recursal/Fanatic-Fandom huggingface dataset:
Shaman's Totems

As a Shaman, Totems are both an art and a spiritual experience. Though carving is important, imbuing the Totem with an essence of a particular spirit is the tricky part. The level requirement for each Totem's construction refers to your Shaman level, not to your character's total level. Ingredients or necessary components are listed in parenthesis after the Totem's description. No creature can be affected by one of your totems more than once, and you cannot have two versions of the same totem active at once.

### Of the Immortal

Whenever the bearer of this Totem is killed outright, the Totem destroys itself and they drop to 1 hp instead. (5 gp worth of gold and two emeralds, worth 100 gp each)

### Of the Raven

Whenever you are holding this Totem and use a damaging feature of your Spiritual Attunement feature, add your wisdom modifier in necrotic damage to the damage. This does not stack with any other damage buffs from Shaman subclass options. Additionally, you may use a spell slot while holding this Totem to make a ranged spell attack with a range of 60 feet. On a hit, the target takes 2d8 + your wisdom modifier necrotic damage and you heal by the result. Increasing the slot level increases the damage by 1d8. (The skull of a raven and two pieces of obsidian)

### Of the Bat (7th level)

This Totem grants the bearer blindsense out to 15 feet. (Two smooth pieces of onyx worth 25 gp each)

### Of Fortitude

This Totem grants the bearer immunity to disease, resistance to poison damage, and advantage on saves against poison. (A poisonous berry encased in amber)

### Of Undying

When the bearer of this Totem is reduced to 0 hp but not killed outright, the Totem is destroyed and they drop to 1 hp instead. (A small rodent's skull and a ruby worth at least 20 gp.)

### Of Health

This Totem grants the bearer an additional hit point for each level they possess. (Two pieces of rose quartz)

### Of Strength

This Totem grants the bearer advantage on athletics checks and +1 to strength. No creature can benefit from more than two of these Totems, and this Totem cannot increase a creature's strength score past 22. (Two chunks of raw iron or metal-rich rock)

### Of Protection from Evil

This Totem grants the bearer the effects of *Protection from Evil and Good*. (A sprig of holly)

### Of Protection from the Evil Eye

This Totem grants the bearer the benefits of *Nondetection.* (a single piece of glass)

### Of Bravery (7th level)

This Totem grants the bearer immunity to the frightened effect. (Oak wood and two bear teeth)

### Of Magic Protection (11th level)

This Totem grants the bearer Magic Resistance. (Lapis lazuli)

### Of Protection from Energy (7th level)

This Totem grants the bearer resistance to Cold, Fire, Thunder, Lightning, or Acid damage. No creature may have more than one of these Totems on them at once. (An emerald, ruby, sapphire, onyx, or diamond worth at least 25 gp)

### Of Owl's Eyes

This Totem grants the bearer Darkvision 120 feet. (Two pieces of yellow quartz)
Fractal Volley

**Level 4**

**Range: 120 ft.**

**Duration: Instantaneous**

**Casting time: 1 action**

Summon 8 shard-like missiles of crystalline light. They launch and impact simultaneously, and can target up to 8 creatures. You can choose to attack with each one or roll once for all. Each missile deals 1d8+charisma radiant.
Ardence

***One of three swords crafted by Virn of Blackwater in the days before the Mist, Ardence embodies the wielder's passions, anger and love alike.***

## Ardence

*Legendary, requires attunement*

The blade of this longsword glows red hot when the wielder holds it, shedding dim light in a 10 foot radius. This weapon has a bonus to attack and damage equal to the wielder's charisma modifier. The extra damage is radiant damage.

While attuned to Ardence, you are immune to the frightened condition.
Force Punch

*2nd level Evocation*

Casting Time: 1 action

Range: melee

Components: V, S

Duration: Instantaneous

Form a fist of force and slam it into a target with a melee spell attack. On a hit, the target takes 3d8 force damage and is thrown backward 1d4x5 ft. If the target reacts to the attack with a *Shield* spell, then any creature in a 20 ft. radius (except you and the target) must make a dexterity save, taking 5d8 force damage on a failure and half as much on a success. The *Shield* spell is destroyed in the process, and both you and the caster of *Shield* are knocked prone. Casting this spell at higher levels increases the damage by 1d8 for each slot level above 2nd.

**Classes: Sorcerer, Wizard**
Entropic Beam

*1st level Transmutation*

Casting Time: 1 action

Range: 30 ft.

Components: S

Duration: Instantaneous

Choose a creature or non-magical object within 30 ft. of you and make a ranged spell attack to hit them with a beam of crackling red energy. They take 5d4 force damage on a hit. This spell deals double damage to structures and objects. Casting this spell at higher levels increases the damage by 2d4 for every slot level after 1st.

**Classes: Sorcerer, Wizard, Artificer**
Corrosive Pool

*3rd level Conjuration*

Casting Time: 1 action

Range: 50 ft.

