recursal/Fanatic-Fandom huggingface dataset:
Races of Dagara

### Bedin

The Bedin, as the most “normal” human population of Dagara are called, are average-looking humans who roam the plains of their namesake Bedinland in nomadic tribes. Their culture is considered primitive by the other races as they practice "outdated" animistic religion.

### Castians

Castians are dark-skinned humans with piercing blue or violet eyes. The are native to archipelagos in the north-east seas and are known for the seafaring prowess, their military strength, their unique pantheon, and their ongoing blood feud with the Wilds' Orc kingdoms.

### Tieflings (Dagara)

Tieflings are easily numerous enough to have their own culture. They dwell to the west of the sand sea along the border of the Blood Plains, where their ancestors have spent millennia guarding those mountains’ Red Gate against the legions of the Abyss. Tieflings are the chosen people of Azakar, a once-demon redeemed into a powerful force for good. A few among them are gifted holy power and blood because of his blessing.

### Half-Djinn

Half-Djinn are not numerous enough to have their own culture, but physically they are thin and pale humans, sometimes sporting black or dark, curling horns. They are known for their agility and powerful innate magic. They are, as their name suggests, the offspring of a Djinn and a mortal.

### Oyashi

Oyashi are golden-scaled lizardfolk of the Rustwastes who spend their lives dissecting the husks of Elven war machines. Their population is spread between a dozen or so scrapper clans constantly feuding with one another. They look like humanoid bearded dragons.

### Orcs (Dagara)

Orcs are physically traditional orcs with a fully fleshed out identity and culture. Strong, warlike, honorable. They live in the northern taigas of the Wilds, where they carry out inter-clan traditions and their long-standing blood feud with the Castians.

### Kaban

The Kaban are boar-like humanoids of the western end of the Wilds. They only enter civilized society while raiding towns on the border of the wilds. They are considered–accurately so–to be very feral and prone to violence.

### The Deathless

Dagara is cosmically oriented very close to its spirit world, and as a result, sometimes when people die they kinda...stick around. They vary greatly based on origin and cause of death, and are far from the most common occurrence, but they are present.
Runic Flight

**Level 2**

**Range: self**

**Duration: 10 minutes, concentration**

**Casting time: 1 action**

Form runes around your hands, granting yourself a fly speed of 60 ft. While you are flying, you may not cast other spells. The runes can be dismissed or recalled as a free action as long as the spell is in effect.
Otiluke's Vacuum Sphere

*8th Level Evocation*

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a dried rat's lung)

Duration: 10 minutes

Suck all the air from a 40 foot radius sphere within range. Any creature that relies on breathing in that area immediately begins suffocating. Fires--magical or otherwise--are put out in that sphere or if they enter it. Likewise, spells that deal thunder, cold, or lightning damage have no effect in that area. Spells like *Gust of Wind*, *Invesiture of Wind, Warding Wind, Wind Wall*, and any other spell that benefits from movement of air is rendered useless within the sphere. Creatures that fly with wings cannot fly within the sphere. The inside of the sphere is silent and as a result, spells with verbal components cannot be cast there.

**Classes: Wizard**
Kriatin

***Kriatin is the ancient name for the rams of Helos, the fabled blazing sheep that pull the chariot of the sun and graze in vast herds across the fields of the sky.***

## Kriatin

*Large Celestial, Unaligned*

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AC: 15 (Natural armor)

HP: 70 (7d12+21)

Speed: 50 feet, fly 50 feet

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Ability Scores
 +6

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**Saving Throws:** Strength +9

**Damage Immunities:** Radiant, Fire

**Damage Vulnerabilities:** Cold

**Senses:** Passive perception 9

**Languages:** --

**Challenge:** 3

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**Blazing:** The Kriatin's natural attacks deal an extra 1d10 fire damage (included in the attack), and it sheds dim light for 15 feet.

**Charge:** If the Kriatin moves at least 10 feet and then hits a target with a ram attack, the attack deals an extra 2d6 bludgeoning damage.

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ACTIONS

**Multiattack:** The Kriatin makes one ram attack and one hooves attack or uses its Burning Dash ability.

**Hooves:** +9 (2d6+6 bludgeoning +1d10 fire)

**Ram:** +9 (2d8+6 bludgeoning +1d10 fire)

**Burning Dash (recharge 5-6):** The Kriatin takes the Dash action. Any creatures that the Kriatin passes within 5 feet of while dashing must make a dexterity save (DC 14), taking 6d6 fire damage on a failed save and half as much on a success.
Mendacias Res

*9th level Illusion*

Casting Time: 1 minute

Range: Self (1 mile)

Components: V, S

Duration: 24 hours, concentration

Exert your will over reality to shape the world into an illusion of all illusions, changing the world around you in a 1 mile radius. On the turn which you begin casting this spell, the area within 100 feet of the origin changes. On the second turn, out to 300 feet changes. On the third, 700 feet; on the fourth, 1,000 feet; and on the last 6 turns it gains by about 1,00 feet until it reaches is maximum size. The new form can be anything you can imagine, and is tangible enough to act solid. A creature with Truesight can recognize this to be an illusion and can pass through it if they choose to, but otherwise it acts as real terrain and structures. The illusion cannot cause damage except in the case of fall damage from hitting it, and cannot move fast enough to harm creatures in it's way. The illusion cannot be a living thing and cannot move from where you started casting it. If you concentrate on this spell for 24 hours straight, it becomes real. Either way, you take a level of exhaustion when this spell ends.

