recursal/Fanatic-Fandom huggingface dataset:
Wgygian Priest

***The Priests of Wgygia are an esoteric bunch. Sharp, though. Can't get much by them.***

## Wgygian Priest

*Medium Aberration, Chaotic Evil*

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AC:

HP: 140 (20d8+40)

Speed: 30 feet, fly 30 feet

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Ability Scores
 +2

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**Saving Throws:** Intelligence +10, Constitution +7

**Damage Resistances:** Psychic

**Damage Vulnerabilities:** Slashing

**Condition Immunities:** Frightened, Charmed

**Skills:** Perception +6

**Senses:** Truesight 60 feet, passive perception 16

**Languages:** Visuz, Telepathy 60 feet

**Challenge:** 10

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**Annointed by the Sea of Eyes:** Creatures that are Frightened of the Wgygian Priest have disadvantage on saves against its spells.

**Multi-armed Casting:** The Priest can cast an At Will spell as a bonus action on each of its turns.

SPELLCASTING: PSIONICS (+10 to hit, save DC 18)

The Wgygian Priest can cast the following spells, without requiring material components.

At Will: *Vicious Mockery (4d4), Shield, Absorb Elements, Cause Fear, Tasha's Mind Whip*

3/day: *Fear, Pulse Wave, Evard's Black Tentacles*

1/day each: *Synaptic Static, Eyebite, Mental Prison, Crown of Stars, Feeblemind*

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ACTIONS

**Multiattack:** The Wgygian Priest uses its Frightful Gaze, then casts a spell and uses its teleport, if available.

**Frightful Gaze:** The Wgygian Priests locks onto a creature with its shoulder eye. The target must make a wisdom save (DC 18) or become Frightened of the Priest for 1 minute. On a successful save, the target can't become frightened of the Priest for 1 hour.

**Teleport:** The Wgygian Priest teleports along with everything its wearing or carrying up to 60 feet away.

BONUS ACTION

**At Will Spell:** The Priest casts an At Will Spell.
Homebrew Races

This is a collection of homebrew races, sorted by setting.

### Half-Bloods

Ever wanted to play a half-elf, half-orc character? Does unique genealogy play an important role in your character's backstory? Well I've made stats for that.

### Exotic Races

A collection of playable-ized peoples for classic DnD settings.

### Miscellaneous Races

A collection of homebrew race ideas I've come up with over the years, not currently tied to a particular setting or context, or just remnants of the sense-defunct Erissan setting.

### Races of Gazar

Unique playable races and tweaked existing races for the setting Gazar.

### Races of Dagara

Playable races for the arid world of Dagara.

### Races of Ithonn

While most races in Ithonn are normal, these modified versions are recommended for play.

### Races of Khesh

A collection of flavorful races from the humid world of Khesh.

### Races of Uldervald

The humanoids of the haunted and eerie forests of Blackwater and its surrounding provinces.

### Races of Fithri

A couple of bonus races to supplement the DnD classics and flesh out the steampunk setting of Fithri.

### Races of Misava

The people who inhabit the Misavan Expanse and the surrounding realms.
Waive

*Abjuration Cantrip*

Casting Time: 1 reaction

Range: self

Components: S

Duration: Instantaneous

Reduce an incoming ranged attack's damage by 10. If the damage is reduced completely, you successfully use magic to deflect it into the ground harmlessly. At levels 5, 11, and 17, the reduction amount is increased by 5, to a maximum of 25 at 17th level.

**Classes: Sorcerer, Wizard**
Light shield

**Level 1**

**Range: 30/90**

**Duration: 1 minute**

**Casting time: 1 bonus action**

Conjure a circular shield of light patterned with runes about 2-3 ft in diameter. While holding it in your off hand, and you make an attack with a one-handed weapon in the other hand, you may use your bonus action to make an attack with the shield. (1d6 radiant 30/90) While holding the shield you gain +2 AC, and may also use your reaction to add your proficiency bonus to your AC for one attack made against you. You can choose to do this before or after the attack has been made. If you cast this spell using a slot of 2nd level or higher, you may choose to summon two at once, both of which may be individually dismissed and recalled for the duration. If you summon two, you gain +4 AC and can use the shield's parry reaction twice in one turn.
Storm Ravage

*9th Level Evocation*

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (a copper rod, at least 3 feet in length)

Duration: Instantaneous

Call down devastating bolts of lightning at a point within range that you can see. Choose up to eight points within 100 feet of the chosen location. Each creature within 20 feet of the chosen points must make a dexterity save, taken 10d10 lightning damage and 10d10 thunder damage on a failed save and half as much on a success. A creature caught in overlapping bolts only takes the damage once. This spell deals double damage to structures.

**Classes: Wizard, Sorcerer, Druid**
Onar

Far below the plains of Dagara, deeper still than the kingdoms of the Hurin and Malek, in the lightless chasms in the heart of the earth live the Onar. Their bodies are covered with short, black fur, their ears are large and semi-mobile. When the rare Onar makes the climb into the lowest regions of Malek territory, they are hailed as legends, creatures from beyond the abyss, yet they wage constant wars in the darkness against creatures from the deepest places imaginable, ignored by those in the light of the sun.

