recursal/Fanatic-Fandom huggingface dataset:
Black Dragons

Black Dragons are lethargic and cruel. Their hoards are often less important to them than keeping their territory secure and ensuring their rule is respected over their lands, often occupying marshlands and swamps. They are generally lazy, only acting when necessary to protect their lair and territory or to bully the smaller creatures that serve them. Black dragons are known to send lesser creatures as envoys to other lands merely to spread the word of their might across the realms (especially males who are hopeful for an opportunity to mate). Black dragon scales start a dull and rough charcoal color but over time develop into an oily jet, in which can be seen purples and greens that glint in the light. Their most prominent feature is their prominent skull, which is ridged deeply and adorned with massive horns; with their sunken nostrils their heads almost resemble a humanoid skull, a common symbol for poison and death which their body offers in large amounts.

Black dragons mate then deposit their eggs in nests that are essentially vats of acid, this acid is essential for the development of the wyrmlings and coats their scales in a calcified shell that keeps them safe from most natural predators and one another. The parents of the wyrmlings watch them closely for over a year before leaving them on their own, at which point the wyrmlings develop a sort of clan mentality until they reach adulthood, a survival tactic that adult black dragons will adopt if times are especially tough. Black dragons' typical diets are fish and shelfish, usually bottom-feeders and freshwater varieties. If food is scarce the dragons will eat anything, including plants if they can get a steady flow of nutrients.

### Notable Black Dragons

* Syltherryxx
* Kalzareinad
* Null
Dire Corby

By description alone the Dire Corby would make those who hear it think of the Kenku, for they have the forms of humanoids and the heads of ravens and are utterly flightless, but the Corby is something more monstrous.

The Dire Corby is nearly the same size as an adult human with the torso of a drow and with muscular arms and legs, each hand ended in a claw and each foot ended in three toes. Some of their kind have horns near the middle of their head.

The Dire Corby was an abandoned drow experiment made out of exiles and followers of Kiaransalee who were caught by the main cult of Vhaeraun and turned into the aggressive beast-folk they are now, who were rounded up and left outside of dwarven territories in the underdark with the hope that they would overrun their cities. It is said that they succeeded in taking over some city areas of Holtz before that section of the city was quarantined and pushed further below ground.
Eopsin

Eopsin was a lesser shard of the World Serpent and has since become a fixture of the Keun Pantheon. Those she takes a liking to are more likely to accrue wealth while those she dislikes are more likely to lose it. She is worshipped by placing rice in the bottom of a pot in the house. Most of her actions are quirky or almost playful, but when one of her followers are in serious need she will guard them, destroying rats and other pests and promoting the growth of their fields or giving them inspiration for their careers and businesses. Eopsin lives in the company of Tymora in the Gates of the Moon.
Dalt

Dalt is a god of portals who narrowly escaped the Purge of Planeswalkers led by Talona. Dalt's primary motivation is discovering what exactly has happened to his brother Vatun.

Vatun was a god of barbarians who encouraged his followers to raid South from their homelands in the North. Eventually one of his most prized clans, the Rohnelanders, invaded the southern kingdom of Bellsk and made the decadent South subservient to the barbarian kingdom. This kingdom fell and was taken back over by Bellsk, leading to the barbarians being subjugated once again. The reason for this downfall was believed by the barbarians to be a result of their failures to meet Vatun's expectations, however in reality Vatun was sealed away in Carceri by Belial who had made a pact with Telchur, who immediately stole Vatun's portfolio.

If Dalt ever discovers the truth of what happened to his brother there will be a war of a great magnitude. Dalt travels the multiverse with a gigantic band of his brother's fallen followers, searching the cosmos for answers.

Once, Dalt was close to breaking the seal on Vatun's prison through the use of five magic swords whose runes could break the barrier. This ritual was interrupted by Iuz who impersonated an awakened Vatun and destroyed the swords and scattered their shards to the cosmos. Dalt was not fooled and the two did battle for months without rest. Dalt came close to striking down Iuz before the evil deity escaped to his home plane. Dalt is now searching in vain for all of the shards of the swords to break the seal.
Dawn War

The Dawn War was a series of battles between the Primordials and the Gods.

The primordial Obyrith used their influence to seduce Tharizdun after he found the Seed of Evil, and he used his power to create the Abyss. Tharizdun became the commander of the Primordial forces who were swayed by the Obyriths' arguments for their supremacy. The Obyrith created new commanders and warriors for their war called the Tanari'i, who were in turn led by a formidable member of their ranks known as Miska the Wolf Spider.

A primordial general called Erek-Hus fought a mortal battle with Io, the progenitor God of all dragons. Io was cleaved in twain by Erek-Hus but his two sides reformed as Tiamat and Bahamut which worked together to win the war. Since Io himself was a primordial this was considered a great betrayal, it led to Rorn of the Rages indiscriminately slaying gods and primordials alike before his physical form was destroyed in battle.

The betrayal of Io led to more betrayals, and the battle between the gods and primordials gave way to a new war- one between the forces of Law and Chaos.

