recursal/Fanatic-Fandom huggingface dataset:
College of Valor

Back to Bard

Bards of the College of Valor are daring storytellers whose tales keep alive the memory of the great heroes of the past. These Bards sing the deeds of the mighty, both past and present, in vaulted halls or to crowds gathered around great bonfires. They travel the land to witness great events firsthand and to ensure that the memory of these events doesn’t pass from the world. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

### 3RD LEVEL: COMBAT INSPIRATION

You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects:

* **Defense.** When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.
* **Offense.** Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack’s damage against the target.

### 3RD LEVEL: MARTIAL TRAINING

You gain proficiency with Martial Weapons and armor training with Medium Armor and Shields. In addition, you can use a Simple or Martial weapon as a spellcasting focus to cast spells from your Bard spell list.

### 6TH LEVEL: EXTRA ATTACK

You can attack twice, instead of once, whenever you take the Attack action on your turn.

### 14TH LEVEL: BATTLE MAGIC

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
Charlatan

* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Skill Proficiencies:** Deception, Sleight of Hand
* **Tool Proficiency:** Forgery Kit
* **Language:** Infernal
* **Feat:** Skilled

Soon after you were old enough to order an ale, you already had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on the unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or a forged “treasure map.” You are fluent in Infernal, the ancient language of deception.

### Equipment

* Costume
* Fine Clothes
* Forgery Kit
* 15 GP
Observant

***Prerequisite:** 4th Level, Intelligence or Wisdom 13+*

**Repeatable:** No

Quick to notice details around you, you gain the following benefits:

* **Ability Score Increase.** Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* **Keen Observer.** Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.
* **Quick Search.** You can take the Search Action as a Bonus Action.
New Spell Versions

## New or Revised Spells

Acid Splash

Aid

Arcane Eruption

Banishing Smite

Banishment

Barkskin

Blade Ward

Blinding Smite

Chaos Bolt

Chill Touch

Conjure Animals

Conjure Celestial

Conjure Barrage

Conjure Elemental

Conjure Fey

Conjure Minor Elementals

Conjure Woodland Beings

Conjure Volley

Counterspell

Cure Wounds

Divine Smite

Elementalism

Find Familiar

Find Steed

Friends

Fount of Moonlight

Glimmering Smite

Guidance

Healing Word

Hunter's Mark

Jump

Mass Cure Wounds

Mass Healing Word

Poison Spray

Power Word: Fortify

Power Word: Heal

Power Word: Kill

Prayer of Healing

Produce Flame

Resistance

Searing Smite

Shillelagh

Shining Smite

Shocking Grasp

Sorcerous Burst

Sorcerous Vitality

Spare the Dying

Spiritual Weapon

Staggering Smite

Starry Wisp

Thunderous Smite

True Strike

Vicious Mockery

Wrathful Smite
Sharpshooter

***Prerequisite:** 4th Level, Proficiency with Any Martial Weapon*

**Repeatable:** No

You can make shots that others find impossible, granting you the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20.
* **Bypass Cover.** Your Ranged Attacks with Weapons ignore Half Cover and Three-Quarters Cover.
* **Firing in Melee.** Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.
* **Long Shots.** Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.
Heavy Armor Master

***Prerequisite:** 4th Level, Heavy Armor Training*

**Repeatable:** No

You can use your Heavy Armor to deflect strikes, granting you the following benefits:

* **Ability Score Increase.** Increase your Constitution or Strength score by 1, to a maximum of 20.
* **Damage Reduction.** When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damagedealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Pilgrim

* **Ability Scores:** +2 Wisdom, +1 Constitution
* **Skill Proficiencies:** Religion, Survival
* **Tool Proficiency:** Musical Instrument (one of your choice)
* **Language:** Halfling
* **Feat:** Healer

You and a group of like-minded believers— mostly humans and halflings—once endeavored to walk a thousand miles of road to reach a faraway shrine. Priests counseled at the outset that, long after your journey was complete, you’d come to realize that you found the key to your salvation not at your destination, but somewhere along the road that led there.

### Equipment

* Bedroll
* Healer’s Kit
* Holy Symbol
* Musical Instrument
* Rations (2 days)
* Traveler’s Clothes
* 16 GP
Assassin

Back to Rogue

An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

### 3RD LEVEL: BONUS PROFICIENCIES

You gain proficiency with the Disguise Kit and Poisoner’s Kit.