**Ability scores:** Onar are quick in body and mind. They gain +1 dexterity, +2 wisdom.

**Age:** Onar mature a year after birth and live to be 80 or older.

**Size:** Onar stand at about average human height. Their size is medium.

**Speed:** Onar have a base walking speed of 30 ft.

**Alignment:** Any.

**Languages:** Onar, Undercommon

**Blindsight:** Onar have no eyes, but thanks to their keen sense of hearing, they can echo-locate with incredible accuracy. They have Blindsense out to 1,000 ft. but are otherwise entirely blind. This blindsense does not work when deafened.

**Terrors of the Deep:** Onar are used to witnessing all manner of horrifying creature from the depths of the earth. As a result, they are immune to the frightened condition.
Trickery Heritage

***Demigods with the trickery heritage could be descendants of Loki, Anansi, Raven, or a similar mischeivious deity.***

## Heritage Traits

### Heritage-Specific Traits

As a Trickery demigod, your hit dice are d8's and you are proficient in intelligence and dexterity saves. Intelligence is your spellcasting modifier for demigod spells.

### Movement Enhancement

You can take the Dash, Disengage, and Hide actions as bonus actions.

### Cantrips

Mind Sliver

Minor Illusion

Message

Vicious Mockery

Thaumaturgy

### Available Spells

Charm Person

Command

Disguise Self

Dissonant Whispers

Distort Value

Illusory Script

Silent Image

Sleep

Blur

Enthrall

Gift of Gab

Invisibility

Mirror Image

Nystul's Magic Aura

Phantasmal Force

Shadow Blade

Suggestion

Enemies Abound

Fast Friends

Hypnotic Pattern

Incite Greed

Major Image

Charm Monster

Compulsion

Confusion

Greater Invisibility

Hallucinatory Terrain

Dominate Person

Geas

Mislead

Modify Memory

Seeming

Mass Suggestion

Programmed Illusion

## Gifted Trickster

Beginning at 7th level, you may cast any 1st level illusion or enchantment spell you know at will without expending a spell slot or components. This increases to 2nd or 1st level at level 9, 3rd and lower at level 13, 4th and lower at level 17, and finally 5th or lower at level 20.

## God of Mischief

Beginning at 11th level, any object, creature, or structure you conjure with an illusion spell is considered real to all that perceive it as real. Once any creature reveals it to be an illusion, it dissipates, but while realized it is capable of dealing damage and hindering movement etc. as if it was real. No illusion can do more than twice your level in damage, and damage calculations for most illusions you can imagine should be left to the DM's discretion. Illusory weapons and spells, for example, should deal normal damage for that weapon or spell. Any damage dealt by your illusions is psychic damage.

## Extant Deception

Beginning at 15th level, anytime you cast *Minor Illusion, Silent Image, Major Image,* or *Hallucinatory Terrain*, the effects are permanent until any creature finds them to be an illusion, at which point the spell ends. Additionally, you no longer need to concentrate on illusion spells.
Lifesight

**Level: Cantrip**

**Range: self**

**Duration: 1 minute**

**Casting Time: 1 action**

Fill your eyes with radiance, outlining every living thing within 30 feet of you in gold in your vision, even if they are entirely obscured but not if they are invisible or behind barriers, or if the caster is blinded. At level 5, living things are revealed to you even if they are behind barriers, and the range increases to 40 feet. At level 11, it detects invisible creatures and the range increases to 50 feet. At 17th level, the range increases to 60 feet and the spell still functions when the caster is blinded.
Light Lance

**Level: 3**

**Range: Melee, 20/60**

**Duration: 1 minute**

**Casting Time: 1 bonus action**

Conjure a lance made of light between 6 and 10 feet in length. It deals 1d12 + charisma radiant, and has the reach, versatile (2d8), and thrown (30/90) properties. Casting this spell at 5th level increases the damage by 1d12.
The Way of the Coiling Serpent

***The masters of the way of the coiling serpent are expert poisoners and spear-fighters, modeling their fighting style off of the rapid, smooth movements of wild vipers and poisonous snakes.***

### Professional Poisoning

Beginning at 3rd level, whenever you take a short or long rest, you may take 30 minutes to prepare 1d4 common poisons as long as you have access to alchemist's supplies. Additionally, thanks to the inevitable mishaps in your training as a poisoner, you have resistance to poison damage and advantage on saves against poison. If you were already resistant to poison damage, you become immune.

Poisons you create with this feature retain their potency for 24 hours.

### Masterful Spearwork

Beginning at 6th level, whenever you use your flurry of blows feature, you may exchange any number of unarmed strikes for spear attacks. Additionally, your melee reach increases by 5 feet.

### Form of the Serpent

Beginning at 11th level, you learn ancient meditation techniques to grant you fluidity in combat and enhanced senses. You have advantage on saves and checks to grapple and to avoid being grappled or restrained, and can sense heat signatures out to a 50 feet.

### Venomous Strike

As part of a spear attack at level 17, you can choose to spend a Ki point to lunge forward with tremendous speed. The chosen attack takes a -5 penalty to its attack roll, but deals an extra 2d8 poison damage on a hit and scores a critical hit on a roll of 15-20.
Slaughter Domain

***Clerics of the slaughter domain most are most often found among the ranks of orc bands, servants of gruumsh or one of the other orc gods. Although this domain is not pantheon-exclusive. Many other war gods and even gods of justice and light have their darkest stories, their times of slaughter. In such circumstances do these most brutal of war-priests rise to the call.***

Slaughter Domain Spells
 3rd
 5th
 7th
 9th

## Bonus Proficiency

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

## Priest of Slaughter

At 1st level, you gain a fighting style from the list available to Fighters.