The Primordials were struck down when the Obyrith leader, the Queen of Chaos and Miska were defeated in battle by the Wind Dukes of Aaqa and Miska's legendary Rod of Seven Parts was destroyed. Miska was imprisoned in the Pandemonium Stone for all time, and the Obyrith armies were forced back into the Abyss.

Jormungandr, also known as Ourobouros the World Serpent, made a name for himself in the Dawn War as a master tactician for the Gods, skills that would later come in handy during the Ragnarok.

The primordial known as Dendar the Night Serpent used the opportunity created by the chaos of the war to attempt to devour the Sunlight Palace of Utu succeeding in weakening the god permanently, who would later die in battle with a member of the Orcish pantheon.

Ubtao, a primordial who had come to fear the results of the Dawn War on mortals turned to the gods offering assistance in exchange for being allowed to pursue his passions. Ubtao helped lock Dendar away in the Fugue Plane and helped seal the Obyrith and Tanari'i away in the Abyss. The rest of the Dawn Titans swiftly followed Ubtao's lead and settled into their own domains, lest they become forced later on.
Cyäegha

Cyäegha is a Great Old One and sibling of both Nyogtha and Othuyeg, resembling a corrupted earth elemental of prodigious size. He is known for his contempt for all things and is the patron deity of the Nagäae.

Cyäegha was captured and bound by five daemons called the Vaeyen, who sacrificed their physical forms to power the prison that binds him. The five beings: Green Moon, The White Fire Which is Darker Than the Night, Winged Woman, Black Light, and The White Dark Which is More Red Than the Fire sealed themselves within statues resembling vultures in their pact with one of the Elder Gods and one of the Baernoloths, which kept the Great Old One locked on the Material Plane instead of his target destinations, Hades and Arborea. It is believed that one of the Elder Gods who helped with this binding was Bast, for the mark of the ankh was used in the seals.

In order to preserve these statues a clan of humans was chosen to perform rituals that sated the hungers of the Vaeyen and provided the humans in turn with power while maintaining the bonds of the prison, and over long periods the humans became members of a cult devoted to these rituals. They had learned how to extract the most possible energy out of the Great Old One which brought their village into a new golden age until their priest ventured to the mountain one day and did not return.

Over the following centuries the cult was forgotten, but the members of the village still venture forth to the top of the Black Hill and perform the ritual, waking the next morning remembering nothing.
Clockroaches

Clockroaches are small insectile constructs made in the image of a cockroach. They are generally created by wizards and artificers in order to keep laboratories and dungeons free of excessive debris and garbage, most commonly a small group is controlled by an amulet and then given simple commands which they carry out. Clockroaches have the ability to expel a line of acid that is especially effective at destroying inanimate objects, turning them into a sludge that is then sucked up by the construct and synthesized into its base components, which it uses to either add to its mass or deposits in small labelled containers, depending on the construction and intention of the construct.

Rogue clockroaches have made themselves a bit of a nuisance in Mechanus, regarded by the modrons as vermin.
Brownie

Brownies are a small fey race that somewhat resemble smaller versions of elves (possibly related to pixies and eladrin). They are known to be exceptionally friendly and personable, and in the material plane they often work as housekeepers for old buildings where they protect and clean the home for very little in return. The usual Brownie is more than happy to work for gifts, but will be greatly offended if these gifts are called payment or if they go neglected for too long. Brownies consider clothing a gift that they can not accept and may be offended by such an offering. Brownies that have been wronged are known to transform and there are several variations on the traditional brownie. There is a seaside variant of the brownie known as a shellycoat. Some female brownies prefer to be referred to as silkies and drape themselves in long silks. Brownies that have been mistreated are known to transform into boggarts. While brownies are considered the best the fey have to offer a boggart is by far the worst.
Hjuki and Bil

Hjuki and Bil are Ysgardians who take the form of two children (brother and sister respectively). They left Ysgard long ago in search of the 'Man in the Moon' a mysterious figure who they claim was stolen and needs to be found. For eons they have steered their star-skiff måneskip in their search throughout the cosmos in the Astral Sea.
Draconic Pantheon

The gods of the dragons are fractured, led by a mercurial and vague entity that leads one of the most powerful races in existence to an uncertain fate. It is no small wonder that many dragons forsake the gods altogether. The chromatic and metallic dragons are in an unending war, and their deities are fully opposed to one another, but there are others that seek to influence the entire draconic bloodline. The Dragon gods have their own, disconnected realms in different Outer Planes that are all connected to a singular realm known as the Dragon Eyrie.

### The Chromatic

* Azharul, The Blue
* Garyx, The Red
* Kalzareinad, The Black
* Razkiwhirle, The Green
* Glacyar, The White
* Task, Living Greed
* Tiamat, The Chromatic Dragon

### The Metallic

* Bahamut, the Platinum Dragon
* Hlal, noble Aasterinian
* Lendys, Platinum Child
* Tamara, Wingless

### The Unaligned

* Astilabor
* Earth Dragon
* Null
* Kereska
* Sardior
* Xerbo
* Zorquan
Arambar

"Arambar" by Christian Kiddle

Arambar was one of the Primordials killed in the Dawn War, but his residual spirit energy lies in the remains of his body, called Wandering Stones. As his death was a result of the dragons’ betrayal of the primordials, his spirit can be called forth onto the material plane in order to protect others from a similar fate, fighting back and shielding against draconic enemies.
Auril

Auril is an archfey, former member of the Unseelie Court, and a goddess of winter who revels in the spread of ice and snow. Because of her role in the court of the Queen of Air and Darkness, there are those among the fey who see her as synonymous with the fallen queen, especially among those she subjugated.