Components: V, M (powdered copper mixed with salt water)

Duration: 10 minutes

Choose a point within 50 ft. of you to create a pool of greenish liquid. This pool can take up up to 250 ft.2 (10 squares) with about 3 inches of acid. When the spell is first cast, any creature in the area may attempt a Dexterity save to move 5 ft., potentially moving out of the area. If they fail, they take 5d4 acid damage. Any creature that enters the pool on its turn or starts its turn there also takes 5d4 acid damage. The pool also dissolves non-magical items that are dropped into it. Casting the spell at higher levels expands it by one square for each slot level after 3rd.

**Classes: Wizard, Sorcerer, Warlock**
Asranite

***The legacy of the Asranites is a long and proud one. They trace their ancestry back to Asran the Conqueror, a giant who claimed vast swathes of the Baharadhun from Bachran control. For this reason, the giant-kin and the gold-scales have always feuded. Asranites look like larger humans with predictably golden eyes.***

**Ability Scores:** Asranites are strong and proud. They gain +2 strength and +1 wisdom.

**Age:** Most Asranites live well past 100, and mature in under 10.

**Alignment:** Asranites tend toward lawful neutral.

**Size:** Although tall--measuring from well over 6 feet to just under 9 feet--Asranites are medium.

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

**Languages:** Giant, Dhunic, Common

**Sons of Asran:** Whenever you hit a creature with a melee weapon attack, you can choose to make that attack a critical hit. Once you use this feature, you may not use it again until you finish a short or long rest.

**Desert Born:** Asranites are accustomed to a bright, arid environment. They have advantage on saves against the effects of environmental heat, as well as on saves against being blinded.
Beorn

***Although visually quite intimidating, Beorns are a misunderstood species of failed magical experiments who seek only solitude, peace, and quiet. Driven to be avid woodsmen by forces they can neither understand nor control, Beorns will viciously defend their chosen forests from anything that threatens them.***

## Beorn

*Large Monstrosity, Lawful Neutral*

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

AC: 13 (natural armor)

HP: 59 (7d10+21)

Speed: 30 feet, climb 15 feet

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

Ability Scores
 +5

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

**Condition Immunities:** Exhausted

**Senses:** Passive perception 16

**Languages:** common

**Challenge:** 3

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

**Keen Senses:** The Beorn has advantage on perception checks relying on hearing and smell.

**Savagery:** The Beorn scores a critical hit on a roll of 19 or 20. Whenever the Beorn reduces a creature to 0 hp or scores a critical hit, it may move up to its speed and make a bite attack as a bonus action.

**Reckless:** At the start of its turn, the Beorn can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

**Relentless:** Once per day when the Beorn is reduced to 0 hp but not killed outright, it may choose to drop to 1 hp instead.

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

ACTIONS

**Multiattack:** The Beorn makes two attacks, one with its bite and one with either its claws or its axe.

**Bite:** +8 (1d8+5 piercing)

**Claws:** +8 (2d6+5 slashing)

**Greataxe:** +8 (2d12+5 slashing)
The Path of the Miracle Worker

Some of the most renowned Enathim train to channel the restoring power of the celestial planes, healing their allies with waves of divine energy. Because this healing magic relies entirely on faith, it does not require material components.

## **Improved Faith Healing**

When this Path is chosen, your healing power becomes enhanced. Whenever you spend a Faith point to heal a target, you can do so at a range of 30 ft., and the healing dice is a d6 instead of a d4. For this purpose, a number of points may be spent at once equal to your charisma modifier. Alternatively, you can use 3 points at once to cast *Restoration* or 5 to cast *Revivify*. These dice increase at levels 7, 13, and 19 to 1d8, 1d10, and 1d12, respectively.

## **Healing Wave**

Starting at level 7, you learn to release a wave of healing energy as an action on your turn. When you do so, every creature of your choice within 30 ft. of you (including you) regains 3d6+your charisma modifier hit points. You may use this feature a number of times per long rest equal to your charisma modifier.

## **Divine Conduit**

Beginning at level 13, you have an aura of positive energy whenever you have a conjured weapon in hand. All creatures within 30 ft. of you of your choice have resistance to necrotic damage, and you can use a bonus action while wielding a conjured weapon to heal one creature in that range 1d4 hit points.

## **Worker of Miracles**

Starting at level 19, you can use a 5th level spell slot to cast *Wish*. When you do so, you take 1d4 levels of exhaustion in addition to it's other effects.
Dathian

Hailing from the northwestern seas and the trackless oceans spanning the gap between Thuriim and central Ran, the Dathians are nomadic people with short, dark fur and a drive for adventure. They spend most of their lives on their open boats and on islands.

**Ability scores:** Dathians are quick and daring. They gain +2 dexterity and +1 charisma.

**Age:** Dathians live about as long as humans, but mature slightly earlier.

**Size:** Most stand between 5 and a little less than 6 feet in height.

**Speed:** Equipped for life on the water, Dathians have a base walking speed and swimming speed of 30 feet.

**Alignment:** Most Dathians are good, but like ignoring rules, leaning them more towards chaos.

**Languages:** Dathian, Common.

**Natural Swimmer:** Dathians can hold their breath for up to 15 minutes at a time.

**Marine Foraging:** All Dathians are proficient with tridents and spears.

### Feral Dathian

Some Dathians are not so acclimated to the mors of land-dwelling society. The Dathian tribes that rarely--if ever--see land are brutal, bloodthirsty, territorial warbands that will attack almost anything on sight. Feral Dathians replace previously listed statistics with the following:

**Ability Scores:** Feral Dathians are fast and brutal. They gain +1 dex, +2 strength, and +1 constitution.

**Size:** Feral Dathians are at the upper end of medium, reaching heights of 6 to 7 feet.

**Alignment:** Feral Dathians on the whole tend to be chaotic neutral, pushing towards evil, but Feral Dathian adventurers are usually striving to understand civilization and the ways of the weak (or compassionate, depending on your point of view) land-dwellers.