## Channel Divinity: Invoke Bloodshed

Starting at 2nd level, you can use your channel divinity to increase the frenzy of combat. When you do so, for 1 minute all creatures within 30 feet of you have advantage on all attack rolls. Additionally, any creature who is your ally affected by this channel divinity rolls one extra damage dice on the damage rolls of any critical hits landed during this time.

## Channel Divinity: Call to Slaughter

Starting at 6th level, you can use your channel divinity to encourage your allies to attack. When you do so, any allies within 30 feet of you may use their reaction to take the attack action.

## Hand of War

Beginning at 8th level, whenever you take the attack action you may attack twice instead of once.

## War-Priest

Beginning at 17th level, whenever you roll damage, you can reroll a number of dice equal to your wisdom modifier and choose which outcome to use.
Way of Giving (Monk)

***Believing in the all-surpassing power of kindness, some monks dedicate themselves to service of others. Despite this warm and cozy modus operandi, they can still dish out a fair serving of justice if that’s what kindness calls for.***

## Gift Giving

A key component in the Way of Giving, Monks of this Way learn to utilize their Ki to help others. Whenever you spend a Ki point for any reason, (or just for this) you can grant an ally within 30 ft. one of the following gifts:

* Your martial arts die+your wisdom modifier in hp.
* The ability to add one of your martial arts die to their next saving throw. (Within 1 minute of the gift.)
* Regain a spell slot. The slot’s level is determined by the number of Ki points you spend. (Max of 3)

## Giver’s Garb

Also at level three, you don the traditional robes of a Monk of the Way of Giving: bright red with white fur. Stylin’. Additionally, you become proficient with candy canes, which are considered monk weapons for you.

## Righteous Guilt

Beginning at level 6, you learn imbue your unarmed strikes with the guilt of the naughty list. When you hit a creature with a Flurry of Blows attack, they must make a charisma save. If they fail, they have disadvantage on their next roll.

## Gift of Peace

Whenever you expend a Ki point for any purpose at level 11, within 30 feet of an ally who is at 0 hp, they may immediately make a death saving throw with advantage, ignoring it if they fail. If they succeed, they regain 1 hp.

## Martyr’s Gift

Beginning at level 17, your selflessness transcends the laws of physics. Whenever an ally you can see within 60 feet of you takes damage, you can use your reaction to spend 3 Ki points and switch places with them for an instant, taking half the damage they would have taken while they take none. If the triggering damage is the result of an area of effect that damages you and the target ally, you take full damage from the initial effect and half from the ally. The ally still takes no damage.
Vicious Horticulture

*3rd Level Transmutation*

Casting Time: 1 action

Range: self (50 foot radius)

Components: V, S, M (plants in the area)

Duration: Instantaneous

Cause the vegetation within range to become suddenly hostile, bursting with thorny limbs and clamping jaws. Make a single melee spell attack against any number of creatures within range. On a hit, a target takes 4d6 piercing damage and 4d6 poison damage, and has its movement speed halved until the end of its next turn. Casting this spell at higher levels increases the radius by 10 feet for each slot level over 3rd.

**Classes: Druid**
Thunder Drake

***Their roars are like thunderclaps, their wings like hurricanes. Their fury echoes from mountainsides across the the sky. --from Markis Glaywell's 'History of the children of Ravonin'***

## **Thunder Drake**

*Huge Dragon, Lawful Evil*

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AC: 18 (Natural Armor)

HP: 255 (17d20+68)

Speed: walk 30 ft., fly 100 ft.

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STR DEX CON INT WIS CHA

22 10 18 14 15 17

+6 +0 +4 +2 +2 +3

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**Saving Throws:** Strength (+12), Constitution (+10), Charisma (+9)

**Damage Immunities:** Thunder

**Damage Resistances:** Lightning

**Condition Immunities:** Deafened

**Skills:** Acrobatics (+6), Athletics (+12), Intimidation (+9), Insight (+8)

**Senses:** Darkvision 120 ft., passive perception 12

**Languages:** Draconic

**Challenge:** 13

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ACTIONS:

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

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

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

**Breath Weapon (Recharge 5-6):** The Drake roars, emitting a 40 ft. cone of intense sound and thunder that can be heard up to 5 miles away. Any creature in the 40 ft. cone must make a constitution save (DC 17). On a failure, they take 10d6 thunder damage, are thrown backward 15 ft., and are Deafened for 1 minute. On a success, they take half as much damage, are not thrown, and are not deafened.

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The Way of Peace

***For some monks, the unwillingness to kill--not pacifism--is a way of life. True masters of unarmed combat, monks of the Way of Peace take an oath to never use weapons, instead training in various techniques to disarm, disable, and incapacitate.***

## Unarmed Pledge

Beginning at level 3, monks of this Way cannot use Ki points while wielding weapons of any kind, due to their oath to be weaponless. Additionally, if you kill someone or something, you cannot use Ki points for 1 minute or until you take your action to clear your mind.

## Gentle Victor

At level 3 and after, whenever you reduce a creature to 0 hp, you can choose to simply knock it unconscious. A creature defeated in this way is stable but incapacitated and asleep.