### Worship

Auril is worshiped by those who either wish to appease her, or those who wish for power. Her preferred form of worship is sacrifice, which involves leaving a living creature to die of exposure or freezing them by magical means.

Those who go to Auril for power are not disappointed, as the Icedawn's clergy hold a magic codex known as the Codicil of White, which is transcribed by the highest of her clerics and disseminated to the lowest, within the codex are divine and arcane spells of immense power over frost magic.

The church of Auril uses its power over others to extort them out of belongings, many of which enrich the clergy or become sacrifices to their goddess. Her clerics speak often of different disasters that may befall those who do not give, such as struggling in the winter or larger, more philosophical threats like the Long Winter or the Great Glacier (a glacier ridden by Auril that would eradicate most mortal beings from the material plane). Auril has clerics among numerous races of humans, giants, and fey.

### Relationships

Auril is despised by the Seelie Court, and as of her failed attempt to turn the Winter Court against the rest of the Feywild, is hated by nearly every other archfey.

Auril is adored by Talos, Malar, and Umberlee for their role in spreading chaos and destruction, but she is the most even-keeled and least temperamental of the four.

Auril has carried on a series of affairs with other gods and goddesses but has rejected the idea of a lasting union. For a brief time she consorted with Thrym, and the two have a child from that partnership (a powerful jotuun with no aspirations for political or royal power). Off and on throughout her life Auril has had an ongoing affair with Loki, typically during periods when he fell out of favor with both the Ysgardians and his other mistresses. It is suspected that the resurrected god has been a guest in Auril's Winter Hall for some time now.
Green

Green is a Great Old One that takes the form of a massive statuesque head made of plant matter. In a village in the Ellthworn Forest, Green resides deep within an underground labyrinth where it is worshiped by a cult of mutated humanoid lagomorphs with somewhat monstrous proportions, sharp fangs, and long claws. The mutant followers of Green are said to appear to unsuspecting travelers offering gifts of ordinary-looking vegetables, only to be converted into horrific mutant followers of the Green. Green offers a communion to its followers each night, which they subsist upon, and it can create vine-line appendages to defend itself if threatened.
Bishamonten

### Patron of

Married Couples, Warriors, Protectors, Thieves, Rogues, Travelers, Nairrata, Good Rakshasa, Good Tieflings

Bishamonten is a kami of war and protection as well as one of the seven kami of luck. He is known as he who both guards treasure and gives it away, renowned for generosity to travelers and the downtrodden.

### History

He was once a dwarven mortal named Kubera who was the son of a powerful merchant-king. When his mother died his father remarried a rakshasa princess and the couple had four additional children: Ravana, Kumbhakarna, Vibhishana, and Soorpanaka. Feeling an outsider, the young Kubera ventured out into the world and got into legendary amounts of mischief, becoming known to many as the Lord of Thieves and Criminals. After robbing a sacred temple and getting caught, the lord became interested in the works of the Gods and especially in the teachings of Brahma who began to speak to the dwarf lord. He conferred upon the reformed thief who had convinced his followers to change their ways the powers of a god himself, the treasury of Brahma's heavens, a flying chariot called the Pushpaka Vimana, friendship with Shiva, and the rule of a golden city named Lanka.

Kubera was betrayed by his half-brother Ravana who stole a powerful artifact of Brahma and used it to steal both his chariot and his kingdom (the former being returned to Kubera after Ravana's death). A displaced Kubera was forced to find a new place, eventually settling next to Shiva's realm Mount Kailash in the Plane of Negative Energy, a place where things are turned to nothing to be reborn. After rebuilding his treasury and sending his legion of Nairrata across the material plane to defeat enemies of the gods, he ran afoul of Shukra who raided his palace of over half of its wealth and helped slay many of the Nairrata that remained. Meanwhile most of the treasury of Brahma was chosen to go to Ganesha's care.

Kubera left his realm of Gandhamandana in the hands of the Nairrata and flew upon his Pushpaka Vimana across the planes until he came across a young Hachiman and the two got along almost immediately. In Takamagahara he became known as Bishamonten, and soon he was entrusted with the treasures of Amaterasu.

### Worship

Bishamonten is given sacrifices of rice, sesame seeds, and flowers primarily. He is followed by Korobokuru, dwarves, humans, all manner of beastfolk, and good-aligned rakshasa and their children. Bishamonten is associated with the Orange Lotus and its cultivation.