**Lethal Bite:** Feral Dathians are accustomed to fighting creatures much larger than themselves, so they are well practiced with a lethal strike to the back of the neck. This is a strength-based bite attack with which you are proficient that deals 1d6 + strength piercing damage on a hit. This attack scores a critical hit on a roll of 18-20.

**Savage Endurance:** Whenever you are reduced to 0 hp by an amount of damage equal to or less than your character level, you may choose to drop to 1 hp instead.
Dunbari Sand Shark

The sand sharks of Dunbar are imposing predators, bipedal, with large fan-like dorsal frills and massive, bone-crushing jaws. Their only true weaknesses are their poor eyesight and lack of arms.

## Dunbari Sand Shark

*Large Beast, unaligned*

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

AC: 14 (natural armor)

HP: 50 (5d12+15)

Speed: 35

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

STR DEX CON INT WIS CHA

19 13 16 5 7 4

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

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

**Senses:** Passive Perception 6 (sight) or 12 (smell)

**Languages:** --

**Challenge:** 2

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

**Keen Smell:** the sand shark has advantage on perception checks relying on smell.

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

ACTIONS

**Multiattack:** the sand shark makes a slam attack and a bite attack.

**Slam:** +7 (2d6+4 bludgeoning) and the target must make a strength save (DC 15) or be knocked prone.

**Bite:** +7 (3d4+4 piercing)
Grove Naga

***Grove Nagas are not true nagas, but are instead an example of Nagasization, or the tendency of spontaneously forming magical creatures to take the shape of a snake with a humanoid torso. In this case, it earned these extremely territorial plant spirits their common name.***

## Grove Naga

*Medium Plant, Neutral*

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

AC: 15 (natural armor)

HP: 71 (13d8+13)

Speed: 35 feet

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

Ability Scores
 +4

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

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Fire

**Skills:** Perception +9

**Senses:** Blindsight 60 feet, passive perception 19

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

**Challenge:** 7

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

**Mycelial Network:** The Grove Naga is innately connected to the ground inside its lair, which can extend from about a 100 foot radius to up to a mile away. Similar to Websense, the Grove Naga is aware of activity within that area.

INNATE SPELLCASTING (+9, DC 17): the Grove Naga can innately cast the following spells, requiring no verbal or material components.

At will: *Thorn Whip* (3d6), *Druidcraft, Absorb Elements, Ensnaring Strike, Entangle*

3/day: *Spike Growth, Conjure Animals, Plant Growth*

1/day: *Grasping Vine, Wall of Thorns*

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

ACTIONS

**Multiattack:** The Grove Naga makes two greatsword attacks and casts a spell.

**Greatsword:** +9 (2d6+4 slashing)
Dwarfling

***Everybody knows tieflings, but what if the cursed bloodline is that of a dwarf? We shall see.***

**Ability Scores:** Dwarflings are charismatic and extremely durable. You gain +2 constitution and charisma.

**Age:** Dwarflings live about as long as regular dwarves.

**Size:** DWarflings are on the shorter side of medium and stand as tall (or short) as regular dwarves.

**Speed:** You have a base walking speed of 25 feet.

**Languages:** You speak Common, Dwarven, and Infernal.

**Natural Resistance:** You have resistance to fire and poison damage and advantage on saves against poison.

**Infernal Legacy:** You know the *Thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *Hellish Rebuke* spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the *Darkness* spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Halfjotun

***Halfjotuns aren't half jotun and half human, but rather they stem from a bloodline who's ancient ancestors interbred with ice elementals in the far north, leaving them with innate command of the frosty boreal weather. While smaller than their pure-blooded relatives, they still pack a punch with their muscles and icy magic.***

## Halfjotun

*Large Giant, Chaotic Neutral*

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

AC: 14 (natural armor)

HP: 52 (7d10+14)

Speed: 30 feet

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

Ability Scores
 +3

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

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

**Damage Immunities:** Cold

**Senses:** passive perception 12

**Languages:** giant, primordial

**Challenge:** 3

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

INNATE SPELLCASTING (+7, DC 15): the Halfjotun can innately cast the following spells, requiring no material components.

At will: *Frost Fingers, Ice Knife, Rime's Binding Ice, Armor of Agathys*

1/day each: *Ice Storm, Sleet Storm*

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

ACTIONS

**Multiattack:** The Halfjotun makes two hurl frost attacks.

**Hurl Frost:** +7 (3d6+4 cold, range 60 feet)
Iron Drake

***They're like...the metallic dragons' younger cousin, who tries really hard to play with the big kids but isn't quite there yet. Don't underestimate them, though, even younger cousins are scary when you're talking dragons.** **-Grelt Gurtan, Chief of Tustoria***

## **Iron Drake**

*Huge Dragon, Lawful Good*

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

AC: 20 (Natural Armor)

HP: 272 (17d20+85)

Speed: walk 30 ft., fly 60 ft.

