recursal/Fanatic-Fandom huggingface dataset:
College of Despair (5e Bard Archetype)

## **College of Despair**

### **Bonus Spell**

When you join this bardic college, at 3rd level, you learn the *bane* spell, which does not count against your number of spells known. Also, you can cast *bane* at 1st-level without a spell slot. After casting *bane* in this way, you must take a long rest before doing so, again.

### **Invoke Misfortune**

Also, at 3rd level, you can destroy a creature's attempts to act. As a reaction to a creature within 30 feet of yourself that is affected by your *bane* spell making an attack roll or saving throw, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll.

### **Jack of Doom**

Beginning at 6th level, whenever a creature affected by your *bane* spell subtracts from an attack roll or saving throw, it also subtracts an additional amount equal to half of your proficiency bonus.

Also, once per turn, when a creature affected by your *bane* spell subtracts from an attack roll or saving throw, it takes psychic damage equal to your bardic inspiration die.

### **Harmony of Despair**

At 14th level, you can summon forth a chorus of dread and agony, as an action. When you do so, all creatures of your choice must succeed on a Charisma saving throw, or take 8d8 psychic damage, taking half the damage on a success. Also, until the start of your next turn, creatures that failed the saving throw are under the effects of the *bane* spell as if cast by you, but they roll 2d4 instead of 1d4.

After using this feature, you must take a long rest before doing so, again.
Hair Magic (5e Sorcerer Archetype)

## **Hair Magic**

Due to some sort of magical touch on your body, your hair has gained magical properties, functioning as both an extra set of hands, and like whips. This magic might stem from some sort of mystical artifact linked with your bloodline, or perhaps your mother consumed a powerful magic item while she was pregnant with you.

### **Prehensile Hair**

When you choose this origin, at 1st level, you grow incredibly tough and durable hair, which you are able to manipulate like hands. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or perform somatic components of spells. You can cast spells with a range of Touch using your hair, out to a range of 10 feet.

### **Hair Whip**

Starting at 1st level, you can whip and pull creatures with your hair. You learn the *thorn whip* cantrip, which counts as a sorcerer cantrip for you but not towards your number of cantrips known. You do not need the material components to cast this cantrip, as you use your hair instead of a vine. Additionally, the range for *thorn whip* when cast in this way is only 10 feet.

Starting at 6th level, you add your Charisma modifier to the damage of your *thorn whip*.

### **Grasping Hair**

Beginning at 6th level, your hair is strong enough to grasp creatures. You can make grapple checks on creatures within 10 feet of yourself, using your hair. If you do so, you can make a Charisma (Athletics) check, instead of a Strength (Athletics) check. Additionally, when you make a grapple check using your hair, you can expend 1 sorcery point to give yourself advantage on the check.

If you are grappling a creature with your hair, you cannot use any actions involving your hair, except to cast *thorn whip* on the grappled target, until the grapple ends.

### **Improved Hair**

At 14th level, your hair's length and speed increases even more. All of your features using your hair have their range increased from 10 feet to 20 feet. Also, when you use your action to cast a sorcerer spell or make a grapple check, you can expend 1 sorcery point to cast *thorn whip* as a bonus action.

### **Titanic Lengths**

By 18th level, you can conjure forth all of your magic and pour it into your hair. As a bonus action, you can expend 5 sorcery points to empower your hair. For the next minute, you gain the following benefits:

* You add your sorcerer level to the damage of *thorn whip*.
* You can have a number of creatures equal to your Charisma modifier (a minimum of 2) grappled at one time using your hair, instead of only one, and grappling creatures with your hair does not restrict the actions you can take with your hair.
* Your movement speed is not halved for grappling creatures using your hair.
* You can make a grapple check using your hair as a bonus action.
Large Size Rules

The following are the rules for large-sized races, as well as suggestions for them.

## **Rules**

* The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus - they will usually roll high anyway, except on attacks and damage.
* The Large weapons deal an extra 1d4 damage.
* Your unarmed strike damage is 2 + your Strength modifier. **Note that this does not increase to 2d4, 2d6 etc. for Monks or other sources.**
* The creature takes up a 10 by 10 area.
* To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have advantage.
* The creature's push, drag, lift, and carrying capacity is calculated as 30 times their Strength score.
* The races are able to grapple Huge creatures.
* If you attempt to handle something very small, such as a vial of acid or small key, the DM may call for a Dexterity check where another Medium or Small sized creature would automatically succeed.
* You cannot mount or ride Medium sized creatures effectively, as you are too big and heavy.
* You require four times as much food as normal, your armor requires four times the materials to be made, is about that much more expensive, and that's assuming you can find it. Based on how common these races are in your world, they might be found in larger cities. You also require larger shields, which are more common, but give no bonus to AC outside the norm.