### Relationships

Shiva and Parvati still adore Bishamonten and all he does and he is well-regarded by the Yomi Pantheon. He is hated by Anarazel for his gleeful giving of gifts and treasures.
Bayemon

Bayemon was a human king of a country that has long forgotten him. During his rule there was an awful famine and decades of war. King Bayemon did not care for his subjects and their suffering to him was of no consequence. Bayemon lived in luxury and grandeur until the people grew tired of him and made their voices heard. Bayemon, his wife, and his children met their end on the executioner’s block. When Bayemon came to his eternal rest in the Abyss he discovered that he had been cursed by his people’s Gods. Any injury inflicted upon him would seep endlessly and he could not die from the inflicted wounds. He used this to his advantage, quickly becoming a leader of Demons in the constant raids on the Devils. When finally there were those who called him ‘Lord’ once more he went back to his old habits. He grew complacent and that was his downfall. Bayemon was abducted and imprisoned in the Wells of Darkness as a tribute to Ahazu. An unknown entity offered the varrangoin cultists of Ahazu a considerable offering with the request that they implore their lord to release Bayemon. His celebration of his escape was cut short when assassins came, hacking the demon to pieces leaving only his head and countless bloody chunks of flesh. These chunks are scattered across the Abyss and are much coveted by demons, for any who partakes of his flesh will gain his curse. His head was taken as a trophy by Kostchtchie and still lies in his palace in the Iron Wastes.
Acheron

Acheron, named after the Plane of Endless Battle, was once a land full of verdant jungles and lush grasslands before being laid to ruin by the actions of warlords hungry for the power of the exposed leyline wells that are on the continent. The wells were left behind by long-gone high-elves and now serve as the power sources for selfish and embittered leaders that set the rest of the natives against one another fighting for resources and survival.

### Major History

The Rosharri empire was founded by the Sun Elves shortly after their arrival to Nexxis and quickly expanded to encompass the entire continent with little regard for the inhabitants who had already been there for centuries, namely the Bashor dwarves, who had small holdings dotted across the continent. The dwarves, embittered by the arrival of these new and incredibly condescending peoples sought the help of mercenaries, which they found in the form of the hobgoblin clans of Sendoru, who were all too willing to sack the main elven city in return for some much needed gold that they could use in their on-going war with the coastal forces that attacked from mainland Yú'é. The Rosharri proved to be under-prepared for they hadn't foreseen the level of enmity they created and in fact had been largely preoccupied in the feats of magical accomplishment and architecture that were the Leyline Wells, intricate structures that were able to harness the power of the Weave flowing through Nexxis and be bound to the will of the one who controlled the well. What remained of the elves after their near-eradication from the continent fled to the small island of Ferringol. The dwarves had made a grave mistake which could never be taken back. They took control of the former elven lands and stationed their generals at the wells and inside of those generals grew obsessions. They became power-hungry, frightened that at any moment some threat may come to depose them as they had the elves. They became warlords and splintered, sent armies against their own brothers and created a lawless wasteland where a paradise once stood. Over time wells have been taken, warlords have fallen, and none have remained uncorrupted by the absolute power.

### Key Points in Acheron

* Ferringol
* Elfhein
* Nerrun
* Hellspire
* Arcath
* Xathal
* Corpsebloom
* Gaol
* Land of Glass
Asherati

### Bonuses

Heat resistant: The Asherati reduces all fire damage by 5 and has resistance to it. They are not fatigued by intense heat.

### Abilities

Sand-Swimming: has the supernatural ability to swim through sand like one would water, inside the sand the Asherati gains limited tremorsense up to 40 feet. Bioluminescence: Natural light can be created from the skin of the Asherati, once per day can focus their energy to create a flash that dazzles nearby creatures (DC 8+ Constitution Modifier) Dry: Survives on a quarter of the water necessary for other creaturesHydrophobic: Takes a -2 penalty on all checks if covered in too much water, if fully submerged the Asherati is incapable of holding their breath and must immediately save against drowning.

The Asherati live in villages hidden in the sands and are generally loners. Asherati delight in meeting new people, seeing what new wares they have, and on many occasions trying their hands at pilfering the items that catch their eye. Despite this penchant for thievery and their somewhat cold outward natures other races still do business with the Asherati, namely because of the sand sculptures they make which no other race is able to recreate.
Classes and Subclasses

### Binder

Would like to convert the 3.5e Binders to 5e, will probably do more work on this once I finish write-ups on all of the original vestige.

### Cleric

#### Divine Domains

* Arcana
* Ambition
* City
* Death
* Forge
* Grave
* Knowledge
* Life
* Light
* Nature
* Order
* Protection
* Solidarity
* Strength
* Tempest
* Trickery
* Twilight
* War
* Zeal

### Druid

#### Circles

* Dreams
* Land
* Moon
* Shepherd
* Spores
* Twilight
* Wildfire

### Fighter

#### Martial Archetypes

* Arcane Archer
* Banneret (known as Purple Dragon Knights in the Forgotten Realms)
* Battle Master
* Brute
* Cavalier
* Champion
* Eldritch Knight
* Monster Hunter
* Rune Knight
* Samurai
* Scout
* Sharpshooter

### Gunslinger

For the purposes of our game's needs we use this version compiled by u/Ujio21 on Reddit over Matt Mercer's which was the initial inspiration. The archetypes may eventually be further tooled as they are a little lackluster in late game play, but this may be compensated for with prestige classes.