## Unarmed Fighter

Also at 3rd level, you are increasingly proficient with combat using only your body. You gain the following abilities when you hit a creature with an unarmed strike:

* You may push them back 10 ft. (Strength save)
* You may knock them prone. (Dexterity save)
* You may blind or deafen the target until the start of their next turn. (Constitution save)

The save DC equals 8+your wisdom modifier+your proficiency bonus. You can use this feature no more than once every round, but that limit increases to twice at level 6 three times at level 11.

## Weaponless Defense

At level 6, you have honed your reflexes to avoid being hit. Whenever you are hit with a melee attack, you can reduce the damage by 1d6+your dexterity modifier. This dice scales with your martial arts die. When you reduce damage from an attack to 0 using this feature, you may immediately use your reaction to make an unarmed strike on the offending creature.

## Improved Unarmed Combat

At 11th level, you gain the Extra Attack feature again, bringing your total number of attacks granted from the Attack action to 3. Additionally, you may use half your movement to make an acrobatics check while moving at least 10 feet closer to a target creature. (DC=the target's AC) On a success, the next attack you land on them that turn is a critical hit.

## Weaponless Master

At 17th level, each of your abilities have peaked.

* Whenever you use your Unarmed Fighter features, the attack deals an extra one of your martial arts die.
* Whenever you reduce an attack's damage to 0 using your Weaponless Defense feature, the attacking creature must make a dexterity save or drop their weapon.
* Whenever you hit a creature with a critical hit because of your Improved Unarmed Combat and they are below half their hit point maximum, you can spend a number of Ki points equal to their level (or CR) to cause them to make a constitution save. On a failure, they are incapacitated as per your Gentle Victor feature.
Visuzithethian Spawn

***Visuzithethian spawn are some of the most prominent and horrific monsters to hail from Wgygia. With almost as many tentacles as they have eyes, and almost as many eyes as they have teeth, they are truly unnerving to behold.***

## Visuzithethian Spawn

*Medium Aberration, Chaotic Evil*

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AC: 16 (natural armor)

HP: 157 (21d8+63)

Speed: 25 feet, 25 feet fly

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Ability Scores
 +3

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**Saving Throws:** Constitution +8, Charisma +9

**Damage Immunities:** Psychic

**Condition Immunities:** Charmed, Frightened, Prone, Stunned

**Senses:** truesight 60 feet, passive perception 11

**Languages:** Visuz, Telepathy 60 feet

**Challenge:** 9

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**Spawn of Visuzitheth:** The Spawn has advantage on attack rolls against creatures who are frightened of it.

**Horrid Visage:** Any creature that can see the Spawn must make a wisdom save (DC 17) the first time they see it, taking 2d8 psychic damage becoming frightened of it on a failed save and half as much on a success. If the creature cannot be frightened, it still takes half damage. Regardless of initial success or failure, any creature that begins its turn with a clear sight line to the Spawn, it must repeat the save.

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ACTIONS

**Multiattack:** The Spawn uses its Evoke Horrors ability and makes a Rip and Tear attack.

**Evoke Horrors:** A frightened creature within 60 feet of the Spawn is shown visions of horrific monsters and terrible fates. The targeted creature must make a wisdom save (DC 17), taking 8d6 psychic damage and becoming incapacitated until the start of its next turn on a failed save or taking half damage on a success.

**Rip and Tear:** +8 (4d6 + 3 slashing, + 2d6 slashing if the target is incapacitated)

**Gore:** +8 (2d10 + 3 piercing)

REACTIONS

**Sudden Retribution:** Whenever a creature deals damage to the spawn, it may use its reaction to immediately make a Gore attack against the offending creature.
Shim's Magical Melting

*2nd level Transmutation*

Casting Time: 1 action or reaction

Range: self

Components: S, V

Duration: 10 minutes, concentration

Cause your form to become amorphous and liquid, collapsing into a puddle on the floor. While in this form, you have resistance to slashing and piercing damage, can fit through spaces up to 1 inch by 1 inch, and have an all-surface movement speed of 10 ft. You may not cast spells in this form, but you don’t need to breathe and cannot be grappled or restrained. If the spell ends while you are in a space that cannot fit your normal body, you take 6d6 bludgeoning damage and are shunted to the nearest open space.

**Classes: Wizard, Warlock**
Zenk

***Zenk demons are fast and feral, meant to disrupt enemy lines and generally produce mayhem wherever they find themselves. Which I guess is what most demons do but Zenk demons do it faster.***

## Zenk

*Large Fiend (Demon), Chaotic Evil*

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AC: 15 (natural armor)

HP: 81 (9d12+18)

Speed: 50 feet

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Ability Scores
 +4

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**Saving Throws:** Strength +8, Dexterity +7

**Damage Resistances:** Fire, Cold, Lightning; Slashing, Piercing, and Bludgeoning from non-magical attacks.

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Senses:** Darkvision 120 feet, passive perception 11

**Languages:** Abyssal

**Challenge:** 6

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**Feral Cunning:** The Zenk can dash and disengage as a bonus action on each of its turns.

**Rampage:** Whenever the Zenk reduces a creature to 0 hit points, it may move up to its speed towards another creature and immediately make a Gore attack.