### 3RD LEVEL: ASSASSINATE

You are adept at getting the drop on a target, granting you the following benefits:

* **Initiative.** You have Advantage on Initiative rolls.
* **Surprising Strikes.** During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

### 9TH LEVEL: INFILTRATION EXPERTISE

You are expert at posing as someone else to aid your infiltrations. While in a disguise created using your Disguise Kit, you have Advantage on any Charisma (Deception) check you make while pretending to be someone else. You can also unerringly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.

### 13TH LEVEL: ENVENOM WEAPONS

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores resistance to Poison damage.

### 17TH LEVEL: DEATH STRIKE

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the attack’s damage is doubled against the target.
Guide

* **Ability Scores:** +2 Wisdom, +1 Dexterity
* **Skill Proficiencies:** Stealth, Survival
* **Tool Proficiency:** Cartographer’s Tools
* **Language:** Giant
* **Feat:** Magic Initiate (Druid spell list)

You came of age in the outdoors, far from settled lands. Your home? Anywhere you chose to unfurl your bedroll. There are wonders on the frontier—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you traveled with a pair of friendly druids who were kind enough to instruct you in the fundamentals of channeling the magic of the wild.

### Equipment

* Arrow (x20)
* Bedroll
* Cartographer’s Tools
* Fishing Tackle
* Quiver
* Shortbow
* Tent
* Traveler’s Clothes
* 2 G
Urchin

* **Ability Scores:** +2 Dexterity, +1 Wisdom
* **Skill Proficiencies:** Insight, Stealth
* **Tool Proficiency:** Thieves’ Tools
* **Language:** Common Sign Language
* **Feat:** Lucky

You grew up on the streets, surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.

### Equipment

* Bedroll
* Common Clothes
* Dagger (x2)
* Gaming Set
* Pouch
* Thieves’ Tools
* 18 GP
Conjure Minor Elementals

*Level 4 Conjuration (Druid, Wizard)*

**Casting Time:** Action

**Range:** Self (15-foot radius)

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

You summon elemental spirits that a flit around you for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature within 15 feet of you. This damage is Bludgeoning, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.

**At Higher Levels.** When you cast this spell using a spell slot of level 5 or higher, the damage increases by 2d8 and the range of Difficult Terrain increases by 5 feet for each slot level above 4.
Epic Boon of Dimensional Travel

***Prerequisite:** 20th Level, Expert or Mage Group*

You gain the following benefits:

* **Ability Score Increase**. Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 30.
* **Blink Steps.** Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.
Savage Attacker

***Prerequisite:** None*

**Repeatable:** No

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.
Epic Boon of Spell Recall

***Prerequisite:** 20th Level, Mage or Priest Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
* **Free Casting.** Whenever you cast a spell with a Spell Slot of 1st, 2nd, 3rd, or 4th level, roll a d4. If the number you roll equals the slot’s level, the slot isn’t expended.
Wrathful Smite

*1st-Level Necromancy Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a creature with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** 1 minute

As you hit the creature, your strike channels divine wrath. The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the saving throw, ending the spell on itself on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Vicious Mockery

*Enchantment Cantrip (Bard)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V

**Duration:** Instantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

**Cantrip Upgrade.** This spell’s damage increases by 1d6 when you reach certain Bard levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Path of the World Tree

Back to Barbarian

Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.

### LEVEL 3: VITALITY OF THE TREE

Your Rage taps into the lifeforce of the World Tree. You gain the following benefits:

* **Vitality Surge.** When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
* **Life-Giving Force.** At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

### LEVEL 6: BRANCHES OF THE TREE

While your Rage is active, whenever a creature you can see starts its turn within 30 feet of you, you can use your Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 plus your Proficiency Bonus plus your Strength modifier) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn’t teleport. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

### LEVEL 10: BATTERING ROOTS

Tendrils of the World Tree extend from your Melee weapons. During your turn, while you wield a Melee weapon with the Heavy or Versatile property, your reach with that weapon increases by 10 feet. When you hit with this weapon, you can activate the Push or Topple property in addition to any other Mastery property you are using with that weapon.

### LEVEL 14: TRAVEL ALONG THE TREE

You can briefly travel along the World Tree. When you activate your Rage and as a Bonus Action while it’s active, you can teleport up to 60 feet to an unoccupied space you can see. In addition, when you teleport using this feature, you can bring up to six willing creatures who are within 10 feet of yourself, and the range you can teleport increases to 500 feet. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space. You can teleport other creatures with you only once per Rage.
Arcane Eruption

*Level 4 Evocation (Sorcerer)*

**Casting Time:** Action

**Range:** 120 feet

**Component:** V, S

**Duration:** Instantaneous

Churning magical energy explodes in a 20-foot-radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage.