#### Gunslinger's Trails

* Desperado
* Gunsmith

### Monk

#### Monastic Traditions

* Astral Self
* Drunken Master
* Four Elements
* Kensai
* Long Death
* Open Hand
* Shadow
* Sun Soul
* Tranquility

### Mystic

#### Mystic Orders

* Avatar
* Awakened
* Immortal
* Nomad
* Soul Knife
* Wu Jen

### Paladin

#### Sacred Oaths

* Ancients
* Conquest
* Crown
* Devotion
* Heroism
* Redemption
* Vengeance

### Ranger

The Ranger has had the hardest road of any D&D class to viability in 5e. The Revised rules from WotC seem to be the best suited to making a fun ranger class.

#### Ranger Conclaves

* Beast
* Gloom Stalker
* Horizon Walker
* Hunter
* Monster Slayer
* Primeval Guardian
* Swarmkeeper

### Rogue

#### Roguish Archetypes

* Arcane Trickster
* Assassin
* Inquisitive
* Mastermind
* The Revived
* Scout
* Swashbuckler
* Thief

### Sorcerer

#### Sorcerous Origins

* Aberrant Mind
* Divine Soul
* Draconic Ancestry
* Giant Soul
* Phoenix Sorcery
* Pyromancer
* Sea Sorcery
* Shadow Magic
* Stone Sorcery
* Storm Sorcery
* Wild Magic

### Warlock

#### Pacts

* The Archfey (Click here for a list of possible patrons)
* Great Old One (Click here and here for a list of possible patrons)
* Greater Spirit Patron
* The Fiend (Click here and here for a list of possible patrons)
* The Raven Queen (Click here for her page)
* The Seeker (can pick any god with the Knowledge domain)
* The Hexblade (your patron is your weapon and is wholly unique)
* The Undying (Patrons can be most important Lich or a Death Knight, with some powerful ascended mortals also being relevant such as Iuz)
* The Lurker in the Deep (Patrons can be most Great Old Ones but also anything in the Water domain including Archomentals)

### Wizard

#### Arcane Traditions

* Artificer
* Bladesinging
* Lore Mastery
* Onomancy
* School of Abjuration
* School of Divination
* School of Enchantment
* School of Evocation
* School of Illusion
* School of Invention
* School of Necromancy
* School of Transmutation
* Theurgy
* War Magic
Aletheia

Taking form as an orb of encircled hands, each one emitting radiant light, Aletheia is the embodiment of truth. This may seem a bit reductive ultimately, for what Aletheia truly represents is revelation, the removal of blinds or means of concealment, and the transparent presentation of truth.

Without revelation the truth is meaningless, without being fully unconcealed the truth has no merit, and thus the hands of Aletheia grasp at the root of things and show them for what they truly are. Aletheia is a valued and trusted agent of Olympus despite being an Outer God and is waited on by the twin maidens Justicia and Prudentia, the two of which are called to deliberate upon what should happen once truth has been revealed.
Aerdrie Faenya

Aerdrie Faenya is an elven goddess who took her people away from the rest of the elves when the conflict in the Seldarine began. She is chaotic and prefers to travel a lot, which brought her in the same spaces as Akadi more than once. Aerdrie's chosen people became the Avariel, a race of winged elves that are considered mythical by most people in the material plane.

After the incursion of Tiamat's forces into the material plane and the brazen attacks by dragons on mortal settlements most of the Avariel were wiped out. Aerdrie struck out against the dragons by herself, refusing to call upon her allies in the Seldarine for help and took serious damage at the hands of the chromatic queen.

The weakened Aerdrie Faenya was taken in by Akadi, who took pity on the goddess (broken badly enough that she was paralyzed completely) and slowly nursed her back to health, making her a temporary aspect and giving her power again.

Sehanine Moonbow, always believing in Aerdrie's potential, created a cult in her name and now many elves outside of the Avariel worship her. Her increase in worship restored her to a goddess in her own right once more.

### Worship

The clerics of Aerdrie Faenya are mainly elves devoted to both travel and ensuring good relations with the avian races of Aarakocra and giant eagles.

Many of her followers use magical means of flight, such as spells and items that confer the ability, since the Avarial are almost extinct this has become a necessity to continue the old ways.

She is revered by many Aarakocra but is also worshiped by Djinn in the Citadel of Ice and Steel in the Elemental Plane of Air.

### Relationships

Aerdrie Faenya is on good terms with most of the Seldarine still, despite the fractures. She shares her realm with Syranita (a possible consort). She enjoys the company of Akadi but is also fond of Cyrrollalee, Isis, Koriel, Lurue, Remnis, Shaundakul, and Sheelya Peryoyl. She is an enemy of Talos, Auril, Malar, and Umberlee.
Effigies

Effigies are incorporeal undead often created as the result of violent deaths at the hands of mobs and crowds. They are heretics burned at the stake for their beliefs, the victims of riots, and the persecuted in prejudiced purges. They are individuals who, for whatever reason, have been killed by the insanity of unchecked fear and paranoia among the masses.

