recursal/Fanatic-Fandom huggingface dataset:
Jester (5e Rogue Archetype)

## **Jester**

Your skillset comes from that of a comedian known as a jester, making use of mockery of others to call forth laughter from others. Many who take on this roguish archetype are very experienced in the art of deception and manipulation, combining it with their foolhardy appearance to have their foes underestimate them.

### **Performance Artist**

When you choose this archetype at 3rd level, you gain proficiency in Performance, or if you are already proficient in that skill, you gain proficiency in one of the following skills of your choice, instead: Acrobatics, Deception, Persuasion, or Sleight of Hand.

### **Joker**

Starting at 3rd level, your words weave into a powerful jape when you mock others. You learn the *vicious mockery* cantrip, and use your Charisma modifier as your spellcasting ability for it. Additionally, you may use the bonus action granted by your Cunning Action to cast *vicious mockery*.

### **Harlequin's Taunt**

Beginning at 9th level, you add your Charisma modifier to the damage dealt by *vicious mockery*. Additionally, when a creature fails their saving throw against your *vicious mockery,* you can choose to, instead of giving it disadvantage on the first attack roll it makes, have one of the two effects occur, instead.

***Distracting Taunt.*** The creature has disadvantage on the first ability check it makes before the start of your next turn.

***Enraging Taunt.*** The creature must use its action on its next turn to take the Attack action on you, moving as close as it needs to do so, provided doing so would not be suicidal, such as by wading through lava. After using this effect, you must take a long rest before doing so, again.

### **Dark Secret**

At 13th level, you can make creatures believe you know more about them than you really do. You can cast *fear* without any material components, using Charisma as your spellcasting ability for this spell. After casting *fear* in this way, you must take a short or long rest before doing so, again.

### **Disappearing Act**

By 17th level, you can temporarily disappear, dodging that which cannot normally be dodged. Whenever you are forced to make a non-Dexterity based saving throw, you may use your reaction to change the saving throw into a Dexterity one, for yourself. After using this feature, you must take a short or long rest, before doing so, again.
Jroulm Hestra

**Jroulm Hestra** was a autres that worked for The Looters before their leader Groum broke out of a prison blockship with others. Jroulm later left the gang and escaped with who later were (at the time) growing to be his friends.

## History

### In the (Prison) Blockship

A member of the looters, Jroulm did the usually KO, grab, then run, for the "locals," or the ship's Z Helcon series robots, would try to seek him out, punish him, and steal back the spoils. Through, of course, they typically wouldn't give them back to their owner, for looters usually only went after objects such as weapons and tools, which were illegal on board.

A few days after a scrom named Jack, who was previously a gang-leader that partnered with space pirates, publicly engaged and finished a Z3 Helcon cooker called Z3 H FROZ, where then an alarm went off. The lights that were previously white that was slightly dimmed were now turned to red that was fading in and out, dim then bright, along with a not-so-loud noise. He and Metra, a female scrom who was the one who asked Jack to "deal with him," because it was "bothering" her and it "needed a lesson," were the ones who went over to him and stayed with the scrom. Some others (mainly looters) got up so they could fight, where they bunched up in their small separate groups

Knowing that Jack was now a fellow looter, he helped him out of kindness (and also so he could get some of the pickings) alongside Metra with Jack by engaging the on-coming Z Helcons. After taking down some Z1s (who were mainly attacked by the crowds), they dealt with some Z2s, who are large and hulking soldiers. After defeating them, Jroulm dismantled and looted one of their guns, which he then used upon a line of Z4 Helcon rollers after learning how to use it. Unfortunately, he didn't defeat them all, and one got to Jack and use its "hand" to get through the scrom's nostrols and get to the brain. Jroulm tried to smash the head, but he missed and it hit the armor. Metra managed to get the Z4 off, but before it made Jack feel bad at the head (light-headed and headaches).

Where then a Z5 Helcon beamers came and attacked. After this, some Z6 Helcon Crowd-controllers came to do battle. Luckily they managed to scrape out, along with the help of Metra's (or rather, Jack's new) red energy whip and one of the Z6s' staffs.
Mark of the Inferno (5e Shaman Archetype)

## **Mark of the Inferno**

The totems of shamans are not typically thought of as an explosive device by many, but the thought that they may be used as one is common enough to form its own culture. Destroying a totem to destroy your foes is seen as, in many cultures that support the Mark of the Inferno, symbolic of the forgotten being's spirit being released back into the world. However, not all who take this mark see it as an artform, and releasement; Others may be shamans that hate the tribalistic gods, and blow up the totems to try and make them be forgotten.

### Totemic Ammunition

Starting at 2nd level, when you choose this mark, you can summon a totem as a bonus action, and you have double the normal usages of your Totem Summon.

### Firestarter

Additionally at 2nd level, as an action while within 5 feet of a totem, you can expend a spell slot and throw the totem to a point you can see within 60 feet of yourself, exploding in a 20 foot sphere. Creatures within range must succeed on a Dexterity saving throw, taking 2d6 fire damage per slot level expended on a failed save, or half on a success.