## **Large Sized Weaponry**

* These Large sized weapons do not do double damage die, as is stated in the DMG. Instead, they do the weapon's normal damage + 1d4.
* If you are proficient in any weapon, you are considered proficient for its Large sized version as well.
* These weapons have a default reach of 5, and if they have the Reach property, 10.
* The Large versions of weapons are not common, and are about as rare as an uncommon magic item. They cost at least twice that of a normal weapon. You may start with a single Large-sized weapon.
* Small-sized creatures cannot wield Large-sized weapons, and Medium-sized creatures cannot wield Large-sized weapons without a Strength score of 21 or higher.

## **Suggestions/Guidelines**

* Due to how strong Large races are, it is typically unadvised to increase their Strength scores.
Book of Textual devouring (5e Wondrous item)

*Wondrous item, Rare. Attunement required.*

This book, is a leather-bound cover book, with a symbol of a mouth, with teeth made out of the letter "T", on the cover. Inside the book is a collection of random descriptions, images, and stories of seemingly random creatures & people.

***Sentience**.* This book is sentient, but only awakes when told to by the attuned user.

***Devouring**.* This book, if awaken and then given a target by the user, will pursue the targeted creature, devouring them if they fail a dexterity check to dodge.

***Textual existance.*** Upon becoming devoured by this book, the creature devoured becomes either: A long description of themself, a story of them doing something of their liking, or a drawn image of themself. The creature can be removed from the book by submerging the book in holy water and beating it. Any changes made to the story/image/decsription-ified creature will persist over after being released. This can also cause the creature to die or cease existing if the story/description/image doesn't make sense.

***Endless hunger.*** This book is constantly hungry, needing constant nourishment via devouring Tiny to Medium creatures. (Requires atleast 1 medium or 3 tiny creatures a day.)
Demolitionist (5e Ranger Archetype)

## **Demolitionist**

Nature has levels of equilibrium that it must constantly uphold, letting old plants and animals die so that new ones may grow and develop. One force that mother nature uses to allow this cycle are blazing forest fires, turning age-old trees into piles of ash, so new shrubs can grow. You conjure up this power with powerful explosives, created from nature magic, and evoke it to destroy your enemies.

### **Demolition Magic**

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Demolitionist Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

#### Demolitionist Spells

\**Spells marked with an asterisk are from the Elemental Evil Companion/Xanathar's Guide to Everything*

### **Explosive Charges**

At 3rd level, you gain the ability to attach bombs and explosives to weapons. You have a number of explosive charges equal to half of your ranger level + your Wisdom modifier (min 1). As a bonus action, you can expend one charge to plant it on a melee weapon or piece of ammunition, which remains active for 1 minute, deactivating if a minute has passed without it hitting a creature. You regain all expended explosive charges after a long rest.

When you hit a creature with a melee weapon or piece of ammunition that has an explosive charge on it, the creature takes an additional 2d6 fire damage. This fire damage increases by 1d6 at 7th and 15th levels.

### **Revised Ranger: Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Destructive Endurance**

Beginning at 7th level, you lace your own body with bombs and other explosives. As a reaction to being reduced to 0 hit points but not killed outright, you can expend up to 3 explosive charges to drop to 1 hit point instead. Additionally, for every explosive charge expended, creatures within 10 feet of yourself must make a Dexterity saving throw against your ranger spell save DC. On a failed saving throw, a creature takes 2d6 fire damage for every charge expended and is forced 5 feet away from you. On a successful saving throw, the creature takes half the fire damage, with no additional effects.

After using this feature, you must take a long rest before doing so, again.

### **Scorched Body**

At 11th level, your skin has blackened from constant explosions. You are resistant to fire damage. Additionally, you are immune to fire damage from spells you cast or class features you use.