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

STR DEX CON INT WIS CHA

23 10 21 13 15 18

+6 +0 +5 +1 +2 +4

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

**Saving Throws:** Strength (+12), Constitution (+11), Charisma (+10)

**Damage Immunities:** Slashing, Piercing, Bludgeoning from non-magical weapons

**Damage Resistances:** Fire

**Skills:** Athletics (+12), Intimidation (+13), Insight (+8), Perception (+8)

**Senses:** Darkvision 120 ft., passive perception 18

**Languages:** Draconic

**Challenge:** 14

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

ACTIONS:

**Multiattack:** The Drake makes three attacks, one with its bite and two with its claws, or makes three spine attacks with its tail.

**Bite:** +12 (2d12+6 piercing)

**Claws:** +12 (2d10+6 slashing)

**Spine:** +12 (2d10+6 piercing, 60/120)

**Breath Weapon (Recharge 5-6):** The Drake unleashes a torrent of fire in a 40 ft. line or a 25 ft. cone. All creatures in that area must make a dexterity save (DC 18), taking 10d6 fire damage on a failure and half as much on a success.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_
Cult of Morpheus

***Fascinated by sleep and dreams, Witches of the Cult of Morpheus learn to knock out enemies or allies or creatures that are simply in the way while also learning to leap into other creature's dreams and control them. Innately tied to the plane of dreams, Morphean Witches can literally be your worst nightmare.***

## Additional Witchcrafts

When this Coven is chosen at 3rd level, you gain access to the following Witchcrafts:

### Hex of Sleepproofing

A hexed creature cannot be put to sleep by magic.

### Curse of Restlessness

A cursed creature cannot gain the effects of a long rest until the curse is removed.

### Charm of Sound Sleep

A sleeping creature that is charmed will not wake up.

## Dreamwalker

Beginning when this Coven is chosen, you can manifest yourself in any form in the dream of someone you know. You can converse with them this way from any distance, but they must be willing. If they are unwilling, they must make a wisdom save. On a success, they are immune to your Dreamwalking until they wake up. Additionally, you can cast *Sleep* at 1st level at will.

## Catnap

At level 6, you learn to channel the plane of dreams to help your allies. By expending spell slots of a total level of 5 (1 2nd level, 1 3rd level; 1 4th level, 1 1st level; 3 1st level, 1 2nd level; etc.) you can grant the effects of a long rest on a short rest to up to 6 creatures you can see.

## Involuntary Sleep

At level 13, you learn to exert your will over the consciousness of another creature in order to put them in a deep trance. Make a melee spell attack against a creature in your melee range. On a hit, they must make a wisdom save or fall asleep. They may repeat the save at the end of each of their subsequent turns, waking on a success. However, if they fail three times in a row they remain asleep for 8 hours and wake under the effects of a long rest.

## Mass Sleep

At level 19, you can channel energy from the plane of dreams as a 1 minute ritual to cast a mighty spell. All creatures within a 1 mile radius of you must make a wisdom save or fall asleep for 24 hours. Creatures with five or less hit dice don't get a save, and creatures with less than 20 current hp don't either. Creatures may repeat the save three times on their turns, waking on a success and falling asleep for the full 24 hours on three failures. Once you use this feature, you cannot use it for a week. However, you can continue the sleep whenever the 24 hours finishes; all sleeping creatures may repeat the save once, and woken creatures don't need to make a save.

## Dream Magic

At level 19, your Coven grants you access to one 9th level spell slot and the spell *Weird*.

POO
Storm Strike

*5th level Evocation*

Casting Time: 1 action

Range: 120 ft.

Components: V, S, M (a metal rod)

Duration: Instantaneous

Choose a point within 120 feet of you and summon a bolt of lightning from the sky, accompanied by a boom of thunder that can be heard up to a mile away. Every creature within 15 feet of that point must make a Dexterity save. They take 5d6 lightning and 5d6 thunder on a failed save, and half as much on a success. Creatures with less than 50 current HP must make a Constitution save or be stunned until the start of their next turn. This spell can only be cast outside, and deals an extra 1d6 damage of each energy type if the weather is already stormy. Casting this spell at higher levels increases either the lightning and thunder damage by 1d6 each for every slot level used above 5th.

**Classes: Druid**
Girtablilu

***Half man, half scorpion. They're everything you never wanted a centaur to be. -Enak Goldhammer, Emebian General***

## **Girtablilu**

*Large Monstrosity, Neutral Evil*

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

AC: 17 (Natural Armor)

HP: 120 (12d12+36)

Speed: walk 35 ft.

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

STR DEX CON INT WIS CHA

18 12 16 13 10 9

+4 +2 +3 +1 +0 -1

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

**Saving Throws:** Strength (+8), Constitution (+7)

**Damage Immunities:** Poison

   **Condition Immunities:** Poisoned

**Skills:** Athletics (+8)

**Senses:** Darkvision 60 ft., passive perception 10

**Languages:** Common, Dhunic

**Challenge:** 7

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

ACTIONS:

**Multiattack:** the Girtablilu makes three attacks, one with it's spear or one with a pincer, one with a pincer, and one with its sting.