### Blazing Spirit

Beginning at 6th level, you are used to your explosions that they and other explosions barely phase you. You are immune to the damage from your Firestarter, and have resistance to fire-type damage.

### Elemental Bombs

Starting at 10th level, your totemic bombs can be laced with more than just explosives. When you use your Firestarter, instead of dealing fire damage, you can choose for it to deal damage from one the following types; acid, cold, fire, lightning, thunder. Additionally, your bombs deal bonus damage equal to your shaman level.

### Soul of Eternal Flame

At 20th level, you are able to channel the might of the powerful elemental warriors, the Efreeti. As an action, you can polymorph into an efreeti (MM p.g. 145), except you don't have the *innate spellcasting* trait. You can stay in this form for one minute, and after using this feature, you must take a long rest before doing so again.
Chaos striker (5e rogue subclass)

here is your hallowed chaos rogue

fast blinker

Starting at 3rd level,up to half your movement is teleporition

unexpected angle

When you choose this archetype at 3rd level,when you teleport up to creature and strike it the attack has advantage in addtion oppurtunity attacks and other readied attacks have disadvantage on you

thousand angles

Starting at 9th level,you can use your sneak attack any number of times per round

chaos strikes

By 13th level,you learned to control the elemental chaos within all reality when you make a sneak attack you can teleport 10ft and make two more attacks these attacks cannot be sneak attack deal a extra die of damage of a type of your choice and you can only to this once per round

rapid blinking

When you reach 17th level, you have become so fast at blinking that you can out speed everyone. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
College of Carols (5e Bard Archetype)

## **College of Carols**

Singing joyous tunes throughout the freezing night, bards of the college of carols travel in the coldest lands of the world, spreading good cheer and jolliness to every place that they go to. They are vigilant in their march, able to handle the worst frozen wastelands, always able to lend happiness to others.

### **Bonus Proficiencies**

When you join this bardic college, at 3rd level, you gain proficiency in your voice as an instrument, as well as the Survival skill. Your proficiency bonus is doubled with this skill for making checks involving frozen lands, such as tracking other creatures in the snow.

### **Blessing Carols**

Beginning at 3rd level, you can create a joyous carol, blessing your allies. As an action, you can expend one of your uses of your Bardic Inspiration to sing a lovely carol that can grant a number of creatures of your choice within 30 feet of yourself equal to your Charisma modifier (a minimum of 1) inspiring joy, for 1 minute, or until you lose concentration on this effect, like a spell. Whenever a creature makes an attack roll or a saving throw before this ends, the creature can roll a d4 and add the number rolled to the attack roll or saving throw.

### **Joyful Feast**

Starting at 6th level, you can conjure delicious desserts through magic. As an action, you can give small desserts to a number of creatures within 30 feet of yourself equal to your Charisma modifier (a minimum of 1). As a bonus action, a creature can consume a dessert, and gains the following benefits for 10 minutes.

* If rolls a d6 instead of a d4 for your Blessing Carols feature.
* It is immune to consumed poisons and diseases.
* Its movement speed cannot be reduced by spells or magical effects that deal cold damage.

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

### **Quick Carol**

At 14th level, you can use your Blessing Carols feature as a bonus action.
Tri-Ogre

**Tri-Ogres** are a type of ogre that are around human size and have one large eye dominating their face. They are considered "dumb" for a race and usually have stone blue, the color of an asparagus, or the color of an artichoke, coloration, and they have a large orange eye with a slitted black pupil going verticle. Their intelligence is often compared to human drunkard or worst.
Z1 Helcon Guard

**Z1 Helcon guards** or **Z1** (**bot**)**s** for short are robots that served during development as the base and the first of the Z Helcon series. They are leaner and are of dark brownish-black coloration. At dead-center in their wrists are a single verber per arm which can fold-up inside the maton when not in use.
Arcane Sharpshooter (5e Ranger Archetype)

## **Arcane Sharpshooter**

Rangers of the Arcane Sharpshooter archetype imbue their arrows with magical spells, and can expend their natural magical capabilities to enhance their speed at which they fire.

### **Arcane Initiate**

At 3rd level, your studying of the arcane arts has rewarded you well. You gain the ability to cast a number of cantrips equal to your Proficiency bonus, which can be any cantrips that allows you to make a ranged spell attack. Additionally, you either gain proficiency in Arcana, or, if you already had proficiency in that, proficiency from a skill from the Ranger's starting options.

### **Imbued Arrow**

Starting at 3rd level, an amount of times per long rest equal to your Wisdom modifier (min 1), you can imbue an arrow with a cantrip, as a bonus action. If the arrow hits the target, the target takes damage from both the cantrip and the arrow. For cantrips that fire multiple times (e.g. Eldritch Blast), multiple arrows are imbued at once. An arrow only stays imbued for 1 minute.