**Classes: Wizard, Sorcerer, Bard**
Megapede

***Much to the chagrin of creepy-crawler haters throughout the multiverse, Megapedes are neither very rare nor very friendly. I don't feel the need to explain this one any further.***

## Megapede

*Large Monstrosity, Unaligned*

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AC: 15 (natural armor)

HP: 42 (6d10+6)

Speed: 25 feet, climb 25 feet

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Ability Scores
 +2

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**Damage Immunities:** Acid

**Senses:** passive perception 9

**Languages:** --

**Challenge:** 1

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ACTIONS

**Bite:** +5 (2d8+2 slashing +2d6 acid)

**Belch Acid (Recharge 5-6):** The Megapede squirts stomach acid in a 30 foot line. All creatures in that area must make a dexterity save, taking 4d8 acid damage on a failed save and half as much on a success. This acid will melt through up to 3 feet of wood, a foot of stone, or an inch of metal, provided such material is not being worn or carried and is not magical.
The Herbalist

***Herbalists are the most natural and generally least eccentric of the alchemist schlock. They specialize in foraging for useful herbs and brewing herbal remedies for all sorts of ailments.***

## Herbalism

When this style is chosen, you learn to differentiate useful and helpful plants from useless and potentially harmful ones. You can spend a short rest in the wilderness foraging for plants. On a successful nature check (DC 12), you can come up with temporary alchemists supplies (it loses its potency after a week) or up to your level x 1d6 gp worth of potion ingredients. You may spend these ingredients instead of gp when brewing permanent potions with your Brewing feature.

As an herbalist, you gain access to the following Simple Mixtures, which you may only use if you have foraged within the last week:

## Greater Herbalism

Beginning at level 6, your skills as a forager increase. While temporary alchemists supplies gained from foraging are at your disposal, you can take ten minutes to create a simple potion that retains its potency for 24 hours and applies the effects of any of the following spells:

* Cure Wounds
* Purify Food and Drink
* Barkskin
* Enhance Ability
* Lesser Restoration
* Remove Curse
* Pass Without Trace
* Protection From Poison

These potions can be made to retain their potency through the usual means.

Additionally, your knowledge of plants and their uses allows you to concoct healing brews. During a short rest, you may create a pot of medicinal stew. Any creature that consumes the stew and takes a short rest regains half its hit point maximum in hit points and rolls a d4. On a 4, it loses a level of exhaustion, if it had any.

## Superior Herbalism

Beginning at 10th level, you gain access to the following spells through your Greater Herbalism feature:

* Feign Death
* Speak With Plants
* Water Walk
* Freedom of Movement
* Giant Insect
* Polymorph
* Stoneskin

Additionally, your skills as a natural healer have begun to rival even the worst afflictions. If you have foraged in the last week, you may take ten minutes to create a brew that retains its potency for just 1 round that when fed to a creature that died in the last hour, will restore that creature to life at 1 hp.

## Supreme Herbalism

At level 14, you Greater Herbalism gives you access to the following spells for potion brewing.

* Greater Restoration
* Scrying
* Find The Path
* Heal
* Wind Walk (only the consumer)
* Investiture of Wind/Stone/Fire/Ice
* Primordial Ward

Additionally, friendly creatures that have consumed a potion created by you gain advantage on death saves and rolls to regain hit points until sundown.

## Master Herbalist

As per the usual progression of this subclass, you gain new spells to potionify at level 18.

* Regenerate
* Plane Shift (consumer only)
* Astral Projection (consumer only)
* Shapechange
* True Resurrection (the material component cost must be paid entirely with foraged plants collected with your Herbalism feature)

Additionally, all friendly potions created by you grant the effects of Lesser Restoration in addition to their other effects.
Silver Shards

*2nd Level Evocation*

Casting Time: Action

Range: 50 feet

Components: V, S

Duration: Instantaneous

Fire two explosive magic missiles. Make two ranged spell attacks, each one dealing 2d8 force damage on a hit and 5d8 force damage on a critical hit. Ranged spell attacks made with this spell score a critical hit on a roll of 19 or 20. Casting this spell at higher levels increases the number of missiles by one for each slot level above 2nd.

**Classes: Sorcerer, Wizard**
Prismatic Ribbons

*6th Level Conjuration*

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a prism and a ribbon)

Duration: 1 minute, concentration

Conjure bands of colored light to harass and bind your foes. Choose up to seven targets within range. Each target must make a strength save or be restrained until the spell ends. Each creature may repeat the save at the end of each of their turn, ending the spell on them on a success. Choose an additional effect for each creature, choosing each option only once.

* **Red:** The target takes 6d8 fire damage when the spell takes affect and 3d8 fire damage at the start of each of its turns until the spell ends.
* **Orange:** The target takes 10d4 acid damage when the spell takes affect and 5d4 acid damage at the start of each of its turns until the spell ends.
* **Yellow:** The target takes 4d10 lightning damage when the spell takes affect and 2d10 lightning damage at the start of each of its turns until the spell ends.
* **Green:** The target takes 8d6 poison damage when the spell takes affect and 4d6 poison damage at the start of each of its turns until the spell ends.
* **Blue:** The target takes 3d12 cold damage when the spell takes affect and 3d12 cold damage at the start of each of its turns until the spell ends.
* **Indigo:** The target must make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
* **Violet:** The target is blinded. At the start of your next turn, the target must make a wisdom save, being Banished (as per *Banishment*) on a failure.

