd
 4th
 5th

## Servant of the Blue Lord

When this patron is chosen, Bitiiryin claims partial dominion over your mind and your choices. Magic can't compel you to act in a way that is opposed to your will or the will of your patron. Additionally, you learn the Blue Tongue as a bonus language and become proficient with medium and heavy armor and martial weapons.

You cannot take this patron if your alignment is Chaotic.

## Bend the Spheres

Beginning at 6th level, The Blue Lord grants you the ability to "bend the spheres." You gain telekinesis with a range of 60 feet, capable of lifting and moving up to 50 pounds up to 30 feet as an action, or moving up to 10 pounds up to 30 feet as a bonus action.

## Blue Mount

Beginning at 10th level, you can choose to summon a Blue Mount using *Find Greater Steed*.

## Master of Spheres

Beginning at 14th level, you gain mastery over gravitational manipulation. You may cast the spells *Shield, Catapult,* and *Magnify Gravity* without expending a spell slot.
Magic Heritage

***Demigods with the Magic Heritage could be descendants of Isis, Iris, Loki, Gheran, or another magic-focused deity***

## Heritage Traits

### Heritage-Specific Traits

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

### Movement Enhancement

You can teleport 30 ft. as a bonus action in a burst of arcane energy and have a flying speed of 30 feet.

### Energy Types

Force, Thunder, Lightning, Acid, Fire, Cold

### Cantrips

Prestidigitation

Eldritch Blast

Minor Illusion

Mage Hand

Green-Flame Blade

### Available Spells

Magic Missile

Shield

Chromatic Orb

Detect Magic

Faerie Fire

Silent Image

Tenser's Floating Disc

Arcane Lock

Blur

Levitate

Magic Weapon

Mirror Image

Bestow Curse

Magic Circle

Divination

## Magic Strikes

Beginning at 7th level, anytime you roll damage you can choose to increase it by 1d12 of an energy type associated with this domain. Also, whenever you cast a cantrip you may make a weapon attack as a bonus action.

## Scion of the Weave

Beginning at 11th level, you can prepare up to your charisma modifier in 1st-level spells from the Sorcerer spell list whenever you finish a long rest. You can cast these spells at their lowest level at will without expending a spell slot. At 15th level, these spells can be 2nd or 1st level. At 19th level, they can be 1st, 2nd, or 3rd level.

## Mastery of Magic

At 15th level and beyond, you learn to do something unprecedented to magicians in the known universe. As 10 minute ritual, you can make a spell whose duration is longer than 1 round permanent. As per the usual rules, this does not allow spells to affect a creature or target more than once. E.G. a permanently *Enlarge*d creature would be immune to the effects of that spell. Once you use this feature, you cannot use it again until you have completed a long rest. You may not permanentize spells of 6th level or higher.
Rare Items

***Rare items are artifacts, tools, weapons, and armor that are unique and expensive, with interesting features, but aren't magical***

## Wings of Bakr

*Legendary*
A light, trapezoidal backpack of Amelrean steel, which opens into exquisitely crafted wings as a bonus action. When open, the wings grant +3 AC and can be used in melee, having the light and finesse properties. (1d8 slashing) As long as the wings are open, you must be using both your hands to control them. If you are doing so, you also gain a glide speed of 50 ft. (you can glide 50 ft. for every 10 ft. of descent) and a slow-falling speed of 120 ft. While you are wearing the wings, the wings are open, and you are not incapacitated, you cannot take fall damage.

## Rhodian War Shield

*Uncommon*
This round, metal shield has blades protruding from it's edges. When held, it grants +2 AC and can be used as a bonus action to make a melee attack (1d6 slashing)

## Draconic Armor

*Very Rare*
An excellently made suit of scale male, crafted from the discarded scales of dragons. It comes in all ten flavors, and depending on the type of scale was used, grants resistance to that energy type.

## World Hammer

*Legendary*
This warhammer is almost 6 feet long appears to be made of solid rock, carved seamlessly to shape. It was wielded by Gudonim warchiefs in days of old, and perhaps even by earth giants before that. It can only be wielded by creatures with a strength score of 20 or higher, and deals 2d12 bludgeoning damage as the weapon's damage dice.