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

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

### **Arcane Consumption**

Beginning at 7th level, you can choose to spend a spell slot (the maximum level spell slot you can spend is equal to 1/2 your Proficiency bonus) as a bonus action, and make a number of attacks equal to the spell slot level spent. At 17th level, once per long rest, you can spend a 4th level spell slot, for free, on this feature.

### **Magic Hunter**

Starting at 11th level, whenever you deal damage to one of your favored enemies with either a cantrip, spell, or arrow imbued with a cantrip, they take additional damage equal to your Wisdom modifier.

### **Hunter's Spell**

Beginning at 15th level, once per long rest, you can cast any 6th or lower level spell from the Wizard spell list, at 6th level. The spell must do damage in some way. You can change this spell by spending 10 minutes in meditation after a long rest or short rest. If the spell fails to deal damage when cast, roll a d20. On a roll of 11 or above, the spell is not wasted. On a roll of 10 or lower, the spell is still wasted for the day.

~~rip temisar~~
Dolbo the Geometry Gnoll (Story)

Square. Gnoll. These are two things that are so different from one another, and yet they are often compared as being two kinds of people.

Dolbo was always referred to as the former, and nobody wanted to hang out with a square. Everyone that was one of these hyenabeasts wanted to be a gnoll, not a square.

He never wanted to be a square, but that just was how he was. People always called him it, never let him open up and show that he was a great gnoll, too!

However, one person, Ehmo, his cousin, came to him one day, and sat him down. He told him of the glorious things, in the world of hemomancy.

"The best kind of magic, the only kind using your bodily fluids to slice like the blades of a knife!" Ehmo had told him, over and over again, pestering him like a vegetable to a sleeping thief.

Dolbo thought of this day in and day out, and thought it was a foolish idea. He needed his blood, so why would he use it to slash and slice open those that he fought with?

Wasn't that the goal in a fight, anyways? To hurt someone until they bleed to death?

It all seemed very counter productive to him, up until the day when the *craze* started.

Blood, blood, blood, as far as the eye could see. The location of his pack never was any color but a deep sickening crimson at all times, with the blood of both enemies and allies staining the floor like a reminder of pain and suffering.

He had enough of being a square, far enough. Dolbo went to his cousin, and he explained his situation, to which his cousin was ecstatic about his little cousin joining him in the wonderful world of hemomancy.

However, that's when... It seemed to stop. Mere days after he had joined this hobby of bloodshed, it had ended.

Did he cause it? Do the gods just not wish for him to ever be able to socialize? Is his destiny just to forever be a square, and never the proud and cared-for gnoll that he wants to be?

Ehmo blamed him, as he always did with his problems. He yelled and he bit and he screamed at Dolbo, saying that all of this was his fault.

And Dolbo took it. Even though he had hemomancy, so what? His cousin would come back to him in a few months about the next new craze, except it won't happen.

So, he told his cousin to leave.

And yet again, Dolbo was alone.

Square. Gnoll.

These are two things that are compared to one another so often, and Dolbo is just a square.

No matter how hard he tries.

Dolbo will forever be a square.

And he has learned to accept it.
Isha (5e Rogue Archetype)

## **Isha**

Your skillset is a specific one, one of a medic, however you have not abandoned your stealthy routes. A combination of a ninja and a medic, you are known as an Isha.

### **Bonus Proficiencies**

When you choose this archetype at 3rd level, you gain proficiency in Medicine, and double your proficiency bonus for all checks using it.

### **The Doctor Is In**

Additionally at 3rd level, you gain the ability to create magical healing bandages. They heal hit points equal to 1d8 plus your Wisdom modifier and may be applied as either a bonus action or action. If applied as an action, they restore additional hit points equal to half your rogue level. You have two of them, restoring all expended uses after a long rest. You gain another bandage and the dice increases by 1d8 at 7th, 13th, and 17th levels.

### **Lifesteal**

Starting at 9th level, when you deal damage with your Sneak Attack, you may use your bonus action to inject a creature within 5 feet of yourself with a bit of the life force the target you hit has. This gives temporary hit points to the creature equal to the amount of hit dice the creature has. You may use this feature an amount of times equal to your Wisdom modifier (min 1), and restore all uses after a long rest.

### **Master Doctor**

At 13th level, you can cast *spare the dying* at will, and when you stabilize a dying creature using it, they restore hit points equal to your Wisdom modifier (min 1).

### **Dagger of Life**

Beginning at 17th level, a deity of the life domain has bestowed upon you the ability to bless a weapon with the might of the life gods. When you make a melee weapon attack with a weapon that has the finesse property, you may choose to deal additional radiant damage equal to twice your rogue level. If this reduces the creature to 0 hit points, you restore hit points equal to the amount of hit dice the creature has. After using this feature, you must take a long rest before doing so again.
Oath of Cryogenesis (5e Paladin Archetype)

## **Oath of Cryogenesis**

The Oath of Cryogenesis binds a paladin to the ideal that everything must be preserved, and that the absolute best way to preserve the world is by freezing it all over. They hold themselves to a conduct of preserving the world how it currently is, causing many of them to be uneager to change things about how the world is, however that is not always the case. Many who swear this oath are devoted to neutral gods, who don't typically take place in conflicts. Their helmets and coats of arms typically adorn pictures of icebergs, yeti's horns, and icicles.