**Spear:** +8 (1d8+4 piercing, 20/60)

**Pincer:** +8 (2d6+4 slashing, grapple)

**Sting:** +8 (1d10+4 piercing +poison, reach 10 ft.)

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

Poison: when a creature is hit by the Girtablilu's sting attack, it must make a constitution save (DC 15), taking 4d6 poison damage and being Poisoned for 1 minute (a new save can be made at the end of each of the targets turns.) on a failed save, and taking half as much damage and negating the poison on a success.
Bonecrusher Blight

***Bonecrusher Blights are exactly what they sound like: demented, cursed tree trunks who's favorite pastime is absorbing and grinding up bones.***

## Bonecrusher Blight

*Medium Plant, Chaotic Evil*

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

AC: 15 (natural armor)

HP: 40 (5d8+15)

Speed: 45 feet

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

Ability Scores
 +3

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

**Saving Throws:** Strength +7

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

**Damage Vulnerabilities:** Fire

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

**Senses:** Passive perception 16

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

**Challenge:** 3

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

ACTIONS

**Multiattack:** The Bonecrusher Blight makes two bash attacks, or makes a grab attack and uses its Crushing Embrace if it can, or makes a bash attack and uses it's Crush Bones ability.

**Bash:** +7 (1d6+3 bludgeoning)

**Grab:** +7 (1d4 bludgeoning, target is grappled)

**Crushing Embrace:** A grappled target takes 4d6 bludgeoning damage and has their movement speed reduced by half until they regain at least 5 hp.

**Crush Bones:** The Bonecrusher Blight crushes loose bones it can reach into its body. It gains 2d4 temporary hit points.
Gobbler

***Gobblers are rare among Aberrations, as they tend to be quite friendly toward all creatures that offer them food. They may, however, become rabidly hostile when confronted with an interesting item or tidbit they have never swallowed before. Researchers theorize that swallowing unique and interesting objects provides a certain psionic stimulation for the Gobbler, which sustains its mind while searching for food.***

## Gobbler

*Medium Aberration, Unaligned*

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

AC: 16 (natural armor)

HP: 66 (6d12+24)

Speed: 30 feet

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

Ability Scores
 +1

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

Saving Throws: Wisdom +6, Constitution +7

Damage Resistances: Psychic

Senses: Passive Perception 13

Languages: Understands Deep Speech but cannot speak

Challenge: 1

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

**Tummy of Holding:** The Gobbler has two throats: one which leads to its stomach, and one which leads to an extradimensional pocket housed inside its brain, where it stores all the interesting objects it has swallowed. It can regurgitate one of these items or swallow another as an action. When a Gobbler is killed, these items spill out of its mouth. The Gobbler's brain pocket contains 2d4 common items and 1d4 uncommon magic items.

**Space-bending Stomach:** The Gobbler can swallow creatures up to one size category larger than itself without stretching or changing in size.

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

ACTIONS

**Swallow Whole:** DC 12 strength save or be swallowed, taking 4d4 acid damage and taking half as much damage and not being swallowed on a success . At the start of each of the swallowed creature's turns, it takes another 4d4 acid damage. If the Gobbler takes 15 or more damage from the inside, it regurgitates all swallowed creatures. Whenever a creature is reduced to 0 hit points because of swallow damage, the Gobbler regains a number of hit points equal to the swallowed creature's number of hit dice.
Arcane Bloodline

***Arcane Sorcerers are the most inclined toward the more technique-focused side of magic of all those gifted (or cursed) with innate magical ability. While some are filled with dragonfire or eldritch curses, Arcane Sorcerers are either people will a natural proclivity toward the arcane or the grandchildren of powerful mages whose ancestor's study, dedication, and practice of the mystic arts left trickles of power in their children's gene pool.***

## Natural Talent

As an Arcane Sorcerer, your natural inclination towards the arcane allows you to learn extra spells. You may learn an additional number of spells equal to your proficiency bonus, and the extra spells that you choose may be from either the Sorcerer or Wizard spell lists. Addtionally, any cantrips you know may be from the Sorcerer or Wizard spell lists.

## Minor Surge

Also at level 1, your innate skill as a spellcaster allows you to enhance even the simplest spells. Whenever you deal damage with a cantrip, you may choose to spend a spell slot to increase the damage by 1d8 per level of the slot (max 5d8). At level 2, you can use sorcery points or spell slots to achieve the same effect. You may not spend more than one spell slot in a turn on this feature.

## Expanded Knowledge

At level 6, your proficiency in the mystic arts grows. Instead of having a static list of spells known, you may prepare a number of Sorcerer spells you would normally know (not including the bonus spells granted by your Natural Talent feature). These spells must be spells you have the appropriate level slots for.

## Minor Mystical Mastery

At 14th level, your proficiency in sorcery on a small scale has become quite remarkable. You learn an additional cantrip at this level, and one more at level 16, 18, and 20. These cantrips may be from the Sorcerer or Wizard spell lists.

