Homebrew

Below are options for character building which are available in the server and are not included in source books.

### Gnoll

**Ability Score Increase.** Your Constitution score increases by 2 and your Strength score increases by 1.

**Age.** Gnoll are quick to mature both physically, reaching young adulthood at age 10. They rarely live to be more than 50 years old.

**Alignment.** Gnoll alignment heavily depends on their upbringing. The best and the worst can be found among them.

**Size.** Gnoll range from 5 to almost 7 feet tall, depending on their lineage. Your size is Medium.

**Speed.** Your base walking speed is 35 feet.

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

**Keen Senses.** You have proficiency in the Perception skill.

**Vicious Maw.** Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. Your bite deals 1d6 piercing damage on a hit. If you use your bite to hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.

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

### Faerie

An enchanted race born of raw fey magic, faeries are the diminutive tiny folk of the Feywild. They cause flowers to grow and sparkle with summer dew, and they color the leaves with the blazing hues of autumn. These childlike sprites have a penchant for mischievous fun, and there is no game a fairy will not play, no sport it will not attempt, and no revelry it will avoid or decline.

Faeries are nature's immature answer to elves. They are chaotic even with their laws. They are shy and reclusive and adore playing tricks and pranks, seldom bothering outsiders otherwise unless their curiosity gets the better of them.
The presence of a faerie incites awe, excitement, and fear amongst outsiders due to their chaotic reputation. This in mind, the majority of the world's interactions with fairies come from the fairies of the Cotura Boundary, a large fey-touched forest that lies in the northeastern side of Shayra. Communities of faeries within this land follow a rather loose hierarchy of which a matriarch normally leads, and is oftentimes the oldest among them.
**Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.

**Age.** Faeries normally reach maturity by age 6, and live to be as old as 200 years old.

**Size.** Faeries are diminutive in stature and have wings to support them when they hover. You are size Tiny.

**Speed.** You have a base walking speed of 10 feet. You have a flying speed of 30 feet and you can hover no more than 10 feet off the ground. If you are more than 10 feet off the ground when you end your turn, you will fall until you are within 10 feet of the ground.

**Darkvision.** You're accustomed to living in twilight forests and dark undergrowths. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Whimsical Sortilege.** You can cast the Charm Person and Faerie Fire spells with this trait. Charisma is your spellcasting ability for these spells. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.

**Fey Resilience.** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

**Small Stature.** You have disadvantage on Athletics checks, but you make Sleight of Hand checks with advantage.

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

### Tiefling Bloodlines

#### Bloodline of Vistani

Verana is ruled by Vistani, a Forsaken Lord of fate. Tieflings of this lineage find themselves able to predict the future, and make their fate manifest through Vistani's influence.

**Ability Score Increase.** Your Wisdom increases by 1.

**Fateful Attunement.** Your ties to the whims of fate also grant you a measure of fortitude when your mind is batttered by the Unknown. You gain resistance to Psychic Damage. This feature replaces the Hellish Resistance feature.

**Legacy of Verana.** You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Fortune's Favor spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Bestow Curse spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

#### Bloodline of Sonerai

Sonamus is ruled by Ara-dun Sonerai, a Forsaken Lord of Lightning and Clouds. Tieflings of this lineage are able to control the electrical currents and ions in the air.

**Ability Score Increase.** Your Constitution increases by 1.

**Corpus Levin.** You have an extreme affinity for electricity and are able to stifle its effects on yourself. You have resistance to Lightning Damage. This feature replaces the Hellish Resistance feature.

**Legacy of Sonamus.** You know the Flash Arc cantrip. Once you reach 3rd level, you can cast the Negative Discharge spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Voltaic Smite spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

## Unique Subclass of Myrias by flancois

### Int Warlock

https://www.gmbinder.com/share/-MliVS11coIypYLPdb72

#### Student of Nature

Starting at 2nd level, you are able to learn and cast spells from the Druid spell list as if they were Wizard spells.

#### Sanctuary of Verdure

Starting at 2nd level when you choose this school, you are able to invoke the power of nature to protect you in battle. When you roll initiative, the ground within 5 feet of you rapidly grows plants that assist you in spellcasting for 1 minute. You can expend a spell slot to increase the duration of this feature by 10 minutes.

If underwater, this field of plants is represented as a 15-foot sphere centered around you.

While standing in this field of plants, your Armor Class increases by 1, and creatures of your choosing treat this field as difficult terrain. While underwater, you are able to breathe inside the sphere as normal.

As an action, you are able to move this field up to 10 feet along any applicable surface.

This feature does not activate if you are wearing armor.

#### Nature's Tenacity

Starting at 6th level, moving your Sanctuary of Verdure only costs a Bonus Action, and you are able to move it up to 15 feet along any surface.

Your sanctuary's defensive capabilities also increase. While in your Sanctuary of Verdure, you have 3/4 cover.

#### Reapparation

Beginning at 10th level, you are able to recall yourself into your sanctuary at a moments notice. As a Bonus Action, you can teleport into any space on your Sanctuary of Verdure.

You can also activate this ability as a reaction to being the target of a spell or attack that you can see, possibly causing the attack to miss.

You regain the use of this ability after completing a short or long rest.

#### Overgrowth

At 14th level, you are able to manipulate your sanctuary with a finesse as if it were an extension of your own body. Your Sanctuary of Verdure's area increases to a ten-foot radius and you can move your sanctuary 30 feet along any surface.