### **Tenets of Cryogenesis**

While their methods of preserving the world by frost may vary, paladins of this oath share these tenets.

**Preservation.** Many things in the world are fine how they are, and should remain that way. Think very carefully about your choices to change things.

**Decisions** **Set in Frost.** Others may not always agree with you, and that is fine. Your mind is set in frost as to what your decisions are, and you will only listen to those you truly trust.

**Frozen Defender.** While your goal of preserving the entire world is your greatest cause, your allies must be preserved as well. Your wounds will heal, theirs might not.

**Honesty.** Speak truthfully and strongly of your goals, and others might be willing to lend a hand in hearing your noble cause.

### **Oath Spells**

You gain oath spells at the paladin levels listed.

### **Channel Divinity**

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

**Tundra's Shield.** As a bonus action, you can point your holy symbol towards a friendly creature within 30 ft. of you. The creature gains temporary hit points equal to your 2 x your paladin level + your Charisma modifier, for one minute. They also receive resistance to cold type damage until they lose the temporary hit points.

**Freezerburn.** As an action, you can point your holy symbol, and cast the *burning hands* spell, with no components. You cast it at a spell level equal to your paladin level divided by 3. You can choose to substitute the fire damage for cold damage, but must do so before using the spell.

### **Aura of Temperature**

Starting at 7th level, you emit an aura of a temperature of your choice. You and friendly creatures within 10 ft. of you are resistant to either cold or fire type damage, which you can choose at the start of each round, as a free action. At 18th level, the range of this aura increases to 30 ft.

### **Spirit of Frost**

Beginning at 15th level, you always have the effects of a *fire shield* (chill only) on you, at all times.

### **New Ice Age**

At 20th level, once per long rest, your Aura of Temperature range is increased to 60 ft., and all hostile targets that start their turn in the aura take 2d10 cold or fire damage, being the opposite of what type of damage your friendly allies resist. Additionally, all hostile creatures within range have disadvantage on saving throws against spells you cast, and their speed is reduced by 10 ft. This lasts for one minute.
Feylia (5e Deity)

Feylia, in full armor, crossing her arms

### Physical Appearance

9'4" tall, greyish skin, black and red curly hair, almost always wearing her armor

### Relationships

Romantic Partners: Alizor, Overseer (former)Friends: Mortis, Lykkia, Presto

Family: Unknown

Colleagues: Pantheon of Embodiments

## **Lore**

Feylia was born roughly 800 years ago, from a brutal raiding of a human settlement, a human child captured by a tribe of orcs, planned to be sacrificed to Gruumsh. As soon as they attempted the sacrificial ritual, however, the force of Gruumsh himself stopped the ritual with a small bit of his divine force. A soul of a past chief leader resided inside of the child, and Gruumsh brought a bit of the chief out, into the physicality of the child, transforming her from a pure human into a half-orc. The tribe raised her as one of their own, and she quickly became one of the top warriors. Eventually, her superior human natural intellect, (though it was weak due to only being a human as a child) and her natural half-orc strength, eventually allowed her to become chieftain. When she became chieftain, she slowly urged the tribe away from Gruumsh, still fighting and causing wars, though only with those whom Feylia had hired scouts-she didn't trust her orcs to do the job right-to confirm that they deserved to be killed. Eventually, her tribe began to learn, conspirators preparing to kill her, so she did something she had never done in her entire life; She fled. She was in shame over her cowardice, but realized it was a necessary step in doing what had to be done. A year later, she came back, to find out the horror she had created with her amazing leadership: She had created the world's strongest tribe of orcs, now without a fair and just ruler, and instead with a bullying tyrant who acts like a dictator to every other race. Enraged at this, she went to temples around the nation, demanding for clerics to help her speak to the gods, until eventually she was able to speak directly to Lady Creation herself, using fifty different clerics channeling at once. She demanded that she help her destroy this foul tribe that once was hers, and Lady Creation admired her dedication, her purpose, and what she was trying to do: Even if it was destruction, it was destruction for the right cause. She granted Feylia superhuman strength, beyond her already high strength capabilities, and she charged into the tribe, wielding two greatswords in full plate armor, and she cut down the tribe. She destroyed only half, when she herself was cut down. In fury, she screamed out into the night, an ear-piercing screech followers of Feylia dub the 'Goddess's Roar', as her soul itself ripped out of her body, stealing the body of the chieftain, and then laid waste to the rest of the tribe. Her soul couldn't take the new body, however, and she laid down to die, her mission complete. Lady Creation realized what had to be done for this noble warrior, and granted her the title of Embodiment of War, as Feylia joined the Pantheon of Embodiments.
Reked Industries

Also known simply as **Reked** or **Reked Ind.**, **Reked Industries** is a company that mainly makes vechiles of all kinds - hover cars, cars, starships, and other craft. Reked Industries also has a branch called the Bam Boom War Locked Keepers (BBWaLKer).