## Gifted Mage

At 18th level, your magic rivals that of any great Wizard. When you finish a long rest, you may prepare a number of spells equal to your level in addition to the 6 you know from your Natural Talent feature.
Golden Bonds

**Level 3**

**Range: 30 ft.**

**Duration: 1 minute, concentration**

**Casting time: 1 action**

Summon a rune that splits into four bands of golden light, grappling up to four targets. They must make an athletics or acrobatics check against your spell save DC to avoid the initial grapple. If they fail, they are Restrained until all bands grappling them are dispersed. If two or more bands grapple a single target, they must break each band to escape. When one band’s grapple is broken, it dissipates into a cloud of sparks. To break a band, the target may attempt a strength check, or an ally may attack the band (AC 15, 10 hp, immune radiant, poison, psychic, necrotic) Casting this spell at higher levels increases the number of bands by 1 per slot level above 3rd.
Fiendish Minions

*4th Level Conjuration*

Casting Time: 1 action

Range: Self, 60 feet

Components: V, S

Duration: Instantaneous

Open split-second portals at up to four points of your choice within range. At each of these portals, a fiendish creature reaches out to tear at the nearest target they can see. Each minion cannot be damaged and returns to its home plane immediately after making its attack. Each minion makes a single attack at +7, dealing 2d6 slashing damage + 4 fire damage. On a hit, you may choose one of the following additional effects.

* The target must make a strength save (DC 15) or be dragged up to 15 feet in any direction.
* The target must make a dexterity save (DC 15) or be knocked prone.
* The target must make a constitution save (DC 15) or take an additional 2d6 fire damage.

You choose in what order the portals appear and in what orientation. When casting this spell at higher levels, you may conjure one additional portal and minion for each slot level above 4th.

**Classes: Wizard, Sorcerer, Warlock**
Bonds of Angharradh

*6th level Conjuration*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (A celtic knot formed from grass or vines)

Duration: 1 minute, concentration

Choose a creature within range and conjure three massive tentacle-like tendrils of writhing vines which reach out towards it. The target must make a strength save, taking 6d8 bludgeoning damage and being Grappled and Restrained on a failed save and taking half as much damage and not being Grappled or Restrained on a success. The target may repeat the save on each of it's turns, breaking free on a success. On each of your turns while the spell continues, you can use your action to grab the creature again. If the creature is still held from the previous turn, you can use your action to deal 4d8 bludgeoning damage. A Medium or smaller creature has disadvantage on the save, and a Huge or larger creature has advantage. When cast at 7th level, Large or smaller creatures have disadvantage and Gargantuan creatures have advantage. When cast at 8th level or higher, Gargantuan creatures have no advantage and all others have disadvantage.

**Classes: Druid**
The Lords of the Hunt

***You have enlisted in the Mad Hunt, making a pact with the Lords of Mikazzarr and joining their universe-wide blood hunt. These beings value nothing other than the ability to outfox and slay living beings.***

The Lords of the Hunt let 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

## Mad Hunter's Mark

The Lords of the Hunt have taught you more efficient ways to mark your prey. The spell *Hunter's Mark* doesn't require concentration when you cast it and has an unlimited duration, but you may not use it to mark more than one creature at a time. You may dismiss your mark at any time as an action.

## Ambuscade Tactics

At 6th level, you've learned to surprise your enemies. Whenever you make an attack roll at advantage, that attack scores a critical hit on a roll of 15-20.

## The Mad Hunt

At 10th level, you learn to summon creatures to aid you in the hunt. As a bonus action, you can summon a Mad Hound in an unoccupied space you can see within 30 feet of you. The Hound obeys your commands and can communicate telepathically with you as long as it is within 1,000 feet of you. It takes its turn in combat immediately after yours. The Hound remains until it is reduced to 0 hp or until you dismiss it as a free action. Once you use this feature, you cannot use it again until you complete a short or long rest. You cannot summon more than one Hound at once.

## Bloodwrath

At 14th level, you are in tune enough with the Mad Hunt that you will enter a frenzy when a creature is wounded enough. You have advantage on attack rolls against creatures with less than half their max hit points.
Goblins (Gazar)

Goblins are far more intelligent than those in more traditional settings, but it hasn't improved their social standing much. They are considered second-rate citizens in most urban areas and are relegated for the most part to menial labor like mining and building. There are whispers, though, of a goblin's paradise far below the earth. Goblins were shaped out of mud at the beginning of time by Delkhii, the goddess of outcasts.

**Ability Scores:** Goblins are known for their resilience and their unyielding spirit. They gain +1 constitution, charisma, and dexterity.

**Age:** Goblins mature by age 5 and usually won't live past their 60's.

**Alignment:** Goblins tend toward chaotic alignments.

**Size:** Goblins are small, averaging just under four feet in height.

**Speed:** 25 feet

**Languages:** Goblins speak Common and Goblin

**Delvers:** Goblins have darkvision out to 60 feet and are proficient with light picks, light hammers, war picks, and warhammers.