Effigies have a hatred for the living and a lust for the radiant energy that lies within living things. Effigies are born from chaos and perhaps drawn to entropy. The favorite method of the Effigy to dispatch mortals and feed is possession. A mortal being possessed by an Effigy will begin to burn, from the soul out, and as the host's soul smolders so does their body. Effigies will remain inside their shell until the corpse is completely useless, animating burning skeletons to tear at the flesh of their friends and family while they burn everything around them, abandoning the ashes of their host for new bodies afterwards. A host who has had their corpse fully consumed by the Effigy can not be resurrected or restored, since their very soul has been burned to the point of implosion. An Effigy lays waste to the populace that destroyed them, taking bodies and destroying them and dozens of others before the supernatural nature of the attacks is even apparent.

The appearance of an effigy without a host is almost that of a wisp, but with arms and legs extending from the orange-yellow orb, twisting like tendrils towards their next intended host.
Eldritch Disciple

There are some for whom pacts are a means to show their devotion to their deity by swearing allegiance to an associated being, for some their patrons are the deity they most wish to impress and so they take on double duty, serving in as many ways as they can. There are also some who by acts of fate or self destruction find themselves bound to opposing forces, which is a dangerous game indeed. The Eldritch Disciple may be both.

### Prerequisites

* **Skills:** Proficiency in Religion
* **Spells:** The ability to cast level 2 Cleric Spells
* **Special:** The ability to cast Eldritch Blast and Sacred Flame; Must worship a Chaotic or Evil deity.

#### Divine Knowledge

For each level after the first of Eldritch Disciple you gain a spellcasting level in both Warlock and your Divine spellcasting class. (if multiple divine classes are chosen you can pick). Your spells from your divine spellcasting classes use Charisma if they did not previously.

#### Gifts of the Divine Patron

At level 1 you gain the option to select one of these abilities. Each time you earn a new gift you may choose a new one from the list. Casts of your Turn Undead ability can be expended to cast Gifts.

 Divine Intervention
 Fearful Glare
 Healing Blast
 Protective Circle
 Strength of Will
 Wild Frenzy

#### Turn Undead

Improve the Cleric Turn Undead ability with the ability to Destroy higher levels of undead with a CR equal to your Charisma modifier an amount of times per day equal to your Charisma modifier.

#### Eldritch Spellweave

You can weave together spells from your warlock and divine spellcasting class in order to cast both at the same time. You can use this ability a number of times equal to 3+your charisma modifier per day.

#### Timeless Body

Your body takes on an appearance similar to that of your deity and you cease to age. You are an immortal being of righteous fury.
Axani

A race of planetouched beings with an ancestor from a plane of absolute law the Axani are cold and calculating. Every action an Axani takes is carefully planned and what they lack in social skills they make up for in sheer observational talent and the ability to very bluntly find sources of problems or aberrant phenomena (much to the disdain of their close friends and companions). Axani are brutally honest and loyal to a fault. All Axani are lawful.
Coeus

Coeus was a powerful Titan, a general and mastermind of military prowess who was one of the sons of Annam and Gaea. He and his sister Phoebe had two children together, Asteria and Leto. His daughters would grow up the political hostages of the Olympians, for after the Titanomachy Coeus was imprisoned in Carceri by the primordial Tarterus, where he was tortured to the breaking point, losing all sanity. Coeus eventually escaped, attempting to break into Olympus by entering from Hades, but was killed by Cerberus, a pet of Hades.
Dybbuk

Dybbuk are Loumara, considered to be the most violent and sadistic among their fellow demons. They were made from the ichor of a long-dead goddess of love and craft, whose dreams turned nightmares congealed into ghostly jellyfish with painted-on faces. The Dybbuk seeks only to control a 'perfect' body and subject it to endless hedonism and debauched revelry until it and those around them lie broken. It takes that which is beautiful and makes it foul, defiling the corpses of the recently dead if able. They are lonely spirits and will prefer bodies where others are near, that they might reel in others to the revelry and possibly get some spare bodies when this one is worn through. Lost without an ideal host, the Dybbuk may take a less-than satisfactory corpse, but this will soon prove unsuitable and a new one will need to be found- or created.
Areex

Areex was an Obyrith Lord who had been entirely lost to time. Eons of being imprisoned in the Wells of Darkness and a lack of records in the countless codices of the Abyss had left him neglected. Suddenly in Sigil, the gibberlings, usually unintelligible, all began to speak in perfect common in unison, their chants shook buildings at their foundations, “Areex the Forgotten Prince is coming to fulfill his pact, he must journey beyond the stars, Bolothamogg awaits”. It would seem that Areex owed something important in this pact and the weight of that pact was enough to remove him from the Wells of Darkness. This is unsurprising as Bolothomogg, Him Who Watches Beyond the Stars, Yog-Sothoth, The Lurker in the Stars, The Key and the Door, is not known for having infinite patience within his infinite self. It is unclear what the two entities may have discussed in their meeting, but it was brief. Areex now sleeps outside the Gate to the far realm, resting once more before his mission.
Astraea

Astraea is a goddess of stars and justice that lived on the Material Plane for centuries as queen of the Hegiean empire. That period is considered to be a golden age for her subjects and her abandonment of mortals its end. Because she left the chaos and wickedness of mortals behind, there are those who believe that a big enough show of order, law, and justice would make her return and a golden age with her.