Reked Industries also has its own military for its private uses.
Barricade (5e Fighter Archetype)

## **Barricade**

Barricades are fighters that are walking versions of the other definition of the world; a barrier that blocks all who come across it. Their faces are typically never seen, always covered by a sturdy helmet, with the rest of their body in heavy plate or chainmail.

### **Walking Tank**

When you choose the Barricade archetype, at 3rd level, your defense is superior to most. At the end of your turn, you roll 1d4. The number rolled is added to your armor class until the start of your next turn.

### **Shrug Off Blows**

At 7th level, while you are wearing heavy armor, you treat all critical hits that hit you as regular hits. Additionally, your Walking Tank feature increases to 1d4+1.

### **General's Rally**

Starting at 10th level, your status as a barricade applies not only to yourself, but to those around you. As a bonus action, you can choose a number of creatures equal to your Charisma modifier (min 1) within 30 feet of yourself, excluding yourself. Those creatures increase their armor class by 1d4+1 until the start of your next turn.

### **Great Shield**

Beginning at 15th level, your armor is powerful enough to decimate any possibility of damage from yourself at times. When you are attacked, your attacker must roll a d10. On a roll of a 1, their attack misses you.

### **Cut Them Down**

At 18th level, your immense strength and might are at their peak, allowing you to destroy your opposition. When you take the Attack action on your turn, you can choose to make one less attack on your turn to make a special attack. Instead of targeting one creature, you attack in 15 foot cone coming from yourself, and creatures in the cone must make a DC **8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice)** Dexterity saving throw, taking the damage of the attack on a failed save or half on a success. If you have enough Extra Attacks to do so, you may use this feature multiple times in a turn.
Baxter (Story)

Where women with short skirts and high shirts go, Baxter Crundill is never far behind. He's always been the one that knows where the best ladies in town are, and has never gone a day without charming at least one person.

A natural charmer, Baxter refined his talent from the teachings of his father, the legendary Alehandro Crundill II, a man who was known for his ability to erect and deconstruct harems in less than a week's time.

His father taught him all the tricks of the trade; What to wear, what to say, how to act, to get on the good side of anyone he talked to, and to get in bed with anyone he wanted to.

After Baxter had reached the ripe age of 19, his father had finally passed away, being struck to death by having more sexually transmitted diseases than the population of most small towns, though he had died the way that he always had lived; sexually.

Now, Baxter has a legacy to carry on, and hopes that one day he'll teach his children the ways of being a charmer. Even if he suffers the same fate as his father eventually had, what's so wrong with dying doing what you love?
Al'Naar Additional Totems (5e Barbarian Archetype)

## **Al'Naar:** **Additional Totems**

   If you follow the Path of the Totem Warrior from the *Player's Handbook*, you have access to the options presented here.

### Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. As with the spirits in the *Player's Handbook*, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as slit-like pupils if you have a cobra totem spirit or a hardened black carapace if you have a scorpion totem spirit. Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a sandworm or python, rather than a cobra, or a crab or spider for a scorpion.

* **Cobra:** While raging, you gain temporary hit points equal to your rage damage bonus + 1 at the start of each of your turns. The spirit of the cobra grants you life immortal.
* **Scorpion:** While raging, moving with a grappled creature costs no additional movement. Additionally, while raging, whenever a creature would provoke an opportunity attack from you, you can forgo that attack and attempt to grapple it instead. The spirit of the scorpion allows you to easily catch your prey.

### Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

* **Cobra:** The captivating gaze of the cobra bestows knowledge of manipulation upon you. You gain proficiency in Persuasion if you were not already proficient in it, and your proficiency bonus is doubled for all Charisma (Persuasion) checks you make if the creature you are making the check against can see your eyes.
* **Scorpion:** The nocturnal nature of the scorpion grants you the ability to hunt in the dark. You have darkvision with a range of 60 feet. Alternatively, if you already possess darkvision, then its range increases by 30 feet.

### Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

* **Cobra:** While raging, you are immune to poison damage, and the poisoned condition.
* **Scorpion:** While raging, you can attempt to grapple a creature as a bonus action. Additionally, you can grapple creatures two sizes larger than yourself, instead of only one size larger than yourself.
Hex Domain (5e Cleric Archetype)

something something curses witches

### Bonus Proficiencies

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

### Witchcraft

Starting at 1st level, you can cast *hex* without a spell slot or components, at its lowest level. After using this feature once, you must take a short or long rest before doing so, again.

### Channel Divinity: Voodoo

Beginning at 2nd level, you can use your Channel Divinity to harm creatures hexed by you. As an action while within 60 feet of a creature that is currently affected by your *hex* spell, you can change your holy symbol to resemble the creature and then harm it, forcing the creature to make a Constitution saving throw. On a failed saving throw, the creature takes necrotic damage equal to 1d6 + twice your cleric level, or half on a success. This damage activates the bonus damage from *hex*.