**Bloodthirst:** Whenever the Zenk scores a critical hit, it regains 1d12+2 hit points.

**Charge:** If the Zenk moves at least 10 feet before making a Gore attack, that attack deals an extra 2d6 damage on a hit and the target is knocked prone.

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ACTIONS

**Multiattack:** The Zenk makes a Gore attack and two Claw attacks.

**Gore:** +8 (2d8+4 bludgeoning)

**Claw:** +8 (1d8+4 slashing)
Simple Mixtures

This is a list of simple mixtures available to Alchemists. All simple mixtures are a bonus action or action to create (your choice when creating them) and an action to use. Drunk mixtures may be fed to a willing creature by you as an action. Alternatively, they may be handed off and drunk as a bonus action, like regular potions. If not used, they lose their potency after a minute. Whenever you make a simple mixture, you may choose its potencyfrom the potencies available to you. (E.G., at level 7 you could create simple mixtures of common or Greater potency)
Messenger Seraph

***The literal messengers of the gods, Messenger Seraphs are dispatched across planes and universes to give mortals advice, commands, warnings, or, in rare cases, apologies. Though not much of a threat on there own, they represent powerful entities which ought not be slighted.***

## Messenger Seraph

*Medium Celestial, Lawful Good*

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AC: 13

HP: 33

Speed: fly 30 feet (hover)

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Ability Scores
 +3

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**Saving Throws:** Charisma +8

**Damage Resistances:** Necrotic, Fire, Lightning

**Damage Immunities:** Radiant, Poison

**Condition Immunities:** Prone, Poisoned

**Skills:** Persuasion +8, Intimidation +8

**Senses:** Darkvision 120 feet, passive perception 15

**Languages:** All

**Challenge:** 1/8

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**Baffling Presence:** Whenever a creature looks directly at the Messenger Seraph, it must make a wisdom save (DC 14) or be frightened for one minute.

**Radiant:** The Messenger Seraph sheds bright light for 30 feet and dim light for an additional 30 feet.

**Divine Servant:** Any creature that damages the Messenger Seraph must make a save against it's Rebuke power.

**Full of Eyes:** The Messenger Seraph has advantage on perception checks.

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ACTIONS

**Rebuke:** A creature the Messenger Seraph can see within range must make a wisdom save (DC 14), or take 1d8 psychic damage and be knocked prone.
Titanslayer

***Titanslayer was a weapon used in ages past by the demigod Artaxer to fell the titan Gek. In more recent days, its said to grant it's wielder Artaxer's fabled strength. Its long handle and stone blade make it unique among modern weaponry.***

## Titanslayer

*Legendary Greatsword, requires attunement*

While attuned to Titanslayer, your strength score becomes 22, unless it was higher before. You must be carrying or holding the sword to gain this benefit.

Titanslayer has advantage on attack rolls made against creatures at least one size category larger than its wielder.
The school of the Chimera

Ammit take pride in the unusual and the strange, giving their creations physical abnormalities. Embracing the abnormal, the unique, the monstrosities in the world, they shape horns, winds, extra limbs, spines, and other fantastic and lethal features into their Shabti.

## **Unusual Shape**

When this school is chosen, you may pick 2 abnormalities (as listed on the Ammit abnormalities page) to be able to grant your Shabti at the cost of an extra Ankh point spent in creation.

## **Increasing Aberration**

At level 7, you learn an additional 2 abnormalities.

## **Signature Quirk**

At level 13, choose one of your abnormalities to grant your Shabti at no extra cost, and gain 1 more of your choice.

## **Shaper of Monsters**

At level 17, you may construct your Shabti with any of the listed abnormalities.
Thundering Palm

*Evocation Cantrip*

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Instantaneous

Strike a target in your melee range, erupting in thunderous energy on impact. Make a melee spell attack. On a hit, the target takes 1d10 thunder damage and is pushed backward 10 feet. At higher levels, the knockback increases to 20 feet at level 5, 30 feet at level 11, and 40 feet at level 17.

**Classes: Wizard, Sorcerer, Druid**
Wgygian Hoarder

***Wgygian Hoarders are very rarely encountered by mortals, despite their probable origin as mortals themselves. Scholars believe they are what becomes of daring researchers who get their minds trapped in Wgygia, Visuzitheth's baffling infinite nonsensical library.***

## Wgygian Hoarder

*Medium Aberration, Chaotic Neutral*

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AC: 14

HP: 58 (9d8+9)

Speed: 40 feet

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Ability Scores
 -2

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**Saving Throws:** Dexterity +8, Charisma +8

**Senses:** passive perception 9

**Languages:** --

**Challenge:** 5

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**Born of Madness:** Whenever the Hoarder takes psychic damage, flip a coin. If heads, it takes no damage. If tails, it takes double.

**Wgygian Magic:** The Wgygian Hoarder knows every Wizard spell of 4th level or lower.

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

ACTIONS

**Hurl Books:** +8 (2d4 bludgeoning, range 20 feet)

**Haphazard Spellcasting:** The Hoarder casts a 1st or 2nd level wizard spell of its choice.

**Embrace the Madness:** The Wgygian Hoarder pores through its accumulated knowledge. Roll a d20, the result determining the Hoarder's action.

Wgygian Madness Table
 2-5
 6-10
 11-15
 16-18
 19
 20
Undoor

*2nd level Transmutation*

Casting Time: 1 action

Range: 30 ft.