The Hegieans no longer control the seat of an empire as subjects to Teocrista, but there are still those who seek to restore their goddess-queen, either by supporting the Teocristan seat of power or by attempting to recreate ancient Hegiea.

From her realm of Virgo in the Astral Plane, Astraea directs solar winds to keep her realm pure of debris, burning anything that intrudes.

### Relationships

Astraea is the daughter of Procan and Eos, sister to Telchur, Wenta, Sotillion, Atroa, and Velnius. Astraea is the strange one in her family. She is distant, reserved, and obsessed with maintaining law and precision free from interference.

Astraea hates the attitudes of the Olympians, which she believes led to the chaos in her Empire and her perceived degradation in the qualities of her people.
Derro

Derro are a race of humanoids resembling thin and haggard dwarves. They exclusively live deep underground in the Underdark. They have blue-gray skin with white or yellow hair and pale eyes with no pupils or irises.

They exist in small bands across the Underdark as a lower-class of creature, forced to survive on the scraps of Drow and Duergar cities. They devote themselves to strange causes, often irrational ones, and spend their lives fighting from the bottom of society. They are naturally predisposed to sorcery, which is considered a blessing of their gods. They are said to be inventive as well, having developed both repeating crossbows and guns from trash.

### The Origins of the Derro

The origins of the Derro are disputed by many races but there are some similarities between most accounts. The Derro themselves say that they descended from Diinkarazan and Diirinka who were exiled by Moradin for their ingenuity (something similar is recounted by the church of Moradin but involving the murder of Kvasir). By their stories Diirinka outsmarted Ilsensine and stole magic from the great evil being to give to the Derro. By the Duergar's account of events the Derro were another clan kidnapped by mindflayers and tortured beyond the point of insanity, driven to believe in mad gods who did not exist.

In a story told by the lizardfolk, there was once a race of dwarves who lived on the surface until they created portals to a 'land beyond the stars'. As punishment for this cosmic crime Jormungandr himself banished them below-ground and took from them their sense- that they could never again put the world in danger.
Berbalangs

Berbalangs are aberrations, vile and evil creatures from the Astral Plane that resemble gaunt gargoyles. Most of their life is spent in a comatose state while they hunt and feed through an astral projection (usually in the Astral Plane). Every three months a berbalang's projection would be created closer to its body on the Material Plane where it will look for raw human flesh to devour, usually looking for a mate after if the first venture is successful. At the end of this three day period of feasting and potentially consorting with another of their species the berbalang then moves to a new lair to avoid being found.
Bonerattle

Duration
 Range

Make a ranged spell attack. Your voice begins to boom and echo, creating a deep vibration that resonates with the bones of your enemies. On a successful hit the spell does 1d8 force damage and makes their next physical attack have -3 to hit.

If the targeted creature was a skeleton, or a creature with an exoskeleton, the spell does an additional 2d4 damage.

This spell's damage increases by 1d8 when you reach 5th, 11th, and 17th level.
Atropus

"Atropus" By Christian Kiddle

Atropus is more than just a primordial, it’s a place. A 700 Km planetoid moving through space as it pleases with its singular desire: to cause destruction and death. Atropus is one of the Elder Evils, and his power has brought entire galaxies to their knees. He is an elemental being of pure death. The surface of Atropus is covered in stinking clouds, black rock, and tar swamps. Undead beings like the things of nightmares inhabit the surface of Atropus but none are more terrifying than the Aspect a being that has been with Atropus so long his necrotic flesh has fossilized. Those who ally themselves with Atropus have a desire for existence to end as they know it, they want a way out of the world and are willing to bring everything else with them. When Atropus is clear of clouds the giant stones on it resemble a face, which may be a hint as to its original form. Some speculate that he was a stillborn primordial lord.
Budai

Budai is one of the gods of the Shen Pantheon, but is also one of the Kami of luck (known in Sendoru as Hotei). He is often worshiped in the form of a jovial and plump monk and is said to have once been a human monk, renowned for his contentment in any situation and unerring sense of humor and joy in all things. As a god he travels the multiverse bringing joy to others with the contents of his never-ending cloth-sack bag (from which he takes his name).
Caishen

Caishen is the Shen God of prosperity and good fortune. He rides upon a black tiger with his golden rod in hand. His influence protects temples and sacred places, gives good luck to those who give him offerings in the new year, and guides the hands of magistrates and kings.Those who are especially dutiful in their service to him and to their followers have become avatars of Caishen who after death join him in Tian.
Diirinka

Diirinka was once a son of Moradin named Galar. He and his brother (now called Diinkarazan) were wicked souls. Formerly they had kingdoms on the Material Plane that were theirs to rule, but their disregard for their followers cost them that. Eventually the two were exiled from the Dwarven Pantheon altogether, forced to find their own power.