**Subterranean Camouflage:** Goblins have advantage on stealth checks in rocky environments.

**Group Effort:** Goblins have the Pact Tactics feature.

**Blessing of Delkhii:** Goblins have advantage on saves against being frightened.
Battlemage

***Some choose to pursue arcane specialties, imbuing their strikes with surges of elemental power. Battlemages wade into the thick of the fighting, cutting down enemies and erupting with bursts of magic and energy. Battlemages are people gifted with innate magic perhaps not powerful or refined enough for Sorcery, but plenty strong enough to manifest on the battlefield.***

## Minor Surges

At 3rd level, you learn to enhance your strikes with your innate magic. Once per turn when you hit a creature with a weapon attack, you can choose to deal an extra 1d8 fire, cold, lightning, thunder, or acid damage. Additionally, weapons you hold are considered magical weapons for as long as you hold them.

## Staggering Surge

At 7th level, whenever you damage a creature with your Minor Surge ability, you gain advantage on the next attack roll you make against them.

## Additional Fighting Style

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

## Major Surge

At 15th level, you learn to imbue your strikes with even more powerful magic. Whenever you make an attack roll against a creature, you may choose one of the following:

* Deal an extra 4d8 fire damage on a hit.
* Deal an extra 2d6 cold damage on a hit and reduce the target's speed by half until the end of their next turn.
* Deal an extra 2d8 lightning damage on a hit and add 1d8 to the attack roll.
* Deal an extra 2d10 thunder damage on a hit and push the creature back 10 feet.
* Deal an extra 3d6 acid damage on a hit and blind the target until the end of their next turn.

You may use this ability a number of times equal to your charisma modifier and regain all expended uses on a short or long rest.

## Battlemage

At 18th level, your magic enhances all facets of your combat. While in combat, you may add your charisma modifier to attack rolls, damage rolls, saving throws, and ability checks. The extra damage dealt is force damage.
Create Echo

*3rd Level Illusion*

Casting Time: 1 action

Range: self

Components: V, S

Duration: 1 minute, concentration

Create an illusory duplicate of yourself so realistic that it's somewhat tangible. The duplicate has your stats but only 1 hit point and no spell slots. On each of your turns while you concentrate, your duplicate can move up to your movement speed and take any actions you could take, except it can't cast spells other than cantrips and all damage it deals is psychic damage. If the duplicate is destroyed, you can recreate it on your turn as a bonus action. If a creature wants to tell which of the two of you is the original, it must make a wisdom save, learning the truth on a success. Otherwise, flip a coin. Casting this spell at level 5 or 6 creates two duplicates, and casting it at level 7 or 8 creates three. Casting this spell at 9th level creates four duplicates.

**Classes: Wizard, Sorcerer**
Death Wind

*7th level Necromancy*

Casting Time: 1 action

Range: 50 ft.

Components: V, S, M (the feather of a vrock)

Duration: 1 minute, concentration

Choose an area you can see within range that doesn't exceed 30 ft. x 30 ft. x 100 feet. A warm, rancid wind picks up in that area, filled with flecks of black and gray dust and blowing in a direction of your choice. Any creature in that area when you cast the spell, or that enters it for the first time on its turn, or that starts its turn in the area must make a constitution save, taking 4d20 acid damage on a failed save and half as much on a success. A creature that fails the save is blinded as long as they are in the wind, and cannot move upwind. Whenever a creature is reduced to 0 hp while in the wind, their body is reduced to bones (if they have them) and they die. Any organic material in the wind is turned to ash and rotting slduge. Casting this spell at higher levels increases the damage by 1d20 for each slot level after 7th.

**Classes: Cleric, Warlock, Sorcerer, Wizard**
Great Spirit of Life

***Great Spirits of Life thrive in all living things, from the grass to the trees to animals to people to monsters to gods to demons. Anything that lives is touched by the spirit of life.***

## Additional Features

As a Shaman who communes with the Great Spirit of Life you gain access to the following Spiritual Attunements and Totems:

### Totem of Protection from Undeath

The bearer of this Totem cannot be raised as an undead, and the Totem cannot be removed from their body unwillingly. Additionally, undead creatures must make a wisdom save before attacking the bearer directly. Undead with turn resistance have advantage on this save, and undead with turn immunity don't need to make a save.

### Spirit of Purity

Spirits of Purity are aloof and gentle. While attuned to this spirit you gain the following abilities:

* You are immune to disease and poison.
* **Avatar:** While in the Avatar state, you cannot be Petrified or Paralyzed.

## Subclass Features

As a Shaman who communes with the Great Spirit of Life you gain access to the following subclass features:

### Channel Life

As an action at 5th level and beyond, you may unleash a torrent of life energy in a 30 foot radius, ignoring creatures of your choice. Any creature you choose to target in that area, including yourself, regains 2d8 hit points. This increase to 3d8 at level 11 and 4d8 at level 17. You may use this feature a number of times equal to your proficiency bonus per long rest.

### Sanctity

Beginning at level 10, you learn to disrupt things that should not be. As an action, you can target a construct or undead that was created by necromancy. They must make a charisma save or take 10d6 force damage. Necromantic undead have disadvantage on this save. If this damage reduces them to 0 hp constructs are reduced to natural versions of their composite parts and undead can never be raised as such again.