Components: V, S

Duration: Instantaneous

It’s a simple concept. There used to be a door there; there isn’t anymore. Someone cast *Undoor*. Wave your hand and choose a non-magical door or gate within range. It reforms to be a seamless part of the wall or fence it once provided a way through. Doing so leaves a faint aura of magic around the spot where the door used to be. This effect can be undone at any time by the caster, by another casting of *Undoor*, or via a *Dispel Magic* spell. A *Knock* spell targeting the area opens the door for 10 minutes.

**Classes: Wizard, Sorcerer, Warlock, Bard**
The Tables of Randomosity

These tables are designed to allow the quick and easy generation of a completely random character:

## Race

ROLL A D10

1. Gazar
2. Dagara
3. Uldervald
4. Ithonn
5. Khesh
6. Misava
7. Fithri
8. Miscellaneous
9. Exotic
10. Half-Bloods

## Class

Roll a d20

1. Alchemist
2. Alivener
3. Artificer
4. Barbarian
5. Bard
6. Cleric
7. Demigod
8. Druid
9. Fighter
10. Monk
11. Mystic
12. Paladin
13. Ranger
14. Rogue
15. Shaman
16. Shifter
17. Sorcerer
18. Witch
19. Wizard
20. Warlock

## Multiclassy?

Roll percentile, 50 or higher then YEAH, then 75 or higher then YEAH again, then 80 or higher then YEAH, then 95 or higher then YEAH.
Luminant Guardian

***Luminant Guardians are Enathim who dedicate their training to protecting others.***

## Guardian's Ward

When this Focus is chosen, you gain the ability to bend reality to protect yourself and others. As a reaction, you may give yourself or a creature you can see your Guardian's Ward. Until the start of your next turn, that creature adds your proficiency bonus to its AC and saving throws. This Ward dissipates early if the target is hit with an attack or fails a save. Your Ward can be removed prematurely by *Dispel Magic* or a similar effect.

## Guardian Caster

When this Focus is chosen, you learn to use your spells to protect your allies. You may change the range of Lightbender spells with a range of self to a range of 5 feet.

## Mighty Challenge

At 7th level, you learn to draw attention away from your allies. Attack rolls made against allies have disadvantage as long as you're within 5 feet of them and not incapacitated.

If you have no allies within 5 feet of you, attack rolls against you have disadvantage until you take damage. This ability resets at the start of each of your turns.

## Shining Defender

At 14th level, you are a beacon of protection for your allies. Enemies can't score critical hits against creatures of your choice within 30 feet of you. Additionally, your Guardian's Ward grants resistance to all damage while active.

## Luminant Guardian

At 20th level, you and your allies become very difficult to damage, bolstered by your magic. At the start of each of your turns while you are conscious, you and all creatures of your choice within 30 feet of you gain temporary hit points equal to your Lightbender level + your charisma modifier.
Vortex

*2nd Level Evocation*

Casting Time: Action

Range: Self (60 foot line)

Components: V, S

Duration: Instantaneous

Hurl a vortex of wind in a 60 foot line ahead of you. Each creature within 15 feet of the chosen line must make a strength save, being thrown 20 feet in a direction of your choice on a failed save. This spell also throws light objects that aren't being held down, and opens doors and breaks fragile objects like windows and pottery. Casting this spell at higher levels increases the length of the line by 20 feet for each slot level above 2nd.

**Classes: Druid, Sorcerer, Wizard**
The Slayer

***The archetypal Slayer will have nothing to do with showy flourishes and flashy moves. They have one fighting method: end the fight, as quickly and decisively as possible, usually using lethal methods. As a result, Slayers tend to favor efficacy over aesthetics.***

## Practiced Slaying

When this archetype is chosen at 3rd level, killing comes as second nature. Whenever you make an attack that beats an opponent's AC by 10 or more, that hit is a critical hit.

## Efficient Attacks

At level 7, you learn to make your strikes more efficient. On a turn when you take the Attack action, you may choose to forgo one attack to grant yourself advantage on another attack you make that turn. Alternatively, when you have advantage on an attack, you may choose to instead make two attacks without advantage.

## Additional Fighting Style

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

## Brutal Critical

At 15th level, whenever you score a critical hit, roll the attack's damage dice three times instead of twice.

## Efficient Slaying

At 18th level, whenever you hit a creature with an attack, any other attacks you make against them get a +2 bonus to attack and damage rolls until the start of your next turn. This bonus stacks.
Zephyrling

Zephyrlings are the embodiments of the vicious, whipping desert wind. Small, dusty creatures, their spines and tail stingers make them look far from cuddly. Although, some still insist these little guys are cute.

## Zephyrling

*Small Fey, Chaotic Evil*

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

AC: 15

HP: 12 (2d8 + 2)

Speed: 80 feet, fly 80 feet

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

STR DEX CON INT WIS CHA

7 21 13 19 14 17

-2 +5 +1 +4 +2 +3

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

**Damage Resistances:** Fire, Radiant

**Senses:** Darkivision 120, passive perception 14

**Languages:** Sylvan, Primordial

**Challenge:** 1/2

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

**Scorching Breeze:** Whenever a zephyrling starts its turn in sand or dust, it regains 2 hit points. Additionally, it does not have wings but rather flies in a jet of flame. It cannot make melee attacks while flying. Its stinger erupts in flame when it hits, dealing an extra 2d6 fire damage (included in the attack).