**Classes: Wizard, Sorcerer**
Ray of Disruption

*2nd level Abjuration*

Casting Time: 1 action

Range: 40 ft.

Components: S, M, (an iron splinter)

Duration: Instantaneous

Choose an undead or construct within range and fire a crackling beam of Abjuration magic. Make a ranged spell attack on the target. On a hit, they take 6d6 force damage. This spell has no effect on creatures that are not undead or constructs. An undead or construct reduced to 0 HP by this spell collapses into a pile of its composite parts (and cannot be reanimated for 1d10 days), whether that be a pile of bones, a corpse, or metal scraps. Casting this spell at higher levels increases the force damage by 2d6 for each slot level above 2nd.

**Classes: Wizard, Druid, Cleric**
Nihilate

*2nd Level Abjuration*

Casting Time: Reaction

Range: 30 feet

Components: V, S

Duration: Instantaneous

Destroy a projectile or object within range weighing up to 500 pounds, reducing it to dust. Casting this spell at higher levels increases the number of targets by one for each slot level above 2nd.

**Classes: Artificer, Sorcerer, Wizard**
Dance

***Bards who study dance generally end up employing their skills on a battlefield, learning to gracefully weave between blows and spells and strike when the rhythm is right.***

## Novice Dancer

When this medium is chosen, you begin learning to conduct yourself with grace while fighting. While not wearing medium or heavy armor, you may use your charisma instead of your dexterity as the combat modifier for finesse weapons. You may also add your charisma modifier to acrobatics checks and dexterity saving throws.

## Apprentice Dancer

When your skills improve to an apprentice level, you become graceful and fluid in increasingly advanced ways. Whenever you take the Attack action with a finesse weapon, you may attack twice instead of once. Additionally, whenever you make a successful acrobatics check, attack rolls you make that turn have advantage.

## Adept Dancer

When you become reasonably confident in your skills as a dancer, you may add your charisma modifier to your AC while not wearing medium or heavy armor. Additionally, you may disengage as a bonus action.

## Expert Dancer

As your dancing skill becomes truly impressive, you learn to incorporate others into the dance. Whenever a large or smaller creature misses you with a melee attack, you may move them up to 10 feet in a direction of your choosing or cause them to fall prone.

## Master Dancer

When you master the dancing skill, you may add your charisma modifier to all attack and damage rolls you make with finesse weapons.
Kuo-Toa

***Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Most are deep-dwelling and insanely paranoid and territorial. However, the rarest of the Kuo-Toa overcome their fears and live lives of adventure in pursuit of new lands, new sights, and new gods.***

**Ability Scores:** Kua-Toa are fanatically faithful to whatever they choose to put their faith in, and strengthened by paranoia. They gain +2 wisdom and +1 strength.

**Alignment:** Most Kua-Toa are neutral but very territorial and inherently distrustful, earning them a poor reputation.

**Age:** Kua-Toa reach maturity a year after hatching and can live up to age 50.

**Size:** Kua-Toa are a short but bulky medium.

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

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

**Deep Dweller:** You can breathe water as well as air and have a swimming speed equal to your walking speed. Additionally, you have darkvision out to 60 feet and are not affected by negative effects of high water pressure.

**Otherworldly Perception:** As a remnant of the Ilithid Empire's psychic enslavement of your ancestors, you have supernatural senses. You can sense invisible and ethereal creatures that are within 30 feet of you. If they move, you can pinpoint their location.

**Slippery:** You have advantage on ability checks and saving throws made to escape a grapple.

**Fanatic Zeal:** Kua-Toa Clerics and Druids can prepare an extra spell beyond their normal limit, and whenever they roll for Divine Intervention, they roll twice and take either roll.

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

The Sparra are the Falkra's smaller cousins. Their feathers are striped or speckled with brown and their eyesight is not quite as sharp, but they are still fierce warriors.

**Ability Scores:** Sparra are tough, agile, and clever. They gain +2 dexterity and +1 intelligence and constitution.

**Age:** Sparra mature at age 3 and live well past 70.

**Alignment:** Most Sparra are good-hearted but reject authority whenever possible.

**Size:** Standing between 4.5 and 5.5 feet in height, your size is medium.

**Speed:** You have a base walking speed of 35 feet and a flying speed of 35 feet.

**Languages:** Sparra, Common

**Sparran Training:** As a Sparra, you treat spears, javelins, and glaives as finesse weapons. You are also proficient with a traditional type of weapon known as a Sparran war-shield, which usually takes the shape of a sun or similar symbol with sharpened edges. This is considered a finesse weapon and a melee weapon, and grants +2 AC when used.