**Choose one of those d6s.** The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.

 2
 3
 4
 5
 6

At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by 1d6 for each slot level above 4.
Divine Smite

*1st-Level Evocation Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** Instantaneous

As you hit the target, your strike glows with divine power. The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Hermit

* **Ability Scores:** +2 Wisdom, +1 Constitution
* **Skill Proficiencies:** Medicine, Religion
* **Tool Proficiency:** Herbalism Kit
* **Language:** Sylvan
* **Feat:** Magic Initiate (Druid spell list or Cleric spell list, your choice)

You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.

### Equipment

* Bedroll
* Book (Philosophy)
* Fishing Tackle
* Herbalism Kit
* Lamp
* Oil (3 flasks)
* Quarterstaff
* Traveler’s Clothes
* 15 GP
Epic Boon of Speed

***Prerequisite:** 20th Level, Expert or Warrior Group*

You gain the following benefits:

* **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 30.
* **Escape Artist.** As a Bonus Action, you can take the Disengage Action, which also ends the Grappled and Restrained conditions on you.
* **Quickness.** Your Speed increases by 30 feet.
Forge Domain

Back to Cleric

Clerics of the forge are oft artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. Clerics of the forge believe that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. These Clerics search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. They take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

### 3RD LEVEL: DOMAIN SPELLS

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.

Forge Domain Spells
 5th
 7th
 9th

### 3RD LEVEL: BONUS PROFICIENCY

You gain proficiency with heavy armor and smith's tools.

### 3RD LEVEL: BLESSING OF THE FORGE

You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

### 3RD LEVEL: ARTISAN'S BLESSING

You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a non-magical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual.

### 6TH LEVEL: SOUL OF THE FORGE

Your mastery of the forge grants you special abilities:

* You gain resistance to fire damage.
* While wearing heavy armor, you gain a +1 bonus to AC.

### 17TH LEVEL: SAINT OF FORGE AND FIRE

Your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.
* While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Thunderous Smite

*1st-Level Evocation Spell (Paladin)*

**Casting Time:** Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike

**Range:** Self

**Component:** V

**Duration:** Instantaneous

As you hit the target, your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Resiliant

## RESILIENT

***Prerequisite:** 4th Level*

**Repeatable:** No

You have developed the resilience to better withstand certain dangers, granting you the following benefits:

* **Ability Score Increase.** Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20.
* **Saving Throw Proficiency.** You gain Saving Throw Proficiency with the chosen ability.
Actor

***Prerequisite:** 4th Level, Charisma 13+*

**Repeatable:** No

Skilled at mimicry and dramatics, you gain the following benefits:

* **Ability Score Increase.** Increase your Charisma score by 1, to a maximum of 20.
* **Impersonation.** While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.
* **Mimicry.** You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.
Warrior of the Hand

BACK TO MONK

Warriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.

### 3RD LEVEL: OPEN HAND TECHNIQUE

Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target:

* **Addle.** The target can’t make Opportunity Attacks until the start of its next turn.
* **Push.** The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
* **Topple.** The target must succeed on a Dexterity saving throw, or it has the Prone condition.

### 6TH LEVEL: WHOLENESS OF BODY

You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

### 11TH LEVEL: FLEET STEP

You can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action.

### 17TH LEVEL: QUIVERING PALM

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 Discipline Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.
Mass Healing Word

*Level 3 Abjuration (Bard, Cleric)*

**Casting Time:** Bonus Action

**Range:** 60 feet

**Components:** V

**Duration:** Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.

**At Higher Levels.** When you cast this spell using a spell slot of level 4 or higher, the healing increases by 1d4 for each slot level above 3.
Origin

## Character Origin

### DETERMINING YOUR ORIGIN

After choosing your character’s Class, it’s time to consider the character’s origin. Who are the character’s ancestors? And how did the character spend he years leading up to a life of adventure? To help answer those questions, you choose three things for the character:

* a Species
* a Background
* a language

A character’s Species represents ancestry and confers game traits to the character. A character’s Background is a collection of characteristics that epresent the place and occupation that were most formative for the character. The Character Origin Overview table lists the traits your character gains from their Species and Background.