### **Grand Boomer**

By 15th level, you have finally created the ultimate bomb, known as the Grand Boomer. When you hit a creature with a melee or ranged weapon attack, you can choose to activate the Grand Boomer. Doing so casts the *fireball* spell without a spell slot or components centered on the target, at 9th level. After using this feature, you must take a long rest before doing so, again.
Art Domain (5e Cleric Archetype)

do art good

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with painter's supplies and one musical instrument of your choice. Your proficiency bonus is doubled for ability checks using painter's supplies and the instrument you chose.

### Touch-Up

At 1st level, you can change works of art. As a 1-minute ritual in which you touch a piece of artwork, you can alter bits of the art, such as changing a sculpture's pose slightly or changing the expression of a portrait. Alternatively, as an action, you can teleport between a piece of artwork you are touching to a different piece of artwork you can see within 30 feet of yourself. Both pieces of artwork must be your size or larger, like a painting or sculpture of a man.

Starting at 8th level, you can use the first part of this feature as an action, instead of a 1-minute ritual.

### Channel Divinity: Captivating Masterpiece

Starting at 2nd level, as an action, you can use your Channel Divinity and create a masterpiece of art, music, or a similar creative craft. Creatures of your choice within 30 feet of yourself must succeed on a Wisdom saving throw, or be charmed by you for 1 minute. Creatures charmed in this way are treated as being blinded against all creatures except for yourself, and cannot move away from you, for the duration. If a charmed creature is harmed by you or your companions then it is no longer charmed. The charmed creature regards you as a master of creative talent, and acts as if they are a huge fan of your work. When the effect ends it knows it has been charmed.

### Self-Reflection

Beginning at 6th level, you are able to look at yourself and criticize accordingly. While you are charmed, frightened, or stunned, you can use your bonus action to repeat your saving throw against the effect, even if you could not otherwise take an action.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Stroke of Genius

By 17th level, as an action, you may create an object or creature out of paint, visible music, or a similar creative craft's material, within 30 feet of yourself.

***Creature.*** The creature takes on the statblock of a small, medium, or large Living Creation, detailed below, and the creature lasts for 1 minute or when it is reduced to 0 hit points, after which it ceases to exist. The creature follows your verbal commands (no action required), and it takes its turn immediately after yours.

***Object.*** The object can be no bigger than a 10-foot square, and cannot be worth more than 100 gp. If the object is a weapon, it is considered magical for the purpose of overcoming damage resistances and immunities.

After using this feature, you must take a long rest before doing so, again.
Minor Characters

to the very left

second to the left

### Relatives

Aaron Burr Sr. (father), Esther Edwards (father), Theodosia Bartow Prevost (1st wife), Eliza Jumel (2nd wife)

## Physical description

### Relatives

James A. Hamilton (father), Rachael Faucette Buck (mother), Elizabeth Hamilton (wife)

## Thomas Jefferson

### Relatives

Peter Jefferson (father), Jane Randolph Jefferson (mother), Martha Jefferson (wife)
Circle of Winter (5e Druid Archetype)

## **Circle of Winter**

Using their ability to transform themselves into the beasts on reality around them, druids of the Circle of the Summoner conjure up beasts out of spirits and air to aid them in combat. They are known to be particularly deadly for defending forests with seemingly never-ending armies of beasts.

### **Bonus Cantrip**

When you join this circle, at 2nd level, you learn the *ray of frost* cantrip, which counts as a druid cantrip for you but not towards your number of cantrips known.

### **Body Heat**

Beginning at 2nd level, you can expend one usage of your Wild Shape as a bonus action to attune a creature within 30 feet of yourself to colder or hotter temperatures, for 1 minute.

***Cold-Blooded.*** The creature has resistance to fire damage and it has advantage on saving throws against being charmed or frightened.

***Warm-Blooded.*** The creature has resistance to cold damage and it has advantage on saving throws against being stunned or paralyzed.

### **Superior Beast**

Starting at 6th level, your summoned beast's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

### **Mana Consumption**

By 10th level, the beast you conjure is able to absorb some of the energy from your spells. When you cast a spell of 1st level or higher while within 60 feet of your summoned beast, it restores hit points equal to the slot level times 2.

### **Freed Mind**

By 14th level, your beast is able to maintain itself instead of constantly requiring your focus. You no longer have to keep concentration on your summoned beast.
College of Jesters (5e Bard Archetype)

## **College of Jesters**

A laughing man wielding a horridly sharp sickle runs down the halls of a dungeon, surrounded by fully armored soldiers, his music edging them to continue forwards without fear, destroying everything in their path. This man is a bard of the College of Jesters, a college dedicated to improving the allies of the musician who plays the songs of the laughing jester.