### Superior Hex

By 6th level, when you make a weapon attack on a creature affected by your *hex* spell, they take additional necrotic damage equal to your Wisdom modifier (min 1).

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

### Hagcraft

At 17th level, you can cast *hex* without a spell slot or components, at its lowest level.
College of Rock (5e Bard Archetype)

## **College of Rock**

Bards of the College of Rock dedicate themselves to living their lives more destructively, loudly, and proudly. Their music is loud enough to break eardrums, their voices rude enough to bring tears with just a word, and their attitudes rough enough to scare even the hardiest of orcs. While most bard colleges might focus on the bard playing music or learning more support-like abilities, the College of Rock teaches bards how to kick ass, and look good while doing it.

### **Bonus Proficiencies**

When you join the College of Rock at 3rd level, you gain proficiency with medium armor and shields.

### **Instrument of Destruction**

Also at 3rd level, your instruments are more than just tools of music, when they are in your hands. If you spend an hour with any instrument you have proficiency with as a ritual, you can bind it as an Instrument of Destruction. Instruments of Destruction have the same stats of a rapier (if they are large enough they are two-handed but keep the finesse property of rapier) and deal thunder damage, you cannot be disarmed of it unless you are incapacitated. At 14th level, the attacks are counted as magical, and has the Versatile (d10) property, automatically making two-handed instruments d10.

### **Powerchord**

At 6th level, you can expend one of your Bardic Inspiration dice, forcing all hostile targets in a 30 ft. sphere centered on you to make a DC (10 + your Charisma modifier + your Proficiency bonus) Constitution saving throw, taking 2d(inspiration die size) + your Charisma modifier thunder damage on a failed save, or half on a successful one. At 14th level, the damage increases to 3d(inspiration die size + 2) + your Charisma modifier, and if it reduces a target to 0 hit points, all allied targets within 30 ft. of the target reduced to 0 hit points receive half of a bardic inspiration die. This works just like a regular bardic inspiration die, however the die is only half the size of your current die size.

### **Silver Tongue**

At 14th level, you can cast *vicious mockery* at-will. If it was already a Cantrip you knew, it no longer counts towards your cantrips known, allowing you to choose another. Targets harmed by your *vicious mockery* are forced to scream loudly (your choice of how they do so, but the preferred is with headbanging like a metalhead), damaging 6 targets of your choice that can hear them within 15 ft. of them for double the psychic damage dealt, as thunder damage.

### **Extra Attack**

Starting at 14th level, whenever you take the attack action on your turn, you may make another attack.
Scrom

**Scroms** (singular **scrom**) are a race of bipedal human-size scorpions that only have one pair of arms (with hands), and their head is more humanoid. They still have eyes like scorpions, but have human-like mouths, through they are still armored like arthropods and have a tail with a venomous stinger.
Majin (5e Race)

## **Majin**

Majin are a magical race that were created by the great wizard Bibbidi. Originally there was only one of the Majin race, however being the only one of his kind he decided to create his brethren when he became lonely being the only one of his kind.

### **Physical Description**

Majin are born a small round shape. They are naturally pink but there have been known to be abnormalities that have resulted in a rainbow of colors for these creatures. Through the art of absorption and transformation many Majin have taken the shapes of other races, but their is always one way to tell a Majin from other races. All Majin have an antenna on their heads as well as four holes on either side of their antenna.

### **History**

Majin originated when the great wizard Bibbidi desired universal conquest. To do so he used his great power to construct a creature of pure evil. One that could withstand near all damage and have the power to turn planets into dust. This great evil was known as Majin Buu. Majin Buu was sealed away after many years of torment and destruction. Hundreds of years later the great wizards son Babiddi sought revenge for his fathers demise and revived the evil Majin Buu. A great group of warriors fought Buu head on. Many lives were lost in the battle but Buu had met a kind hearted human who had taught Buu that evil was wrong and that he should embrace good. Sadly the man was struck down and Buu was conflicted between good and evil. The evil in Buu manifested into a physical form and absorbed the good Buu to add to its power. Later the Heroes managed to free the good Buu from the evil and with his help defeated the evil Buu. The good Buu now lives his days enjoying the peace that has been brought by the end of his evil counter part.

### **Society**

Majin tend to go anywhere that has good food. They tend to be friendly with most races. As long as their friends are not in danger they are usually docile.... as long as no one steals their food.

### **Majin Names**

Majin tend to have overly simplified names such as: Buu, Kabra, Salaga, Mani.

### **Traits**

**Ability Score Increase:** Con +2, Wis +2

**Size:** Mature Majin are sized anywhere from 4-8ft and are considered medium size category.

**Age:** Majin can live up to a total of several thousand millennia.

**Speed:** Due to their normally large stature Majin move very slowly. Their base walking speed is 20ft and they have a flight speed of 40ft.