### Character Origin Overview

 Size
 Speed
 Life Span
 Special Traits

 Skill Proficiencies
 Tool Proficiency
 Language
 Feat
 Equipment

Species and Background together help bring your character’s backstory into focus, and they distinguish the character from other members of the same class. For example, two characters might both be members of the Fighter Class, but if one is a Human Guard and the other is a Dwarf Gladiator, the two bring different capabilities and flavor to the Class.

After choosing a Species and a Background, you choose a language that your character knows, in addition to the Common tongue and whatever language you gained from the Background you chose. The combination of Species, Background, and languages provides fertile soil for your imagination, as you ponder your character’s earliest days and imagine the character’s family, occupation, hometown, and more.
Koopa Troop

The Koopa Troop is a clan led by Bowser. They do very mean things like kidnapping princesses, taking over the kingdom, and even fight off the Mario Bros. There are many members of the Koopa Troop such as the minions, the Koopalings, and the rulers of Dark Land.

## List of Members of the Koopa Troop

### King Bowser

Bowser is the leader of the Koopa Troop and the King of Dark Land. Not only he's a king, he's also a good father to his biological son, Bowser Jr and his seven adopted Koopalings. Bowser wishes that he would one day marry Princess Peach and make her the queen of Dark Land after the sad decease of his wife, Queen Clawdia. He kidnaps the princess every day and would one day take over the Mushroom Kingdom once he destroys Mario.

### Prince Bowser Jr.

Bowser Jr. is the brattiest son of Bowser and the adoptive brother of the Koopalings. He is known for causing trouble, getting his way, and painting graffiti with his magic brush. Junior is also heir to the Koopa Throne in hoping he'll be future king.

### Kamek

Kamek is Bowser's advisor and adoptive father and the grandpa of Bowser Jr. and The Koopalings.

### The Koopalings

* Larry Koopa - The Youngest
* Morton Koopa Jr. - The Enforcer
* Wendy O. Koopa - The Bold Beauty
* Iggy Koopa - The Laughing Prankster
* Roy Koopa - The Cool Dude
* Lemmy Koopa - The Wacky War Machine
* Ludwig von Koopa - The Pompous Prodigy

## List of Minions of the Koopa Troop

* Goomba
* Paragoomba
* Koopa
* Paratroopa
* Dry Bones
* Hammer Bro.
* Monty Mole
* Wiggler
* Shy Guy
* Boo
* Chain Chomp
* Piranha Plant
* Lakitu
* Boom Boom
* Pom Pom
* Bob-omb
* Buzzy Beetle
* Cheep Cheep
* Blooper
* Spiny
* Spike
* Mechakoopa
Soldier

* **Ability Scores:** +2 Strength, +1 Constitution
* **Skill Proficiencies:** Athletics, Intimidation
* **Tool Proficiency:** Gaming Set (one of your choice)
* **Language:** Goblin
* **Feat:** Savage Attacker

You began training for war at such an early age that you carry only a precious few memories of what life was like before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned as a youth. Eventually, you put that training to use on the battlefield, protecting the realm by waging war and studying the strategies of goblinoid generals.

### Equipment

* Arrow (x20)
* Gaming Set (same as above)
* Healer’s Kit
* Quiver
* Shortbow
* Spear
* Traveler’s Clothes
* 14 GP
College of Eloquence

Back to Bard

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.

### 3RD LEVEL: SILVER TONGUE

You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

### 3RD LEVEL: UNSETTLING WORDS

You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

### 3RD LEVEL: UNFAILING INSPIRATION

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

### 6TH LEVEL: UNIVERSAL SPEECH

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

### 14TH LEVEL: INFECTION INSPIRATION

When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Epic Boon of Recovery

***Prerequisite:** 20th Level*

You gain the following benefits:

* **Ability Score Increase.** Increase your Constitution score by 1, to a maximum of 30.
* **Last Stand.** When you would be reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point Maximum. Once you use this benefit, you can’t use it again until you finish a Long Rest.
* **Death Defiant.** When you take damage while you have 0 Hit Points, you can make a death saving throw instead of suffering a death saving throw failure.
Chill Touch

*Necromancy Cantrip (Sorcerer, Warlock, Wizard)*

**Casting Time:** Action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

You channel the chill of the grave toward one creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

**Cantrip Upgrade.** This spell’s damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Hunter

Back to Ranger

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

### 3RD LEVEL: HUNTER’S PREY

You gain one of the following feature options of your choice.

**Colossus Slayer.** Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

**Horde Breaker.** Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.

**Retaliator.** Immediately after a creature within 5 feet of you attacks you, you can use your Reaction to make one attack with a weapon against that creature, whether or not it hit you.