### **Auras of Music**

When you join this bardic college, at 3rd level, your music can be augmented into auras around yourself, aiding those around you. You can learn the following spells when you would learn a bard spell, and they count as bard spells for you.

### **Inspiring Tune**

Additionally, at 3rd level, you can play your instrument to keep your comrades fighting longer. As a bonus action, you can expend a bardic inspiration die and select a number of creatures within 30 feet of yourself that can hear you equal to your Charisma modifier (min 1). Those creatures gain temporary hit points equal to the die rolled plus half of your bard level, which last for 1 hour.

### **Battle Ballad**

Starting at 6th level, your tunes are able to enhance the movement and dexterity of a person. As a bonus action, you can expend one bardic inspiration die to cast *haste* on a creature within 30 feet of yourself.

### **Every Rose Has Its Thorn**

At 14th level, even when not explicitly focusing on it, your music is able to bless those around you. Whenever you or a friendly creature within 30 feet of you that can hear you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Hearth Domain (5e Cleric Archetype)

## **Hearth Domain**

Used for comfort, warmth, and destruction alike, blazing fires have always been a tool of both nature and man. Clerics of the hearth domain use their flames to help others keep warm and relax, although they still do know how to make fires burn red hot. Gods of the hearth include gods of blacksmiths (such as Vulcan, Gofannon, and Svarog) as well as gods of fire or the sun (such as Ra, Kossoth, Amaterasu, and Kōjin).

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in heavy armor.

### Hot Chocolate

Starting at 1st level, you can magically mix and create hot chocolate. You learn the *produce flame* cantrip, which counts as a cleric cantrip for you but not towards your number of cantrips known. When you cast *produce flame* on a container with both any kind of chocolate and any kind of milk, it changes it into magical hot chocolate, for 1 hour. If a creature drinks this magical hot chocolate, they gain resistance to cold damage for 1 minute.

### Channel Divinity: Walking Campfire

Beginning at 2nd level, as an action you can surround yourself with a comforting warmth, similarly to a campfire, for 1 minute. During this minute, you gain resistance to cold damage, and as a reaction to a creature within 30 feet of yourself attacking an allied creature, you can force the attacker to make a Dexterity saving throw. On a failed saving throw, the creature takes fire damage equal to your cleric level + your Wisdom modifier (min 1), or half the fire damage on a success.

### Flaming Affinity

By 6th level, all fires feel only like a cozy, warm fireplace to you. You gain resistance to fire damage.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Haven and Hearth

At 17th level, you can create a perfect campfire through use of *produce flame*, during a short rest. Any creatures that take a short rest with you when you create this campfire gain the following benefits at the end of the rest, for 1 hour.

* The creature gains resistance to fire damage.
* The creature has temporary hit points equal to your cleric level.

After using this feature, you must take a long rest before you do so, again.

### Improved Flaming Affinity

Additionally, at 17th level, the heat of even the hottest lava feels comforting to you. You gain immunity to fire damage.
Assassin Domain (5e Cleric Archetype)

## **Assassin Domain**

The world would be nothing if it were not for the ending of lives of people. Since the dawn of time, everything has always been driven to kill others; for food, for power, for revenge. The holy powers of the gods are not exempt from this, and though their servants may not always be the most popular among the common folk, they are a necessary evil for the churches and societies of the world. Gods that would sponsor clerics in the Assassin Domain may include gods of war (such as Ares, Feylia, or Montu), gods of trickery (such as Loki, Presto, or Set), or possibly even gods of death (such as Hades, Anubis, or the Grim Reaper).

### Bonus Fighting Style

When you choose this domain at 1st level, you gain the Two-Weapon Fighting fighting style.

### Terminal Blades

Additionally, at 1st level, the god that you serve allows you to turn the force of your will into physical blades, forming a special bladed weapon on one or both of your hands, as a bonus action. These blades have the *light* and *finesse* property, are counted as being magical, and deal 1d6 slashing damage, which increases as you gain levels in the cleric class. When you release a blade, it dissipates in an instant, but can be brought back as a bonus action.