**Sparran Agility:** Thanks to your wings, you have advantage on acrobatics checks made in situations where you have enough space to open your wings. If you hit a creature with a weapon attack immediately after making a successful acrobatics check, the damage is increased by 2d6.
Otiluke's Blazing Spheres

*9th Level Conjuration*

Casting Time: 1 action

Range: self (120 feet)

Components: V, S, M (three spherical rubies, worth 25 gp each)

Duration: 10 minutes

Summon three 5 foot diameter balls of fire that float in the air around you. As a bonus action on each of your turns while the spell is active, you may move each of the balls up to 60 feet. If any ball passes through a creature's space or ends it's turn adjacent to a creature, that creature must make a dexterity save, taking 5d8 fire damage on a failed save and half as much on a success. A single creature cannot be damaged by more than one sphere in this way on any given turn. As an action while the spell is active, you may cause every sphere to explode simultaneously. Any creature within 15 feet of a sphere must make a dexterity save, taking 8d8 fire damage on a failed save and half as much on a success. A creature in the blast radius of more than one sphere must make a separate save for each sphere, and takes damage from as many as detonate near it.

**Classes: Wizard**
Seraph of the Sacred Fire

***Seraphs of the Sacred Fire are the lamplighters of the heavens. In some religions they are responsible for lighting the stars each night and snuffing them out in the morning.***

## Seraph of the Sacred Fire

*Large Celestial, Lawful Good*

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AC: 16

HP: 144 (20d10+20)

Speed: 40 feet, 40 feet fly

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Ability Scores
 +2

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**Saving Throws:** Wisdom +4, Charisma +8

**Damage Resistances:** Cold, Lightning, Thunder, Acid

**Damage Immunities:** Radiant, Fire

**Condition Immunities:** Blinded, Deafened, Frightened, Exhausted, Petrified, Paralyzed

**Senses:** Blindsense 1,000 feet

**Languages:** Celestial

**Challenge:** 8

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**Living Fire:** The Seraph sheds bright light in a 100 foot radius and dim light for 100 more feet. This light is daylight. Any evil-aligned creatures that start their turn in this light or enter the light for the first time on their turn must make a charisma save (DC 16) or take 1d8 radiant damage.

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ACTIONS

**Multiattack:** The Seraph makes three Hurl Flame attacks or uses its Flare With Righteousness ability.

**Hurl Flame:** +8 (4d8 radiant)

**Flare With Righteousness:** The Seraph flares brightly from its head. All creatures that can see it must make a charisma save (DC 16), taking 8d8 radiant damage and being blinded on a failed save and taking half as much damage on a success. Evil-aligned creatures have disadvantage on this save. Creatures blinded by this ability can have their sight restored by a *Remove Curse* spell, *Restoration*, or similar magic.
The Deathless

Dagara is cosmically oriented very close to its spirit world, and as a result, sometimes when people die they kinda...stick around. They vary greatly based on origin and cause of death, and are far from the most common occurrence, but they are present.

**Race In Life:** Before you start making a Deathless character, pick a playable race that your character was in life. You gain that race's racial traits, speed, size, and languages.

**Ability Scores:** You get the ability score improvements of your Race In Life, but take a -2 penalty to constitution from being, y'know, dead.

**Bloodless:** You are immune to poison and immune to the poisoned condition. Additionally, you are resistant to necrotic damage.

**Deathless Form:** No two Deathless are alike. Pick one of the following forms.

* **Ghost:** Ghosts are the spectral and semi-corporeal spirits of those who have unfinished business.
	+ **Intangible:** You can move through solid objects as if they were difficult terrain along with any equipment you are wearing or carrying, but if you end your turn inside of an object, you take 1d10 force damage and are shunted to the nearest unoccupied space.
	+ **Ethereal:** You can see into the Border Ethereal and can see invisible creatures.
	+ **Chill of the Grave:** You are immune to cold damage.
	+ **Weightless:** You have a flying speed of 15 feet.
* **Revenant:** Revenants are the animated corpses of those seeking vengeance, or simply those who refuse to die.
	+ **Strength of Will:** You gain an additional +2 bonus to strength.
	+ **Death Can Wait:** You have advantage on death saves and return to consciousness at 1 hp on rolls of 19 or 20.
	+ **Revenant Origin:** Some Revenants have vengeance quests and others are made by the refusal to pass on. Choose one of the following.
		- **Revenant's Fury:** You know the spell *Hunter's Mark* and can cast it without expending a spell slot.
		- **Not Today:** If you are reduced to 0 hp by an amount of damage less than your level plus your wisdom modifier, you drop to 1 hp instead.
* **Skeleton:** Skeletons are usually created when a necromancer hoping for a dutiful companion accidentally restores the skeleton's original consciousness.
	+ **Pile of Bones:** You can remotely move each bone in your body and are immune to dismemberment and decapitation. You can use this feature to deploy your skeletal hand to unlock a prison door from the other side of pretty much any other scenario you can think of. Detached bones have a crawling speed of 5 feet.
	+ **Boney Nature:** You are resistant to slashing, piercing, and bludgeoning damage.
	+ **Slow to Repair:** It takes your life force a while to repair damage to your old bones. When you finish a long rest, you only regain half your maximum hit points.
Mad Hound

***While the term "hound" is admittedly somewhat misleading, it applies more to these creatures' role on the team more than their anatomy. They serve as a Mad Hunter's hunting dogs, sniffing out prey and helping immobilize it.***

## Mad Hound

*Medium Aberration, Lawful Evil*

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AC: 15 (natural armor)

HP: 48 (8d8+8)

Speed: 35, spiderclimb 35 feet

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Ability Scores
 +0

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**Saving Throws:** Dexterity +6, Constitution +4

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Damage from silvered weapons

**Condition Immunities:** Poisoned, Exhausted

**Skills:** Survival +4, Perception +4

**Senses:** Darkvision 120 feet, heatsense 60 feet, passive perception 14

**Languages:** Understands Mikazzarri but cannot speak

**Challenge:** 2

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**Flawless Smell:** The Mad Hound has advantage on perception and survival checks relying on smell and can smell the smallest amount of blood from up to ten miles away.