Additionally, when you cast a spell that targets creatures that are within your Sanctuary of Verdure, you can choose to either have them automatically pass or have disadvantage on the saving throw, choosing separately for each one. You regain the use of this feature after completing a short or long rest.

### Paladin Oath: Oath of Suppression

https://www.gmbinder.com/share/-MayBArGMoO23lfokZP9

The oath of suppression is one that encapsulates the acknowledgement that magic can be a force for both good and evil, and seeks to protect one's fellow men from that evil. This principle is not new by any means, and indeed has existed long before the Noble Age. As a paladin's oath, however, this principle is tempered into a staunch discipline and arcane acuity meant to harness, stifle, and transform magic that is used against them. This oath is one of protection through suppression.

The most notable practitioners of the oath are the Arcanite Sentry of Dirramach, which exists to protect the citizens of the Clockwork District from malefactors that seek to use magic to ruin them. That being said, many forms of the same oath exist beyond the scope of the Arcanite Sentry; the oath is not one exclusive to them.

**As they stand behind you, offer your protection.**

**As they stand beside you, give them your respect.**

**As they stand before you, draw your blade to the evils behind.**

**As they stand against you, show them the good that they belie.**

*-Creed of the Arcanite Sentry*

#### Oath Spells

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

#### Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options

* **Null Smite.** As a bonus action, you can use your channel divinity to infuse your strikes with disruptive energy for the next 10 minutes. For the duration your Divine Smite changes in the following ways:
	+ The additional damage is psychic instead of radiant
	+ The additional 1d8 damage is dealt against creatures that are concentrating on a spell, instead of against fiends and undead.
	+ The target of the attack has disadvantage on its Constitution saving throw to maintain concentration against this damage.
* **Amplify Augment.** You can activate your Channel Divinity as an action. For one minute, your attacks deal additional weapon damage while you are concentrating on a spell. The bonus is equal to 1d4 times the level of the spell being concentrated on.

#### Aura of Extinguishing

At 7th level, you are able to channel negative magical energies to your surroundings, allowing you and your allies to resist enemy magics with greater ease.

When creatures within 10 feet of you are forced to a saving throw against spells or other magical effects, you can use your reaction to distribute hit points from your Lay on Hands pool to grant them a bonus to their roll individually. You can distribute to any number of creatures within your aura for the same saving throw. You can use this feature after the rolls, but before you know whether they succeeded or failed.

Additionally, enemy creatures that use teleportation spells within your aura (such as Misty Step or Plane Shift) must succeed on a Charisma Saving Throw against your Spell Save DC or the location they teleported to is made known to you. If the target fails the saving throw by 5 or more, the spell fails entirely.

At 18th level, the range of this feature increases to 30 feet.

#### Spell Siphon

Starting at 15th level, you are able to use your weapons as conduits to drain the magical energies of your enemies.

Upon hitting an enemy spellcaster, you can have them make an Intelligence Saving Throw against your Spell Save DC. If the target fails, they lose their highest spellslot equal to or less than your Charisma Modifier, and you regain an expended spellslot of the same level or lower.

You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses on a Long Rest.

#### Avatar of Suppression

At 20th level, you gain the ability to strike down enemy spellcasters with ease. As an action, you can magically become an avatar of suppression, gaining the following benefits for 1 minute:

* Your Spell Save DC increases by 2.
* Psychic damage you deal to creatures concentrating on a spell is doubled.
* When you are subject to a saving throw against spells and magical effects, you can choose to automatically succeed on the save a number of times equal to your half your Charisma Modifier, rounded up.

Once you use this feature, you can't use it again until you finish a long rest or expend a 5th-level spell slot to use it again.

## Unique Spells of Myrias by flancois

Note: These spells are subject to change if they are deemed either too strong or too weak. Add them to your spell list at your own risk.

GMBinder

### Cantrips

#### Flash Arc

*Evocation Cantrip*

**Casting Time:** 1 Action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

**Classes:** Sorcerer, Wizard, Artificer

You call forth sparks of lightning that envelop creatures around you. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. The target must make a Constitution saving throw, and do so with disadvantage if they are wearing armor made of metal, or are made of metal. On a failure, the target takes 1d8 lightning damage.

The spell's damage increases by 1d8 when you reach fifth level (2d8), eleventh level (3d8), and seventeenth level (4d8)

### 2nd Level Spells

#### Negative Discharge

*Second level Evocation*

**Casting Time:** 1 Action

**Range:** 90 feet

**Components:** V, S, M (Topaz dust worth 50gp)

**Duration:** Instantaneous

**Classes:** Artificer, Sorcerer, Wizard

You manipulate the negative ions within an area within range, zapping the minds of your foes within range.Creatures of your choice in a 10-foot-radius sphere centered on a point must make an Intelligence saving throw. A creature takes 3d6 lightning damage and has their speed halved on a failed save, or takes half as much damage on a successful one.

### 3rd Level Spells

#### Voltaic Smite

*Third level Evocation*

**Casting Time:** 1 Bonus action

**Range:** Self

**Components:** V

**Duration:** Concentration, up to 1 minute

**Classes:** Paladin

The next time you hit a creature with a weapon attack during this spell's duration, your weapon produces an electric charge, and the attack deals an extra 3d8 lightning damage. Additionally, the target must succeed on a Constitution saving throw or be Incapacitated until the spell ends.

A creature incapacitated by this spell makes another Constitution saving throw at the end of each of its turns, and whenever it takes damage. On a successful save, it is no longer incapacitated.