### 3RD LEVEL: HUNTER’S LORE

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any damage or condition immunities, damage resistances, or damage vulnerabilities, and if the creature has any, you know what they are.

### 7TH LEVEL: DEFENSIVE TACTICS

You gain one of the following feature options of your choice.

**Evasion.** When you are subjected to an effect that lets 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. You can’t use this feature if you have the Incapacitated condition.

**Hunter’s Leap.** If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.

**Uncanny Dodge.** When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).

### 11TH LEVEL: SUPERIOR HUNTER’S PREY

You gain another feature option of your choice from the Hunter’s Prey feature.

### 15TH LEVEL: SUPERIOR HUNTER’S DEFENSE

You gain another feature option of your choice from the Defensive Tactics feature.
Mass Cure Wounds

*Level 5 Abjuration (Bard, Cleric, Druid)*

**Casting Time:** Action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

A wave of healing energy emanates from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.

**At Higher Levels.** When you cast this spell using a spell slot of level 6 or higher, the healing increases by 1d8 for each slot level above 5.
Durable

***Prerequisite:** 4th Level, Constitution 13+*

**Repeatable:** No

Hardy and resilient, you gain the following benefits:

* **Ability Score Increase.** Increase your Constitution score by 1, to a maximum of 20.
* **Defy Death.** You have Advantage on Death Saving Throws.
* **Speedy Recovery.** As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.
Sailor

* **Ability Scores:** +2 Dexterity, +1 Wisdom
* **Skill Proficiencies:** Acrobatics, Perception
* **Tool Proficiency:** Navigator’s Tools
* **Language:** Primordial
* **Feat:** Tavern Brawler

Thus far, you’ve spent most of your days living the life of a seafarer, wind at your back and decks swaying beneath your feet, as you sailed toward your next adventure. You’ve perched on barstools in more ports of call than you can remember, faced down mighty storms, and swapped stories with the folk who live beneath the waves.

### Equipment

* Dagger
* Fishing Tackle
* Navigator’s Tools
* Silk Rope
* Traveler’s Clothes
* 10 GP
Beast of the Land

*Medium Beast*

*Proficiency Bonus (PB) equals your Proficiency Bonus*

* **Armor Class:** 13 + PB (natural armor)
* **Hit Points:** 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
* **Speed** 40 ft.
* **Climb** 40 ft.

**STR:** 14 (+2)

**DEX:** 14 (+2)

**CON:** 15 (+2)

**INT:** 8 (−1)

**WIS:** 14 (+2)

**CHA:** 11 (+0)

**Senses**: Darkvision 60 ft.

**Passive Perception** 12

**Languages:** understands the languages you speak

**Charge.** If the beast moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the target takes an extra 1d6 Slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or have the Prone condition.

**Primal Bond.** You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

### ACTIONS

**Maul.** Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Medium Armor Master

***Prerequisite:** 4th Level, Medium Armor Training*

**Repeatable:** No

You have practiced moving in medium armor to gain the following benefits:

* **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20.
* **Dexterous Wearer.** While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.
Goliath

Towering over most folk, Goliaths are distant descendants of giants. Each Goliath bears the blessings of the first giants—blessings that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of the Goliaths’ gigantic kin.

Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some Goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, Goliaths have forged their own path in the multiverse— unencumbered by the internecine conflicts that have ravaged giant-kind for ages—and seek heights above those reached by their ancestors.

### GOLIATH ADVENTURER TRAITS

* **Creature Type:** Humanoid
* **Size:** Medium (about 7–8 feet tall)
* **Speed:** 35 feet
* **Life Span:** 80 years on average

As a Goliath adventurer, you have the following special traits:

* **Giant Lineage.** You are descended from Giants. Choose one of the following benefits from the Giant Linage table. You gain a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
* **Large Form.** Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
* **Powerful Build.** You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.

GIANT LINEAGE
 Fire’s Burn (Fire Giant)
 Frost’s Chill (Frost Giant)
 Hill’s Tumble (Hill Giant)
 Stone’s Endurance (Stone Giant)
 Storm’s Thunder (Storm Giant)
Warrior of the Elements

BACK TO MONK

The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.

### 3RD LEVEL: ELEMENTAL ATTUNEMENT

You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip. In addition, at the start of your turn, you can spend 1 Discipline Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits for the duration:

* **Elemental Strikes.** Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage rather than its normal damage type. When you deal one of these types with your Unarmed Strike, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
* **Reach.** When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.