**The Bloodwrath:** Mad Hounds, like most natives of Mikazzarr, possess an uncontrollable bloodlust. This creature has advantage on attack rolls made against creatures with less than half their total hit points.

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ACTIONS

**Sting:** +6 (1d8+3 piercing, target must make a constitution save (DC 12), taking an additional 4d6 poison damage on a failed save and half as much on a success. A creature that fails the save is poisoned for 1 minute, and their speed is halved while poisoned in this way.)
Terraform

*9th Level Transmutation*

Casting Time: 1 action

Range: Self (1,000 foot radius)

Components: V, S, M (a piece of bedrock weighing at least 10 pounds)

Duration: 10 minutes, concentration

Bend the very earth beneath your feet. While concentrating on this spell, you may use your action to move up to a 15 foot cube of earth or stone up to 100 feet, as well as change the shape of it, if you choose. A creature caught under or in this movement must make a dexterity save, taking 5d10 bludgeoning damage on a failed save or half as much on a success. You can also choose to use this spell purely offensively. As an action, you may hurl a wave of lava in a 30 foot cone originating from a point within range. All creatures in the cone must make a dexterity save, taking 4d8 bludgeoning and 4d8 fire damage on a failed save and half as much on a success. This spell deals double damage to structures.

**Classes: Druid, Wizard, Sorcerer, Cleric**
Loam Ghoul

***Loam Ghouls are gentle, misunderstood, and useful creatures, dedicated to the protection of their ecosystem and the continuation of the circle of life. They wander deep forests and jungles, devouring and recycling decomposing vegetation.***

## Loam Ghoul

*Medium Plant, Lawful Neutral*

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AC: 12 (Natural Armor)

HP: 33 (3d10+15)

Speed: 20 feet

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Ability Scores
 +3

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**Saving Throws:** Strength +5, Wisdom +4

**Damage Resistances:** Necrotic

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned, Exhausted

**Skills:** Nature +2, Survival +4

**Senses:** Passive perception 12

**Languages:** Primordial

**Challenge:** 1/2

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**Composter:** Loam Ghouls absorb the life energy of dying plants and use it to bolster others. Whenever a creature is reduced to 0 hp within 5 feet of the Loam Ghoul, it gains 1d4 temporary hit points and it's bolster ability recharges.

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ACTIONS

**Decompose:** +5 (1d8+3 bludgeoning +2d4 necrotic damage)

**Bolster (recharge 5-6):** A creature the Loam Ghoul touches gains 2d4 temporary hit points as protective bark and leaves grow over it.
Levin Strike

*Evocation Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

Point at a target within range and make a ranged spell attack, arcing a small bolt of lightning toward them. On a hit, the target takes 1d12 lightning damage. At higher levels, more arcs can be fired. You may make two attacks with this cantrip at 5th level, three at 11th level, and four at level 17.

**Classes: Wizard, Sorcerer, Warlock**
Mist Dog

***Mist Dogs are the final form of house pets and wolf cubs who ran away from home and became lost in the twisting maze of the Feywild. They usually run in packs and their personalities depend heavily on their alpha's personality, ranging from playful and cuddly to vicious and cruel. If tamed, these hounds can make for fiercely loyal and fearless companions.***

## Mist Dog

*Medium Fey, Chaotic Neutral*

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AC: 13 (Natural Armor)

HP: 24 (4d8+4)

Speed: 40 feet

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Ability Scores
 +1

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**Damage Resistances:** Psychic

**Condition Immunities:** Frightened, Charmed

**Skills:** Perception +7, Survival +7

**Senses:** Darkvision 60 feet

**Languages:** Understands Sylvan but cannot speak

**Challenge:** 1/4

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**Feysoaked:** The Mist Dog can't be put to sleep by magic.

**Magic Resistance:** The Mist Dog has advantage on saves against spells and magical effects.

**Heightened Senses:** The Mist Dog has advantage on perception and survival checks relying on smell.

**Pounce:** If the Mist Dog moves at least 10 feet before making a bite attack, the target of that attack must make a strength save (DC 11) or be knocked prone.

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ACTIONS

**Bite:** +3 (1d6+1)

**Fey Fire (Recharge 5-6):** The Mist Dog exhales a 15 foot cone of Faerie Fire, which behaves as the spell would (DC 11).
Ooze Bloodline (Shifter)

Though rare and definitely strange, there are Shifters who find the most in common with the formless beings known as Oozes. This allows you to learn Forms of the Ooze type. You automatically learn one such Form of for which you have available slots at 1st level.

## **Child of the Slime**

At 3rd level, your Ooziness begins to manifest in any form you take. You gain the Amorphous trait and a climbing speed equal to half your walking speed in all of your forms. Additionally, you are so squishy that all damage you take is reduced by an amount equal to your proficiency bonus.