**Nocturnal Form:** At night, the zephyrling cannot fly, is not resistant to fire damage, and is resistant to cold damage.

INNATE SPELLCASTING

The zephyrling is a 5th level spellcaster (DC 15, +5 to hit). It can cast the following spells at will: Dust Devil, Gust, Produce Flame (2d8), Ray of Enfeeblement (2/day).

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ACTIONS

**Multiattack:** the zephyrling makes two claw attacks and a sting attack.

**Claw:** +5 (1d4+5 slashing)

**Sting:** +5 (1d4+5 piercing + 2d6 fire)
Throes of Chaos

*5th level Evocation*

Casting Time: 1 action

Range: self

Components: V, S

Duration: 1 minute, concentration

Tap into the elemental chaos to channel strange, turbulent energy. When you cast this spell, and on each of your turns when you use an action to activate this ability, roll on the table. The result takes effect immediately, although you can choose the target, direction, or location. All spells are cast at 3rd level, and concentration spells do not require concentration but end when your concentration on *Throes of Chaos* ends.

**Classes: Sorcerer**
Visage of Thysysutheth

*6th Level Illusion*

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute, concentration

Evoke the image of Visuzitheth or another mind-shredding outer god of your choice. When the image first appears, all creatures that can see it may attempt a wisdom save to look away. On a success, they are unaffected, but must make the same save every turn they have their eyes open while the spell lasts. On a failure, they are affected based on their current hit points:

* 10 hp or less: death.
* 25 hp or less: stunned for the duration, and take 2d8 psychic damage at the start of each of their turns.
* 50 hp or less: frightened for the duration, and take 2d8 psychic damage at the start of each of their turns.
* 75 hp or less: put under the effects of *Confusion*, and take 1d8 psychic damage at the start of each of their turns.

Affected creatures may repeat the save at the end of each of their turns if they are able. If a creature fits the requirements for multiple effects, then they are subjected to all of those effects. (e.g., a creature with 29 hp would be stunned, frightened, confused, and subjected to 5d8 psychic damage at the start of each of their turns.) A creature that cannot be frightened is immune to this spell.

**Classes: Sorcerer, Warlock**
Troglodyte

***The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung. Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting. Possibly even more rare than a brave Kua-Toa, an enlightened Troglodyte will walk away from their culture of war, death, grime, and all-consuming hunger.***

**Ability Scores:** Troglodytes are...well...troglodytes. They gain +2 strength and constitution.

**Alignment:** Most Troglodytes are very simple-minded and tend towards evil.

**Age:** Troglodytes mature very quickly after hatching, usually in a matter of months, but don't reach full size until after a few years. In a normal Troglodyte settlement, life expectancy isn't much past 20, but on their own they can live to 60 or beyond.

**Size:** Troglodytes are a hulking medium, standing between 6 and 7 feet.

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

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

**Chameleon Scales:** You have advantage on stealth checks made to hide, and gain a +1 bonus to your AC thanks to the thickness of your scales.

**Darkvision:** You have darkvision out to 60 feet.

**Sunlight Sensitivity:** While in full sunlight, you have disadvantage on attack rolls and ability checks that rely on sight.

**Stench:** As a bonus action, you can release a special musk. Any creature within 5 feet of you must make a constitution save (DC = 8 + your proficiency bonus + your constitution modifier) or be poisoned until the end of their next turn. On a successful save, they are immune to Troglodyte stench for 24 hours.

**Claws:** You can choose to have your unarmed strikes deal 1d4 slashing damage instead of the normal 1 bludgeoning. When you do so, you may treat your claws as light weapons for the purpose of two-weapon fighting.

**Voracious Appetite:** Consuming any sort of raw flesh in a significant amount is an action, and will restore to you 1d4 hit points. If a large source of meat (such as a corpse or a dead animal) is consumed during a short rest, you regain a number of hp equal to half your hp maximum.
Scrotus the Gibbering

***Scrotus is a Gremlin, famed for his furious rampages and legendary destructive capabilities. Don't let his stature and adorably creepy face fool you, he's a demon.***

## Scrotus the Adorable Terror

*Small Fey, Chaotic Evil*

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

AC: 24

HP: 45 (9d6+9)

Speed: 35 feet, climb 30 feet

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

Ability Scores
 +5

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

**Saving Throws:** Dexterity +8, Strength +9

**Damage Resistances:** Fire, Cold, Lightning, Thunder, Acid, Necrotic, Poison; slashing, piercing, and bludgeoning from magical weapons.

**Damage Immunities:** Non-magical slashing, piercing, and bludgeoning

**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Exhausted

**Senses:** Darkvision 120 feet, passive perception 8

**Languages:** Gremlin

**Challenge:** 5

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

**Ironhide:** Scrotus has fur like hardened steel, resulting in his intimidating list of resistances and impressive AC.

**Siege Monster:** Scrotus deals double damage to object and structures.

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

ACTIONS

**Multiattack:** Scrotus makes four dagger attacks or four claw attacks or uses his Rampage ability.

**Dagger or Claw:** +9 (1d4+5 piercing or slashing)

**Rampage (recharge 5-6):** Scrotus makes a total of 8 attacks against any number of creatures within 20 feet of him.
War Heritage

***Demigods with the War Heritage could be descendants of Tyr, Ares, Totec, Khunin, or any other war-based god***

## Heritage Traits

### Heritage-Specific Traits

As a War demigod, your hit dice are d10's and you are proficient in strength and constitution saves. Strength is your spellcasting modifier for demigod spells.