 5th
 11th
 17th

### Channel Divinity: Exterminate

Starting at 2nd level, you can expend your Channel Divinity to aid in your attempts at ending the lives of your targets. When you deal damage with one of your Terminal Blades, you can expend one usage of your Channel Divinity to deal additional slashing damage to the target. The additional slashing damage is equal to an amount of d4s equal to your cleric level. You may only activate this once per turn.

### Your Eternal Reward

Beginning at 6th level, those that you end the lives of cannot even hope to scream. When you kill a creature that you had surprised, the creature's body evaporates before it can make a noise.

### Divine Strike

At 8th level, your weapons gain the ability to smite with weapon-like energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 slashing damage. When you reach 14th level, the slashing damage increases to 2d8.

### Living in Silence

At 17th level, your god allows you to remain silent whenever you wish to be. Everything you do, aside from spellcasts that take longer than a minute, makes no noise, unless you want it to.
Burrowing Blade (5e Rogue Archetype)

## **Burrower's Tools**

Starting at 3rd level, when you choose this archetype, you treat any weapons with the *burrowing* property as if it had the *finesse* property. Additionally, you gain proficiency with the War Pick.

## **Tremorwalker**

When you choose this archetype at 3rd level, you gain a burrowing speed equal to your base walking speed, and a tremorsense of 30 feet. Additionally, you can use your Cunning Action to burrow underground by up to half of your movement speed, without disturbing the ground or making a noise.

## **Earth Glide**

Starting at 9th level, when you burrow through non magical, unworked earth and stone, you don't disturb the material you move through. Additionally, your burrowing speed increases by 5 feet, and your tremorsense increases to 40 feet.

## **Terran Strike**

By 13th level, when you hit a target with your Sneak Attack, after burrowing in the same round, the creature takes additional damage equal to half the amount of feet you burrowed. Additionally, your tremorsense increases to 50 feet.

## **Collapsing Quake**

When you reach 17th level, your might of burrowing allows you to shape the earth without even touching it. As a bonus action, you can choose a 10-foot section of ground within 30 feet of you, and cause the ground to collapse. Each foot you cause it to collapse by uses one foot of your burrowing speed, but the effect happens instantly. If you use this to make a creature fall, they must make a Dexterity saving throw, with a DC equal to **8 + your Proficiency bonus + your Dexterity modifier**. Additionally, your tremorsense increases to 60 feet. You can use this feature an amount of times equal to your Dexterity modifier per long rest.
Hero (5e Class-ish)

**NOTE: THIS CLASS NEVER EXISTED, YOU CANNOT PROVE IT EVER DID, JUST CASUALLY MOVE ALONG, THERE IS NOTHING HERE OF INTEREST.**

## **The Hero**

A man walks into a bar, throws a fireball, sneak attacks some poor fellow, rages and kills another, and then cancels the rage and turns into a big tree-defender thing. Everyone is dead, the guards are confused as all hell, and the guy just sort of walks away.

## **Playing a Hero**

For playing a hero.....just do whatever you want, there is no way to reasonably explain your abilities in RP, (Although you can certainly try) And you'll randomly be getting stuff to form your own super-overpowered anime protagonist character.

## **Creating a Hero**

The hero class is a different class than most, because of it technically has all and no features. Every time you level up, and for your starting equipment and whatnot, you roll a d14. The order is alphabetical for the first 12, then it's artificer for 13, and mystic for 14. You may also roll randomly for things like archetypes, abilities to up, etc, but that's unadvised.
Battle Cleric (5e Cleric Archetype)

## **Battle Cleric**

Battle Clerics are clerics that are similar to War Domain clerics, but not exactly: They do not worship any deity at all, instead they conjure their magic from their inner combat prowess. They combine the might of healing and divination magic, with the combat abilities of a seasoned warrior.

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

### Fighting Style

Also starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

#### Archery

You gain a +2 bonus to attack rolls you make with ranged weapons

#### Defense

While you are wearing armor, you gain a +1 bonus to AC

#### Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

#### Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier.

### Channel Divinity: Invigorate

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to grant a target within 30 feet of you advantage on all weapon attacks until the start of your next turn.

### Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon attacks with powerful energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Warrior Cleric

Starting at 17th level, your might allows you to strike more than just twice. When you use the Attack action, you can make one weapon attack as a bonus action. This additional weapon attack crits on 19-20.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Black Powder Mage (5e Wizard Archetype)

**Note: This uses the Middle Finger of Vecna's Firearm rules.**

## **Black Powder Mage**

A dark substance that seems to captivate the entire world, exploding like dragon's breath when it comes in contact with even the tiniest of flames. This is known as gunpowder, one of the most powerful mundane substances in the entire world, able to fell the strongest of beasts and the weakest of commoners equally. Your specialization with magic aims to harness this strange power, combining the most powerful of arcane forces with the strongest gunpowders, to form deadly weapons.

### Bonus Proficiencies

Beginning when you select this school at 2nd level, you gain proficiency in non-heavy firearms and medium armor.

### Magic Shot

Additionally, at 2nd level, you can combine the pure essence of mana with your bullets to create devastating projectiles. When you hit a creature with a firearm attack, you can expend one spell slot to deal additional damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. When you deal this damage, you choose for it to either be acid, cold, fire, or lightning damage.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Arcane Aim

Beginning at 10th level, you can make your aim be true through the force of magic. As a bonus action, you can expend a spell slot of 1st level or higher to give yourself a bonus to the next firearm attack roll you make. The bonus is equal to twice the spell level.

### Mana Residue

By 14th level, the mystical force through your firearms always remains, even as you lack spell slots. Whenever you hit a creature with a firearm, the creature takes an extra 1d8 acid, cold, fire, or lightning damage. If you also use your Magic Shot with an attack, you add this damage to the extra damage of your Magic Shot.
Frozen Crasher (5e Fighter Archetype)

## **Frozen Crasher**

Existing in the desolate arctic wastelands, there exists an order of warriors that teach those who are willing to learn how to wield icicles to their true might. Their ways involve breaking their icy weapons over and over again, creating shrapnel with the swings that they take, piercing the flesh of their enemies. Snow, while normally white, easily turns crimson red with these lords of frozen war.

Some features in this archetype require a saving throw. The save DC for these saving throws is calculated as follows:

* **Frozen Crasher save DC =** 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### **Martial Icicles**

Beginning at 3rd level, you can bring forth frost and snow even when none exist around you, to make mighty weapons. As a bonus action, you either summon one weapon of ice in one free hand, or two weapons of ice in both your hands. They can be any simple or martial melee weapon you are proficient with, and count as magical for the purpose of overcoming immunities and resistances. These weapons melt at the end of your turn if you are not holding them.

When you hit a creature with one of these weapons, you can choose for the weapon to shatter and break, forcing it to make a Dexterity saving throw. On a failed saving throw, the creature takes piercing damage equal to the weapon's damage plus half of your fighter level. On a successful saving throw, the creature takes piercing damage equal to one-quarter of your fighter level (rounded up).

### **Frost Spikes**

Starting at 7th level, your icicle shrapnel lingers. When you shatter a weapon on a creature, a 5-foot square underneath where it was standing becomes difficult terrain, for 1 minute. When a creature moves in difficult terrain created by this feature, it takes 2d4 piercing damage for every 5 feet it moves.

If the spikes suffer any fire damage, such as from being in the radius of a *fireball* spell, they melt and are no longer difficult terrain.

### **Polar Acclimation**

By 10th level, the frosty chill of the land has eroded your weakness to its cold. You gain resistance to cold damage. Additionally, you ignore difficult terrain based on ice or snow, including the damage from your Frost Spikes.

### **Tundra's Howl**

Beginning at 15th level, you can call upon the howling winds of the arctic. As an action, you cast *cone of cold* without a spell slot or components, at its lowest level. You use your Frozen Crasher save DC for the spell save DC of this spell. After casting this spell in this way, you must take a long rest before doing so, again.

### **Frost Giant's Armory**

At 18th level, your icicles truly become mighty. Weapons created by your Martial Icicles feature, as well as the shattering damage, deal an additional 1d8 cold damage. Additionally, when you hit a creature with one of the weapons created by your Martial Icicles feature, its movement speed is reduced by 10 feet until the end of its next turn. A creature cannot have its movement speed reduced more than once at a time by this feature.
Identity Thief (5e Rogue Archetype)

## **Identity Thief**

One's identity is a possession that seemingly always belongs to them; regardless of what misfortunes come upon someone, and no matter what enemies they make or actions they take, they still own their persona. However, for rogues who consider themselves identity thieves, the idea that one's identity cannot be stolen away like any other possession is foolish. Your reasons for learning how to steal the identities of others may come from you being envious of other people, or it could come from pinning crimes on others being easier than clearing your own name.