## **Formless Reversion**

At 6th level, as a reaction, you can shift into an ooze Form when hit by an attack or effect, allowing you to possibly become resistant or immune to some of the damage.

## **Sticky Pseudopods**

At level 10, you become resistant to acid damage and gain blindsense out to 60 feet.

## **Amorphous**

Starting at 14th level, you are immune to acid damage and resistant to slashing, piercing, and bludgeoning damage.
Njorn

***Far to the north, where the sun never falls and the auroras rule the night and the day, the Njorns keep their silent vigil over the glistening peaks. No one really knows where they came from; some say they are elementals, others say they've always been there. Ancient Berenian legends say they guard the gate to the Dark Forest.***

***-Gledden Garstov, in 'Secrets of the Anwr'***

## ***Njorn***

*Medium Giant, Lawful Neutral*

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

AC: 17 (Natural Armor)

HP: 98 (14d10+14)

Speed: walk 30 ft.

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

STR DEX CON INT WIS CHA

19 9 12 14 20 12

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

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

**Saving Throws:** Constitution (+6), Wisdom (+10)

**Damage Immunities:** Cold

**Condition Immunities:** Exhausted, Fatigued

**Skills:** Survival (+10), Nature (+10), Arcana (+7), Perception (+10)

**Senses:** Darvision 1,000 ft, heatsense 120 ft., passive perception 20

**Languages:** Giant, Primordial, Telepathy 60 ft.

**Challenge:** 7

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ACTIONS:

**Multiattack:** The Njorn makes two attacks with its conjured weapon or casts two cantrips.

**Conjured greataxe:** The Njorn forms a greataxe made of ice. +9 (1d12+4 slashing +1d4 cold) If this weapon rolls a natural 1 or 20 on an attack roll, every creature within 5 ft of it takes 1d4 cold damage as it shatters.

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INNATE SPELLCASTING (DC 18, spell attack bonus +10): The Njorn can innately cast the following spells, requiring no material components.

At will: *Frostbite (3d6), Shape Water, Fog Cloud, Ice Knife, Zephyr Strike, Gust of Wind*

3/day each: *Rime's Binding Ice, Conjure Barrage, Erupting Earth, Armor of Agathys (4th level), Slow, Sleet Storm*

1/day each: *Wind Wall, Ice Storm, Cone of Cold, Investiture of Wind*
Hottebakka

***Hottebakka are emblematic of demons whose sole purpose is to inflict pain and terror. Though truly monstrous creatures, they lack the intelligence to pose any threat beyond mindless savagery.***

## Hottebakka

*Large Fiend (Demon), Chaotic Evil*

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

AC: 13

HP: 100 (10d10+40)

Speed: 25 feet

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

Ability Scores
 +2

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

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

**Damage Resistances:** Poison, Fire, Cold, Lightning

**Condition Immunities:** Blinded

**Senses:** Blindsight 120 feet, Passive Perception 10

**Languages:** --

**Challenge:** 6

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ACTIONS

**Multiattack:** the Hottebakka makes four claw attacks and uses its maul ability.

**Claw:** +7 (2d6+4 slashing damage)

**Maul:** The Hottebakka lashes out with its tongues, pulling a target creature towards its mouth. A creature within 15 feet of it must make a strength save (DC 14) or be pulled up to ten feet closer and be mauled by the Hottebakka's mouths, taking 3d10 piercing damage.
Mobee's Storm Step

*2nd level Transmutation*

Casting Time: 1 action

Range: self (30 ft.)

Components: V, S

Duration: Instantaneous

Briefly transform yourself into a bolt of lightning to essentially teleport up to 30 ft. Any creature or object between you and your destination must make a Dexterity save, taking 3d6 lightning damage on a failed save and half as much on a success. Casting this spell at higher levels increases the range by 10 ft. and the damage by 1d6 for each slot level above 2nd.

**Classes: Wizard, Sorcerer, Druid, Ranger**
The Great Hunger

***You've gone and made a pact with Sheolth, an outer god borne of the conscious mind's ability to crave and the desperation to continue existing. Known for deep scarlets and grasping appendages and horrifying, ravenous monstrosities that'll try to digest everything in their path, Sheolth is far from savory but is certainly effective.***

The Great Hunger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:

 2nd
 3rd
 4th
 5th

## Blessed of Sheolth

As a servant of Sheolth, you gain several features bestowed to you by the Great Desire. Whenever you deal acid damage to a creature using a warlock class feature, you regain hp equal to 1/2 the damage dealt, rounded down. Additionally, you become proficient in persuasion, and if you already were, you gain Expertise in persuasion.

## Transfer Life

At 6th level, you learn to share Sheolth's vitality with others. As an action, you may touch a creature and expend any number of your hit dice. Roll them. You take that much damage and the creature you touched regains twice that many hp. This damage cannot be reduced in any way.

## Ravenous

Beginning at 10th level, Sheolth's power influences everything you do. Your weapon attacks deal 1d8 extra acid damage.

## Relentless Consumption

Beginning at 14th level, you can summon tendrils of Sheolth's power from your own body. As an action or bonus action on your turn, or both, you may make a melee spell attack with one of your Hungry Tentacles. Hungry Tentacles deal 1d8 piercing + 2d6 acid damage on a hit and have a reach of ten feet.
Rhodian

Rhodians are a proud, militaristic people hailing from central Ran. Their empire is expansive and their advancement impressive, contrasting their cousins, the Dharzeri and Lizardfolk. Rhodians have gray, tan, or greenish scales and strong builds.