### Energy Types

Fire, Piercing, Slashing, Bludgeoning, Force

### Cantrips

Sword Burst

Magic Stone

True Strike

Thaumaturgy

Control Flames

### Available Spells

Shield

Heroism

Catapult

Wrathful Smite

Cloud of Daggers

Magic Weapon

Pyrotechnics

Conjure Barrage

Flame Arrows

Staggering Smite

Animate Objects

## War-God's Fury

Beginning at 7th level, whenever you take the attack action, you may attack twice instead of once. Additionally, you may form a melee weapon out of metal you can see as a bonus action. A weapon formed this way is considered magical, and remains even after you discard it.

## Call to Arms

Beginning at 11th level, you may use a bonus action while in initiative to call your allies to victory. Any ally that can hear you may immediately use their reaction to make a weapon attack at advantage. If there are no allies within shouting distance, or if you choose not to, you may use your bonus action to give yourself advantage on any weapon attacks you make until the end of your turn.

## God of War

Beginning at 15th level, all of your attack rolls score critical hits on a roll of 19 or 20, and critical hits also double your damage modifier.
Octopithecus

***Its unknown whether this nightmare King Kong was stitched together by a mad wizard, spawned by otherworldly forces with nefarious plans, or simply sprang from the mind of someone who truly, passionately hates all things kind and good and nice. Whatever the case, this titanic hairy squid-monkey has been the bane of many an over-zealous adventurer.***

## Octopithecus

*Huge Monstrosity, Chaotic Evil*

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

AC: 14 (natural armor)

HP: 166 (13d12+65)

Speed: 45 feet, climb 30 feet

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

Ability Scores
 +6

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

**Damage Resistances:** cold

**Damage Vulnerabilities:** fire

**Senses:** passive perception 11

**Languages:** --

**Challenge:** 8

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

**Dimwitted:** The Octopithecus is easily baffled by the simplest of problems and occurences. It has disadvantage on all mental saving throws.

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

ACTIONS

**Multiattack:** The Octopithecus makes five attacks, one with its bite and four total tentacle or fling attacks.

**Bite:** +11 (2d10+6 piercing)

**Tentacle:** +11 (2d6+6 bludgeoning, target is grappled, reach 20 feet)

**Fling:** The Octopithecus flings a target grappled by one of its tentacles, throwing them up to 2d10x5 feet in any direction.
Thrasher

***Thrashers are the result of orc shamans' centuries of laborious efforts to produce beasts both capable of surviving in the Sand Sea and more than capable of killing anything they encountered there, as a method of dissuading territorial intrusions by other factions. Named for their long, whipping, spine-like tails, Thrashers run rampant in the rocky crags they were released into.***

## Thrasher

*Large Monstrosity, Unaligned*

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

AC: 16 (natural armor)

HP: 68 (8d10 + 24)

Speed: 35 feet, climb 20 feet

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

Ability Scores
 +3

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

**Senses:** passive perception 10

**Languages:** understands Orc but cannot speak

**Challenge:** 3

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

ACTIONS

**Multiattack:** The Thrasher makes two attacks, one with its claws and one with its tail.

**Claws:** +6 (2d6+3 slashing)

**Tail:** +6 (2d12+3 slashing damage, reach 15 feet, target must make a strength save (DC 14) or be knocked prone)

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

REACTIONS

**Thrash:** Whenever a creature within 15 feet of the Thrasher deals damage to it, it may use its reaction to make a tail attack against the offending creature.
Twisted

A true combination of mortal enemies, the Half-elf half-orc is truly a halfblood. Hated by elves and loathed by orcs, despised by dwarves and feared by everyone else, the diametrically opposed halves of this race come together in a surprisingly effective way. Called the Twisted, these outcasts often command mercenary guilds and lead crime rings, or hire themselves out as muscle to warlords.

**Ability Scores:** Twisted are strong, tough, and agile. They gain +2 strength, +2 dexterity, and +1 constitution.

**Age:** Neither as long-lived as the elves nor as short-lived as the orcs, if left to their own devices a Twisted will mature at around 16 and live up to 400 years.

**Size:** Standing anywhere from 5 to 6 and a half feet tall, your size is medium.

**Speed:** Your base walking speed is 30 feet.

**Alignment:** Societal pressures push Twisted towards chaos and usually (but not always) evil.

**Darkvision:** Thanks to your orc blood, 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.

**Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

**Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

**Fearsome Renown:** You have advantage on Intimidation checks and disadvantage on Persuasion checks made on other humanoids.

**Twisted Fey Ancestry:** You have advantage on saves against being Charmed, and learn the cantrip *Thaumaturgy* and can cast *Cause Fear* at 1st level once per long rest.

**Unnatural Nature:** Despite the incredible strengths granted to you by your heritage, such strengths come with a cost. Your very being is an affront to the natural order, and as a result you bear a curse of misfortune. Your checks, attack rolls, saving throws, and death saves score a critical failure on a roll of 1 or 2.

**Languages:** You can speak, read, and write Common, Elven, and Orc.