### **Bonus Proficiencies**

When you choose this archetype at 3rd level, you gain proficiency in Deception, and disguise kits. If you are already proficient in Deception, you instead gain proficiency in a different skill of your choice.

Also, whenever you would make a Charisma (Deception) check, you can replace your Charisma modifier for your Intelligence modifier.

### **Steal Identity**

Starting at 3rd level, you can take on the persona of another creature. When you reduce a creature to 0 hit points, you can use your reaction to store their identity in your mind. You can have a maximum amount of stored identities equal to 1 + your Intelligence modifier (a minimum of 1). If you store a new identity while you already know your maximum amount of stored identities, you can forget one identity of your choice to make room. You can also forget one identity of your choice as an action. You have advantage on all ability checks made to recall information about one of your identities.

Using a disguise kit for 1 minute, you can take on the appearance of one of your identities, provided the identity is of a creature of your size, and is not of a different body shape than you (such as a quadrupedal creature if you are a human). This change of appearance physically changes your body, such as altering your sex or your height, to match that of the creature whom you stole the identity of, and lasts for a number of hours equal to half of your rogue level.

### **Quick Disguise**

Beginning at 9th level, you can cast *disguise self* at will. Also, when you would use your Sneak Attack feature on a creature that believes you to be an ally (such as by disguising yourself as a friend or lover), you deal an additional 3d6 damage.

### **Stolen Talent**

At 13th level, you can steal the skills and traits of those you disguise yourself as. When you take on the appearance of one of your identities that has a CR less than or equal to half of your rogue level, you gain the benefits of one of it's abilities of your choice for the duration. You cannot gain any class features or spellcasting from this feature, and if the ability requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

After using this feature, you cannot use it on the same identity until you take a long rest.

### **Persona Vault**

By 17th level, your mind becomes an endless vault of personalities. You have no limit to the amount of identities you can have stored in your mind, at once.
Archmage Bloodline (5e Sorcerer Archetype)

## **Archmage Bloodline**

The origin of your magic comes from being born of a masterful archmage who's magic is so powerful, that it has transferred to you as you were born. This power could only be given by a true chosen master of the Arcane that was trained by Merlin himself, or is that of Merlin's bloodline. Your magic primarily follows force magic, utility magic, and elemental based spells as Merlin and most of his students tend to follow in all forms of magic.

### **Master's Student of Arcanum**

Starting at 1st level you gain 2 additional cantrips and 2 additional 1st level spells. In addition, at later levels, you can choose one spell to add to your spell list from this chart. At 1st one cantrip and one 1st level. At 3rd: one 2nd level. At 5th one 3rd level. at 7th: one 4th level. At 9th one 5th level. At 11th one 6th level. At 13th one 7th level. At 15th one 8th level. At 17th one 9th level.

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### **Language of the Arcane**

Also at 1st level, as long as you spend 1 hour talking or studying a language you do not know and spend 100 gold if it's a standard language and 200 gold if it's an exotic language. To use your arcane prowess to learn the language.

### **Superior Arcane**

Starting at 6th level, you can now use your sorcery points to do other things.

- You can spend 2 Sorcery point to increase your spell DC by 1. You cannot use this ability a second time to stack the ability.

- You can spend 2 Sorcery point to decrease the Concentration DC by 2. You cannot use this ability a second time to stack the ability.

- You can spend 2 Sorcery point to decrease the saving throw DC of any spell ability by 2. You cannot use this ability a second time to stack the ability.

### **Compendium of Arcanum**

Starting at 14th, your magic is so powerful that normal means could not counter or dispell it. When you cast a spell that is being counterspelled, or a spell you have active is being dispelled you can spend 2 Sorcery points to raise the level DC for the Counterspell or the Dispell does not go through. This can only stack up to 3 times to a maximum of 11th level magic DC. If the counterspell or dispell goes through, you regain the spell slot used for the spell. and half of the sorcery points use in this ability. You can only use this ability your Charisma Modifier time per day.