They killed Kvasir, one of the Ysgardians, and by turning his blood to mead and drinking it, they began to have wonderful, awful, evil ideas. They took a group of dwarves that lived deeper than any others, and they began to change them, turning them into longer more dexterous creatures and giving them stronger arcane abilities. They had created the Derro, their own race of dwarves and the future masters of the Underdark.

The Derro were a success and they began making expansions into the territory of the Drow and the Illithid, something Ilsensine did not take kindly to. The Mind Flayer deity tricked the Derro gods into entering a cavern full of rare arcane artifacts and raw magic power then began to seal the doors. Scrambling over one another, Diirinka pushed his brother deeper into the cavern and left him for dead as he escaped. Ilsensine caught up to Diinkarazan and sent him to the Abyss, where he could interfere no longer.

### The Great Question

There are some among the Derro who doubt the existence of their gods, believing them (and the Derro themselves) to be something created by Mind Flayer torture, the remnants of stories and thoughts implanted by Ilsensine. This does make one wonder who or what the entities called Diinkarazan and Diirinka are and if not their creators then who? Are they too beings tortured by the Illithid? Were they ever dwarves at all? Moradin and the other Mordinsammen do not remember them. How deep does the madness go?
Amon

Amon was once a deity of light and law, but has been just a vestige for so long that they have degraded in mind and soul to that of a powerful spirit bound only by anger and hatred. After losing godhood they became a devil in the Nine Hells, serving Geryon for a time until Levistus attacked. He was one of few survivors in the attack and sought refuge with the Rabble of Devil-kin while he waited to regain status. This never happened, he got assassinated by a former ally, and now his vestige lies crumbling on Avernus.

Amon appears as a great black wolf with ram's horns and a snake for a tail.

### Relationships

The spirit of Amon holds grudges. It refuses to associate with binders that have recently used the powers of Chupoclops, Eurynome, Karsus, or Leraje and they will likewise refuse you if you have bound Amon recently. Amon also compels those who bind him towards heresy against gods of Sun, Law, and Fire specifically, leading some binders to believe he once had an association with Ra. He forces anyone who binds him to resist spells awarded to a cleric by one of those deities.

Those who bind Amon are gifted with ram's horns, an unbreakable sense of irritability, as well as powerful firebreath attacks, the ability to use the horns to headbutt enemies, and dark-vision.

### Terms of Binding

Amon's name must be invoked and the binder must not have summoned any of Amon's enemies.

### Abilities Granted by Amon's Vestige

Darkvision: You gain darkvision out to 60 feet.

Fire Breath: You can spew forth a line of fire as an attack action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds.

Ram Attack: You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 1.5 times your Strength bonus rounded up). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit.
Gaea

From out of the chaos of the void came Gaea, the Blood-Titan, that which would take the form of the first mother and with the first father would spur on creation. With mighty Uranus she birthed the Titans, and some say the primordials too, and from her womb spilled the first creatures of blood and her progeny would be Gods.

The exact measure of her power is impossible to tell but she stands for life itself and will protect it fully. Gaea predicted the fall of the Titans at the hand of their own offspring and was proven correct when the Titanomachy was ended. Both Gaea and Uranus are dormant now, resting until the time comes when they may be needed. In the night sky they can be seen on clear nights, small orbs of blue and red respectively.
Cabal Macabre

The Cabal Macabre is the fortress of Wee Jas in Acheron's layer of Ocanthus. A crystalline castle on a layer of ice that glows sickeningly in the dark, travelers from other planes, both willing and unwilling guests of Wee Jas are brought into her halls, filled with ice statues of the skeletons of every race adorning the walls, each holding a different tome of knowledge that the goddess of death has procured over the eons.

Those who arrive at Cabal Macabre are subjected to the Tests, a series of challenges which no person has successfully completed. Those who fail are given a lesser reward, death and eternal servitude in the name of Wee Jas.

Wee Jas frequently walks outside of her realm, searching for lost magic, sifting through the memories of the dead, and performing acts of espionage against the chaos deities on the plane. The constant blade-storms on Ocanthus are quelled by her presence and the moving platforms obey her command.
Avolakias

Avolakias are generally disgusting Aberrations. They are wurm-like, with six wriggling tentacles ended in compound eyes at the bottom of their mass and a sort of silk-worm like back end. Their upper-body has spider-like legs. The Avolakias frequently shapeshift into the form of humanoids and lure in their preferred prey- undead. Avolakias are drawn to the flesh of exclusively undead creatures, perhaps due to the energies that animate them.

Avolakias are highly intelligent and can use quickened charm spells in their ordinary speech to manipulate the minds of lesser beings. Avolakias live underground, using undead as work animals and for food. They are devotees of Kyuss, obsessed with bringing about a new age devoted to their god.
Charun

Charun the Hammerer (not to be confused with Charon, the Ferryman) is a guide to new arrivals in the Abyss and helps the dead find their place among the many layers of the Abyss through use of extremely unnecessary force. Charun’s will is occasionally exerted upon the material plane where he is able to compel others into committing massacres and murders. Charun himself remains bound to the Abyss at all times, even when he is manipulating mortals. Depictions of his figure and his visage are absolutely vile to Charun and are known to keep him away, for the only thing he hates more than mortals is himself.