### 6TH LEVEL: ENVIRONMENTAL BURST

As a Magic action, you can spend 2 Discipline Points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage. Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.

### 11TH LEVEL: STRIDE OF THE ELEMENTS

When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Speed for 10 minutes.

### 17TH LEVEL: ELEMENTAL EPITOME

When you use the Elemental Attunement feature, you also gain the following benefits for the duration:

* **Damage Resistance.** You gain resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change this choice.
* **Destructive Stride.** When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature’s damage resistance. A creature can take this damage only once per turn.
* **Empowered Strikes.** Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The damage is the same type you chose for this feature’s damage resistance.
Chaos Bolt

1st-Level Evocation Spell (Sorcerer)

**Casting Time:** Action

**Range:** 120 feet

**Component:** V, S

**Duration:** Instantaneous

You hurl an undulating mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

 2
 3
 4
 5
 6
 7
 8

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

**At Higher Levels.** When you cast this spell using a Spell Slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Champion

Back to Fighter

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

### LEVEL 3: IMPROVED CRITICAL

Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.

### LEVEL 3: REMARKABLE ATHLETE

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### LEVEL 7: ADDITIONAL FIGHTING STYLE

You gain another Fighting Style feat of your choice.

### LEVEL 10: HEROIC WARRIOR

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Advantage whenever you start your turn without it.

### LEVEL 15: SUPERIOR CRITICAL

Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20.

### LEVEL 18: SURVIVOR

You attain the pinnacle of resilience in battle, giving you these benefits:

* **Defy Death.** You have Advantage on death saving throws. Moreover, when you roll 18–20 on a death save, you gain the benefit of rolling a 20 on a death save.
* **Heroic Rally.** At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half your Hit Points remaining. You don’t gain this benefit if you have 0 Hit Points.
Feats

This section offers a collection of 1st-level Feats, which are special features not tied to a single Class. At 1st level, your character gains a Feat from the character’s Background.

### PARTS OF A FEAT

The description of a Feat contains the following parts, which are presented after the Feat’s name:

* **Level.** Each Feat has a level. To take a Feat, your level must equal or exceed the Feat’s level.
* **Prerequisite.** You must meet any prerequisite specified in a Feat to take that Feat, unless a special feature allows you to take the Feat without the prerequisite. If a prerequisite is a Class or a Class Group, you must have at least 1 level in an eligible Class to qualify for the Feat.
* **Repeatable.** If a Feat is repeatable, you can take it more than once. If it isn’t repeatable, you can take the Feat only once.
* **Bonus feats at 20th level.** A DM can use bonus Feats as a form of advancement after characters reach 20th level, a way to provide greater power to characters who have no more levels to gain. With this approach, each character gains one Feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon Feats are especially appropriate for these bonus Feats, but a player can choose any Feat for which their 20th-level character qualifies.

### LIST OF AVAILABLE FEATS

##### 1st Level Feats

* Alert
* Crafter
* Fighting Style: Archery
* Fighting Style: Defense
* Fighting Style: Dueling
* Fighting Style: Great Weapon
* Fighting Style: Protection
* Fighting Style: Two-weapon
* Healer
* Lightly Armored
* Lucky
* Magic initiate
* Musician
* Savage Attacker
* Skilled
* Tavern Brawler
* Tough

##### 4th Level Feats

* Ability Score Improvement
* Actor
* Athlete
* Charger
* Crossbow Expert
* Defensive Dualist
* Dual Wielder
* Durable
* Elemental Adept
* Grappler
* Great Weapon Master
* Heavily Armored
* Heavy Armor Master
* Inspiring Leader
* Keen Mind
* Mage Slayer
* Medium Armor Master
* Mounted Combatant
* Observant
* Polearm Master
* Resiliant
* Ritual Caster
* Sentinel
* Sharpshooter
* Shield Master
* Skulker
* Speedster
* Spell Sniper
* War Caster
* Weapon Training
* Weapon Master

##### 20th Level Feats (Epic Boons)

* Epic Boon of Combat Prowess
* Epic Boon of Dimensional Travel
* Epic Boon of Energy Resistance
* Epic Boon of Fate
* Epic Boon of Fortitude
* Epic Boon of Irresistible Offense
* Epic Boon of Luck
* Epic Boon of The Night Spirit
* Epic Boon of Peerless Aim
* Epic Boon of Recovery
* Epic Boon of Skill Proficiency
* Epic Boon of Speed
* Epic Boon of Spell Recall
* Epic Boon of Undetectability
* Epic Boon of Truesight