### **Inner Spectral Focus**

Finally, at 18th level, your power has hit such a mightly level that now, you can now maintain 2 concentration spells without losing the other. In addition, all spells that require a concentration last for 1 increment of their represented time longer than normal. (E.g Days, Hours, Minutes.)
Dagger of the Nth Dimension (5e Magic Item)

*Weapon (Dagger), very rare (requires attunement)*

The *Dagger of the Nth Dimension* is a black curved dagger, with purple highlights, and a solid red bloodstone in the hilt. It is slightly larger than other daggers, and has a tendency to be hard to sheath.

***Bonded Weapon.*** It takes a 1 hour ritual to bond to this dagger, and when bonded, the wielder can summon it to their hand as a bonus action, provided they are on the same plane of existence.

***Nth Blade.*** Weapon attacks using the *Dagger of the Nth Dimension* deal an additional 1d4 force damage.

***Nth Dimension Disintegration.*** When a creature is killed by the *Dagger of the Nth Dimension*, their body is disintegrated, with the only ways to revive the person being a *wish* spell or divine intervention.

***Boon of the Dimension.*** For every 10 creatures disintegrated by the *Dagger of the Nth Dimension*, the force damage increases by 1 (e.g. 10 = 1d4+1), to a maximum of the wielder's proficiency bonus.

***Overcurved Blade.*** Whenever you attempt to put away the *Dagger of the Nth Dimension*, you deal 1d4 piercing damage to yourself. If you have killed a creature with it a minute before sheathing it, you only deal 1 piercing damage to yourself.

***Mimicry Influenced.*** Whenever the wielder attempts to speak while attuned to the *Dagger of the Nth Dimension*, they must make a DC 5 Charisma saving throw, or be forced to speak similarly to a kenku's Mimicry trait for 1 minute.
Elf Subraces (5e Subraces)

The following are additional subraces for the Elf race, which already has it's own lore. Included below is the base racial traits, for your convenience.

### **Base Racial Traits**

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

***Alignment***. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.

***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

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

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

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

***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

***Trance.*** Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

***Languages.*** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

### **Subraces**

#### **Mist Elf**

As a mist elf, you have a more sickly bluish skin tone, similar to some orcs. Mist elves have poison instead of blood, in their veins, and typically are seen among drow, due to their toxic blood making them seen as more outcast than most other elves.

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

***Mist Elf Weapon Training.*** You have proficiency with rapiers, shortswords, and hand crossbows.

***Toxic Blood.*** You are immune to poison damage, and cannot be affected by the poisoned condition, due to your blood being comprised of poison.

***Venomous Life.*** When a creature would drain your blood and restore hit points, they instead take poison damage equal to the amount they would've restored.
Green Baby (5e Race)

## Green Baby

Feared by the commoners, the Green Baby is a big threat to communities everywhere.

### Physical Description

When in their baby form, they look like a normal human newborn, with fungal and flowery skin. When they take a body, the body looks normal, except with the same type of skin the baby had.

### History

As the vampirism issue was taken care of, these creatures started appearing out of no known place. Commoners feared them, and had no idea how to take care of them. They then came to realize they come from vampire remains.

### Green Baby Traits

A race feared by many, it realizes that and, in most cases, goes power crazy.

**Ability Score Increase.** Your Dexterity score is increased by 2.

**Age.** The Green Baby body disappears when they complete 3 years. If they don't have a host (body) by then, their soul vanish with their body.

**Alignment.** This race, due to being feared, lets their power go to their head, making them lean towards Evil alignments.

**Size.** The body manipulation makes the baby size basically useless (small), so you adapt the size of the body you manipulate.

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

**Fungi Manipulation.** By touching someone, you take control of their body, leaving your first form behind.

**Languages.** After you get a proper body, you can speak Common.

### **Green Baby Variants**

#### **Skelebaby**

Due to the type of soil not being too fertile in some regions, some Green Babies are born as skeletons, with undead attributes.

**Spe*ed.*** Your base walking speed is 30 feet.

***Undead.***You do not need to sleep, eat, breathe, or drink. You are immune to poison-type damage, and exhaustion. Instead of sleeping, you can become inactive for 4 hours, receiving the same benefits of a long rest from this. Additionally, you have +1 to death saving throws.

***Darkvision.***Due to not having eyes, you received sight through magic. You have 60 ft. of Darkvision.

***Brittle Bones.***You are constructed of bones, and do not have soft flesh or muscle to protect yourself. You have vulnerability to bludgeoning-type damage.

**Regional Advantage.** Skelebabies only exist on regions with bad soil.