### Attune with Life

Beginning at level 15, you can cast *Resurrection* and *Power Word Heal* once each per long rest.
Boneweed

***Boneweeds are a rare, invasive plant species with a pinache for reanimating corpses, skeletons, and sometimes loose mannequins or statues. They are typically not hostile unless threatened, but have been weaponized by druids and shamans of the past.***

## Boneweed

*Medium Plant, Neutral*

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

AC: 13

HP: 11 (2d6+4)

Speed: 25 feet, climb 20 feet

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

Ability Scores
 +1

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

**Saving Throws:** Dexterity +5

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Prone, Exhausted

**Senses:** Blindsense 30 feet, passive perception 11

**Languages:** --

**Challenge:** 1/8

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

**Inhabit:** The Boneweed is usually already inside a host when encountered, but may enter a new host as an action. When it does, it gains the AC and attacks of either a Skeleton or Animated Armor, whichever is more appropriate. It also gains 1d6 temporary hit points.

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

ACTIONS

**Constrict:** +3 (1d4+1 bludgeoning damage and the target is grappled)
Formian

***Formians are rather slow-moving, determined, loyal ant-people who excel at teamwork. They dwell in massive subterranean hives in Khesh's arid southern regions, in groups numbering in the thousands.***

## Formian

*Medium Monstrosity, Lawful Neutral*

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

AC: 15 (natural armor, shield)

HP: 14 (2d8+4)

Speed: 25 feet, climb 25 feet

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

Ability Scores
 +2

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

**Damage Vulnerabilities:** Psychic

**Senses:** blindsense 10 feet, passive perception 11

**Languages:** Formian

**Challenge:** 1/2

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

**Hive Mind:** The Formian instinctively reads surface level thoughts of all creatures within 5 feet of it.

**Advanced Pack Tactics:** The Formian has advantage on attack rolls, saving throws, and skill checks while within 5 feet of an ally.

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

ACTIONS

**Multiattack:** The Formian makes two short sword attacks.

**Short Sword:** +4 (1d6+2 piercing)
Pleth Soldier

***The Pleth are the mutated remnants of Sygyr's surface dwelling peoples. Most of them are unorganized in roving bands that constantly war with one another, but those that manage to form small-scale civilizations almost always do so out of devotion to Hastur. While they are somewhat capable in combat, they much prefer to incite conflict in others using their mild empathic abilities.***

## Pleth Soldier

*Medium Aberration (Pleth), Neutral*

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

AC: 13 (shield)

HP: 27 (4d8+4)

Speed: 30 feet

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

Ability Scores
 -1

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

**Damage Resistances:** Psychic

**Damage Vulnerabilities:** Slashing

**Condition Immunities:** Charmed

**Skills:** Persuasion +3

**Senses:** Blindsense 120 feet

**Languages:** Pleth

**Challenge:** 1/2

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

**Pleth Mind:** The Pleth have unique characteristics thanks to their exposure to Sygyr's Surface. They have telepathy out to a range of 60 feet, and as long as they are within telepathy range of another Pleth, they have advantage on saving throws and attack rolls against them have disadvantage.

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

ACTIONS

**Spear:** +3 (1d6 + 1 piercing)

**Incite Conflict:** The Pleth chooses a target in its telepathy range. The target must make a wisdom save (DC 11), or become enraged until the end of its next turn. An affected creature must use its action to make a melee attack against the nearest creature to it.
Ethereal Bloodline

***Your bloodline is infused with a wraith, shadow, or powerful phantom. Spectres and spirits are your kin, and the ethereal plane is as much of a home to you as the material one. Ethereal sorcerers speak with the dead, walk through walls, and gain many abilities which some consider to be...unnatural.***

## **Sixth Sense**

Due to the ectoplasm in your bloodline, you gain several uncanny abilities. You have blindsight out to 10 feet, and can see into the Ethereal plane for up to 30 feet around you. Additionally, whenever you are involved in a surprise round, you may use a reaction before combat starts.

## **Incorporeality**

Also at level 1, you may pass through solid objects in creatures without slowing down. If you end your turn or spend more than 6 seconds inside an object, you take 1d10 force damage. If you end your turn inside a creature, you and the creature both take 1d10 force damage. This ability is still halted by magical wards or a thin layer of lead.

## **Spectral Communion**

At level 6, your connection to the Ethereal plane allows you to communicate with the souls of the fallen that haven’t passed on yet. If a creature died less than an hour ago, you may step into the Ethereal plane and speak with them. An unwilling spirit may opt to pass on without speaking to you first, but must succeed on a wisdom save to do so.

## **Ethereality**

At level 14, switching between corporeality and incorporeality becomes second nature. You can become ethereal as a reaction, halving damage from an attack or area of effect (e.g., dragon’s breath or a Lightning Bolt spell). Additionally, you can spend a sorcery point to make a spell you cast ethereal for a moment, enabling it to pass through barriers of less than 5 feet, or through creatures that you wish to not harm.

## **Phantasmal Blast**

At level 18, you can cause spells cast by you to deliver an extra punch. Using one sorcery point per level of the spell, (which must be a damaging spell) in addition to whatever other effects, the target must make a constitution save or have their spirit knocked free from their body for one round. During that time, they can see in the Ethereal plane for 30 feet, but their body is incapacitated. This effect ends on the end of their next turn.