**Innate Magician:** Majin can use Wisdom for any spell attack or Spell DC

**Regeneration:** Majin are capable or regenerating any limbs or body parts that are removed. By spending one hit die they are capable of regenerating one of their missing limbs.

**Languages:** You can speak, read, and write Common and one other language of your choice.
Expanded Metamagic

Due to sorcerer being very underwhelming as a class, except for specific builds, I've decided to fix it up a little bit, with some more options to choose from, as well as being able to obtain more metamagic options.

## Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 6th, 10th and 17th levels.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

### Accurate Spell

When you make an attack roll for a spell, you can spend 1 sorcery point to reroll the attack roll. You can use this option after you see the roll, but before you know if your attack roll is successful or not.

### Formulaic Spell

When you cast a spell that deals damage, you can expend 1 sorcery point to change one of the damage types of the spell with one of the following of your choice: acid, cold, fire, poison, or lightning.

You can use Formulaic Spell even if you have already used a different Metamagic option during the casting of the spell.
Brawler (5e Fighter Archetype)

## **Brawler**

While most fighters might stick to conventional methods of combat, some Fighters find themselves more at home in a chaotic situation, with almost none or even no weapons at all. If bashing a dragon's face in with a chair as you sucker punch it sounds appealing, then this is the archetype for you. This archetype is patented by the Germans.

**Note: Fist weapons, such as gauntlets, claws, are counted as unarmed strikes (not in damage increase).**

### **Wirtshaus Kampf**

When you choose this archetype, at 3rd level, you gain proficiency with your unarmed strikes, and they deal 1d4 + your Strength modifier bludgeoning damage. At 10th level, the damage is upgraded to 1d6. If you already have your unarmed strikes as powerful (or more so) than this, such as an Aarakocra's talons, add +1 to all attack and damage rolls with unarmed strikes.

### **Schnelle Faust**

When you take this archetype, at 3rd level, you may make an unarmed strike as a bonus action, provided you've landed at least one successful light weapon or unarmed strike attack.

### **Improvisierte Vielseitigkeit**

Starting at 7th level, you have proficiency in improvised weapons. Additionally, their damage is treated as 1d6 + your Strength modifier with the Versatile trait (1d8 and two-handed if they're large enough). At 10th level, the damage is increased to 1d8.

### **Doppelschlag**

Beginning at 10th level, when you are grappling a creature, you may choose to slam them into a target, dealing the same damage as using an improvised weapon (without the versatile trait) to both targets. At 18th level, you may throw a creature you are grappling (range 20/40) if they are no more than one size larger than you, dealing the same damage as an improvised weapon (without versatile) to both targets.

### **Führen Fäuste**

At 15th level, you add +2 to all of your unarmed strikes' damage and attack rolls, and +1 to all of your improvised weapons' damage and attack rolls. At 18th level, you add +2 to improvised weapons.

### **Verstümmeln**

At 18th level, once per long rest, you may choose to keep attacking the same target with unarmed strikes, four times. Each strike that lands adds +1 to the next attack and damage roll. If you use Action Surge during this, you add two more strikes to this.
Oath of Mana (5e Paladin Archetype)

## **Oath of Mana**

Guardians of the magic of the world, the Oath of Mana embodies the might of those whom protect the fragile fabric of the arcane ley lines in the planes. Sometimes called blue knights or keepers, paladins who swear this oath devote themselves to upholding the might of mana from those who would seek to either take it all for themselves, or destroy it entirely. They adorn their armor and coats of arms with symbols of arcane fire and runic sigils, demonstrating their purpose blatantly.

### **Tenets of Mana**

The tenets of mana have existed ever since the time when magic first came to be controlled by sentient creatures, originally as an unwritten code. Now, with the paladins who bind themselves to these four commands, they are set in stone as their way of honor.

**Protect Magic.** People suffer when they are unable to be healed, die when they are unable to defend themselves, and grow into despair when they are disfigured. Magic can and shall fix of this, so you must never let its spark die.

**Revoke Privilege.** Creatures that use arcane forces to harm the innocent are not deserving of such a gift, and their punishment shall be either their loss of magic, or loss of their life.

**Careful Spells.** However, your protection of magic does not mean you are allowed to abuse it. You shall not harm the innocents with your magic, for if you do, you are no more than the same creatures you face to destroy.

### **Oath Spells**

You gain oath spells at the paladin levels listed.

### **Channel Divinity**

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

**Arcane Ward.** As an action, you speak a prayer to your holy symbol, forming a barrier around yourself. For the next minute, you have advantage on saving throws against magical effects.

**Empowered Spell.** When you cast a paladin spell of 1st level or higher, you can thrust your holy symbol forth and empower it. All damage or healing done by that spell until the end of your current turn doesn't roll dice, and instead takes the maximum result.