**Ability Scores:** All Rhodians are resilient and strong. They gain +1 constitution and strength.

**Age:** Rhodians mature and age at the same rate as humans.

**Size:** Standing at around the same height and weight as humans, they are medium.

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

**Alignment:** By and large, Rhodians tend toward lawful and neutral, due to the well-governed provinces they make their home.

**Languages:** Rhodian, Common

**Tough Scales:** Rhodians' scales grant them a certain level of natural protection. While not wearing armor, your AC = 13 + your dexterity modifier.

**Citizen:** Most Rhodians that have reached adulthood are trained for some level of military service. You gain proficiency with two martial weapons of your choice and an additional +1 constitution. This feature may be exchanged for a sub race, which are listed below.

### Mountain Born

Mountain Born Rhodians hail from the southern provinces of the empire closer to Tyrrh and the Baharadhun. They stand slightly larger than the average Rhodian, and most sport curling, ram-like horns. Their scales tend to be more gray and brown in hue.

**Ability Scores:** Mountain Born gain an additional +1 strength.

**Mountain Horns:** Mountain Born may use their horns for a strength-based natural attack with which they are proficient. On a hit, they deal 1d6 + strength bludgeoning damage. Whenever you successfully hit a creature of the same size category as you or smaller, you can choose to have them make a strength save (DC=8 + your proficiency bonus + your strength modifier) to avoid falling prone. Once you use the prone feature, you cannot use it again until you complete a short or long rest.

### Noble Born

Noble Born Rhodians are raised among the rich and powerful in High Rhodia or one of the empire's other metropolises. They have a natural way with people and some have an affinity toward magic. Their scales tend to be more vibrant in hue.

**Ability Scores:** Choose +1 intelligence, wisdom, or charisma.

**Arcane Affinity:** A Noble Born begins the game with the Magic Initiate feat.

**Bonus Language:** You know an additional language of your choice.

### Coast Born

Coast Born Rhodians are raised in the many port cities and fishing villages along the coast of the sea of Darna. Their scales tend to be more bluish green in hue.

**Ability Scores:** Coast Born gain +1 dexterity.

**Raised in the Sea:** Coast born have a swimming speed of 30 feet.
Scythetusk

***Scythetusks are aptly named. Originally bred as weapons of war for a crazed orc warlord in ages past, they now wander the verdant folds of Eredin, cutting the grass, the trees, and anyone they don't like into pieces. They're a big draw for sport hunters.***

## Scythetusk

*Large Monstrosity, Unaligned*

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AC: 14 (natural armor)

HP: 66 (7d12+21)

Speed: 35 feet

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

Ability Scores
 +3

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

**Senses:** Passive perception 11

**Languages:** --

**Challenge:** 4

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

**Cleaving Charge:** If the Scythetusk moves at least 10 feet before using its Cleaving Tusks ability, it deals an extra 2d6 damage.

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ACTIONS

**Multiattack:** The Scythetusk uses its Cleaving Tusks ability twice.

**Cleaving Tusks:** The Scythetusk swings its tusks in an arc in front of it. All creatures in a 10 foot cone must make a dexterity save (DC 14), taking 3d6 slashing damage and being knocked prone on a failed save.
Intuition

*1st level Divination (ritual)*

Casting Time: 1 minute

Range: self

Components: V, S

Duration: Instantaneous

Reach out to a deity, entity, or arcane source to obtain brief insight on a matter. Make a DC 12 Religion check (or a spellcasting modifier, if untrained), receiving a feeling or nudge on a success. The DM ultimately gets to decide what this takes the form of, but it should be something vague like “you get the feeling the pirates took the second door” or “something tells you fire won’t be very effective” Casting this spell at higher levels reduces the DC by 2 for each slot level used after 1st.

**Classes: Cleric, Wizard, Warlock, Paladin, Druid**
Pygmy Cyclops

***The Pygmy Cyclops is one of the strangest members of the Giant family, if only for the reason that it's not very big. That being said, researchers are certain that these territorial one-eyed folks were once full-sized cyclops who simply adapted to the limited light and headroom of their habitat by shrinking to a more manageable size. Their brains also shrank, however, and since they weren't much to speak of to begin with, the Pygmy Cyclops found itself a somewhat slow creature.***

## Pygmy Cyclops

*Medium Giant, Neutral*

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

AC: 10

HP: 24 (3d10+6)

Speed: 25 feet

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

Ability Scores
 +5

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

**Damage Vulnerabilities:** Radiant, Fire, Piercing

**Senses:** darkvision 120 feet, passive perception 9

**Languages:** Pygclops Sign

**Challenge:** 1/2

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

**Keen Hearing:** The Pygmy Cyclops has advantage on perception checks relying on hearing.

**Pygclops Sign:** Pygclops Sign is a signing-based language unique to the Pygmy Cyclops. It has very few words and is only complex enough for basic hunting and gathering.

**Genetic Strength:** Though it might be hard to tell, the Pygmy Cyclops retained some of the muscle mass of its ancestors. It deals an extra die of a weapon's damage die when it hits a target with a weapon.

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ACTIONS

**Mace:** +7 (2d8+5 bludgeoning)
Quasar

*5th Level Evocation*

Casting Time: 1 action

Range: 1,000 feet

Components: V, S

Duration: Instantaneous

Fire a thin beam of blindingly bright light at a single target within range. Make a ranged spell attack. On a hit, the target takes 10d10 radiant damage. Whether you hit or miss, the fading beam generates bright light for a 20 foot radius around the line it followed, and dim light for 20 feet further. This light remains until the end of your turn. Casting this spell at higher levels increases the range by 200 feet and the damage by 2d10 for each slot level above 5th.

**Classes: Wizard, Sorcerer, Cleric**
Shim's Starfire Bolts

*Evocation Cantrip*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Fling two small motes of white light at targets within range. Make a ranged spell attack for each bolt, dealing 1d6 radiant damage on a hit. The bolts explode in light when they hit, generating bright light in a 10 foot radius and dim light for another 10 feet until the end of your turn. As you level up, your aim improves. You gain a cumulative +1 bonus to attacks and damage rolls when you reach 5th level, 11th level, and 17th level.

**Classes: Wizard, Sorcerer**
Sculpture

***Bards who indulge in the visual arts rarely indulge in sculpture, but sculptors are often the most skilled and visionary among artisans. They possess the ability to see beautiful shapes in hunks of stone and metal, and then make those shapes a reality.***

## Novice Sculptor

As a novice sculptor, you gain proficiency with mason's tools, tinker's tools, and blacksmith's tools. You can take any amount of time to create a sculpture from raw materials you possess. Make a crafting check. The sculpture is worth (4gp x the number of hours you spent on it x the result of your crafting check)

## Apprentice Sculptor

As an apprentice sculptor, you have a reasonable understanding of your crafting mediums. At a cursory glance, you can recognize what type of metal or stone a given object is made of. Additionally, your knowledge of those materials allows you to make drastic changes with careful choices. As an action while holding your tools, you can cause up to a 5 foot cube of rock to detach from a vertical or near-vertical wall or make an intelligence check while observing a metallurgically constructed object (such as a iron bar on a prison door or a padlock) to break it with the deft strike of a hammer. The DC for such a check is listed below.

 Average
 Decent
 Professional
 Masterwork

## Adept Sculptor

As an adept sculpture, you are familiar enough with your materials that you can tell when little things feel off. You know when a stone, metal, or wooden object has been altered magically, whether it's animated (as per *Animate Objects*), altered somehow (as per *Flesh to Stone, Stone Shape*, or *Meld With Stone*), or is a shapechanger in disguise (such as a Mimic).

## Expert Sculptor

As an expert sculptor, your talents allow you to move material and shape it seemingly without effort. You can wield your tools as effective weapons against constructs made of stone, wood, or metal. As an action, you can make a crafting check against such a target. If the result exceeds the target's AC, you can choose one of the following effects:

* If they have a flying speed, reduce it to 0.
* If they have a walking speed, reduce it by 20 feet.
* Grant disadvantage on strength or dexterity checks and saves.
* Deal damage equal to your Bardic Inspiration die + your intelligence modifier.
* Knock it prone, if possible.

## Master Sculptor

As a sculptor of true prowess, you are incredibly familiar with workable materials. You can easily find weak points in any manufactured object, and, while holding your tools, you can break something no great than 1 foot in any dimension as an action. Whenever you deal damage to a construct, instead reduce it's hit points by half its current hit points, rounded up.
Rail Spike

*2nd level Evocation*

Casting Time: 1 action

Range: self (60 ft. line)

Components: S, V, M (a metal spike, dagger, spear, or other piercing weapon)

Duration: Instantaneous

Launch a spike or other object at incredible speed in a 60 ft. line. Every creature in that line must make a Dexterity save, taking 6d6 piercing damage on a failure. This damage is considered magical and deals double damage to structures. Casting this spell at higher levels increases the damage by 1d6 for each slot level above 2nd.

**Classes: Sorcerer, Wizard**
Kheprian

Kheprians hail from the more arid jungle regions of southeastern Khesh. They are a little on the shorter side, with tan skin and dark eyes, but their hospitality, loyalty, and kindness are known throughout the world.

**Ability scores:** Kheprians are short, but shouldn't be underestimated. They gain +1 strength, dexterity, and charisma.

**Age:** Kheprians dont live quite as long as humans, into their late 70s, and mature at age 14.

**Size:** They stand anywhere from 4 and a half to 5 and a half feet tall, and are medium.

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

**Alignment:** Any, but generally good.

**Languages:** Khesh, Kheprian, Common

**Bonus Proficiencies:** All Kheprians are proficient with short swords (kukris) and short bows (recurve bows).

**Kheprian Determination:** Whenever you are reduced to 0 hp but not killed outright, you may choose to drop to 1 hp instead. Once you use this feature, you cannot use it again until you complete a long rest.

**Heroes:** Kheprians are determined to battle their god-like tyrant rulers against all odds. Whenever you make an attack roll, ability check, saving throw, or damage roll, you may roll 1d8 and add the result. You may also choose to roll the die and multiply the result by 5, adding this to your movement speed for the round. This die increases to 1d10 at level 5, 1d12 at level 11, and 1d20 at level 17. Once you use this feature, you may not use it again until you complete a short or long rest or roll initiative.