### **Aura of Magic Attraction**

Starting at 7th level, your form brings magic towards yourself. When an allied creature within 10 feet of you is hit by a spell attack, you can choose for the spell attack to be aimed at yourself, instead.

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

### **Emboldened Mind**

Beginning at 15th level, your mind's strength has increased to be greater than most mages. You have advantage on saving throws made to keep concentration on a spell.

### **Icon of Sorcery**

At 20th level, as an action, you conjure up the powers of magic and manifest them on your form. For 1 minute, you gain the following benefits.

* You are affected by your Empowered Spell Channel Divinity option.
* You are immune to force damage.
* Casting a paladin spell of 1st level does not expend a spell slot.
* When you use your action to cast a spell of 1st level or higher, you can make a weapon attack as a bonus action.

After using this feature, you must take a long rest before doing so again.
Circle of Thorns (5e Druid Archetype)

## **Circle of Thorns**

The Circle of Thorns is druids that do not focus on going full beasts, but rather into beast-shaped plants, manipulating thorns, petals, and vines, like weaponry.

## **Thorn Shaping**

When you join the Circle of the Shifter, at 2nd level, you no longer wild shape into beasts. When you wild shape into a beast, they are instead given the plant creature type.

## **Rose Armor**

At 2nd level, when you wild shape into a plant-type creature, they gain rose-like thorns all over their body. Whenever a target within 5 feet of you hits with a melee weapon attack, you can use your reaction to stab them with your thorns. The damage is shown on the table below. They are counted as natural weapons, with the finesse property.

 8th
 16th

## **Pretty Flower**

Starting at 6th level, you know any language necessary to communicate with plant creatures, and have advantage on Persuasion checks with them.

## **Wooden Flesh**

At 10th level, you and your wild shapes always have the effect of a *barkskin* effect on them, provided that your/their armor class is lower than 16.

## **Guardian of the Forest**

At 14th level, for two uses of Wild Shape, you may change into a Treant. After using this feature, you must take a long rest before using it again.
Mind thief (5e rogue subclass)

## **mind theif**

here is your corruption rogue

saping strike

Starting at 3rd level, you can modify your sneak attack to do one less die of damage but heal you half the damage dealt

bounding stride

if under the effects of dashing your jump distance increases by half your current speed

steal mind

Starting at 9th level, when you crit on the attack roll instead of criting like normal you can deal 3d6 extra psychic damage and gain advantage on all charisma wisdom and intellingence rolls for 1 minute during that time the target has minus one to the same checks

mile long leap

By 13th level, if you spend your whole turn dashing you can jump up to twice speed if you land next a enemy with less 40ft of max jump distance left you can make a sneak attack against them with advantage

unseen speed

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Burning Knight (5e Fighter Archetype)

## **Burning Knight**

Gripping a sword made of pure flames and magic, fighters of the archetypal burning knight learn to tap into a powerful druidic magic. While the spell, known as *flame blade*, has not been the most powerful on the original druidic casters, in the hands of a burning knight the weapon still serves a powerful purpose.

### **Burning Blade**

When you choose this archetype, at 3rd level, you are able to conjure up a flaming sword. You can cast *flame blade* without a spell slot or components at its lowest level, using your Wisdom modifier as the spellcasting ability for this spell, and when you do so, you have advantage on Constitution saving throws made to keep concentration on the spell. You can cast *flame blade* twice in this way, and regain all expended uses after a long rest. You gain additional usages at 7th, 10th, and 18th levels.

### **Flaming Fighting Styles**

Additionally, at 3rd level, any fighting styles you possess that are listed below gain an additional feature.

#### Dueling

When you are wielding a *flame blade* in one hand and no other weapons, you gain a +2 bonus to damage rolls with the *flame blade*.

#### Great Weapon Fighting

When you roll a 1 on a damage die for an attack you make with a *flame blade, y*ou can reroll the die and must use the new roll, even if the new roll is a 1.

#### Two-Weapon Fighting

When you conjure up a *flame blade* while your other hand is free, you conjure up a second one in your other hand. When you use your action to attack with your *flame blade*, you can use your bonus action to attack with the second one. The second one only deals 1d6 fire damage, regardless of what level you cast *flame blade* at.

### **Inferno**

Starting at 7th level, when you use your action to make a spell attack with the *flame blade* spell, you can make an additional *flame blade* attack.

### **Superior Blade**

By 10th level, the flames of your sword burn as hot as a volcano. When you make a spell attack with a *flame blade* from your Burning Blade feature, you add your Wisdom modifier to the damage dealt. This also affects the second blade for the purpose of the Two-Weapon Fighting flaming fighting style. Additionally, your *flame blade* ignores resistance to fire damage.

### **Volcano Sword**

Beginning at 15th level, the fire of your flame blade improves even further. When you cast *flame blade* from your Burning Blade feature, you cast it at 4th level instead of 2nd level.

### **Eternal Weapon**

At 18th level, your mind has hardened to never let your blade leave your grasp unintentionally. You cannot lose concentration on your *flame blade* unless you choose to.