recursal/Fanatic-Fandom huggingface dataset:
Blood Mage

### Blood Magic

Beginning at 8th level, you can fuel your magic with the precious nectar of your own body, sacrificing vitality for eldritch might. Whenever you take 5 or more damage (not counting damage dealt to temporary hit points), you gain a Blood Point. When you cast a spell, you can expend these points to fuel the following effects. Additionally, as a bonus action while you are wielding a weapon that deals slashing or piercing damage, you can deal 5 damage to yourself. You can store up to ten blood points at once, and all blood points vanish when you take a long rest.

* Sanguine Wrath: When you deal damage with a spell, you can spend 1 blood point to increase that damage by 1d6. For each blood point spent beyond the first, this damage increases by an additional 1d6.
* Bloodshaping: By expending blood points equal to the level of a spell you know, you can cast it without expending a spell slot. Unlike normal warlock spells, this blood spell is not automatically heightened to the maximum slot level available to you. You must pay blood points for a higher level slot if you wish to cast a spell in this manner at a level higher than the default.
* Power of Pain: When you take damage that would force you to make a concentration check, you can expend 1 blood point for every 15 points of damage sustained (rounded down, to a minimum of 1 blood point) in order to automatically succeed at that check.
* Cursed Blood: By expending 2 blood points for every level of the cast spell (or 1 blood point if it is a cantrip), you can gain Advantage on any spell attack rolls made by that spell, or inflict Disadvantage on the first saving throw made by one creature against it.

### Arcane Flesh

Beginning at 13th level, arcane power suffuses your very flesh, giving you an unnatural vitality far beyond what your physical form would suggest. Your maximum hit point total increases by an amount equal to your class level. Additionally, you gain resistance to necrotic damage, and heal yourself for 10 HP whenever you expend one of your spell slots.

### Master of Blood

Beginning at 18th level, your mastery of blood does not halt at the confines of your own flesh. At the end of each of your turns, if you have taken damage since the end of your last turn, you gain 1 blood point for every creature (excluding yourself) within 60' that is alive and below 50% of its maximum health.
Demon Berserk

## The Demon Berserk

Demon berserks have some pretty intense anger management issues. And then they have this whole "demon binding" thing going for them. Suffice to say that they are not exactly the type of people you bring to fancy dinner parties.

### Frenzy

Me put this simple terms. Demon berserk hurt self, get strong. Demon berserk cut bad guy. Demon berserk get hug puppies for being good boy. At 8th level, while in a rage, a Demon Berserk can deal 1d12 damage to himself (which can't be reduced in any way) to make a special offhanded attack, even if he is using a two-handed weapon. This attack has a 1d8 weapon dice and the offhand property; the barbarian adds their Strength mod to the damage. A struck creature must make a Constitution save or be inflicted with a bleeding wound, taking damage equal to the Barbarian's Strength mod at the start of each of its turns until it succeeds at a Constitution save. Bleeding wounds stack, but the creature only makes a single Constitution save to end all active wounds.

### Bloody Cross

Demon berserk get strong, more hurt. Demon berserk no feel pain. Demon berserk burn hand on stove all the time. At 13th level, the Demon Berserk receives benefits based on how many hit points he has. If he is at half hit points or lower, he receives a +1 bonus to Armor Class, a +2 bonus to damage, and a +5' bonus to speed. At 30% or lower hit points, he receives a +2 bonus to Armor Class, a +4 bonus to damage, and a +10' bonus to speed. At 20% or lower hit points, he receives a +3 bonus to Armor Class, a +6 bonus to damage, and a +15' bonus to speed. None of these benefits stack, but overwrite eachother.

### Blood Memory

Demon berserk smell blood. Demon berserk like blood smell, want make bad guy bloody. Demon berserk stab, stab, stab. At 18th level, the demon berserker receives a bonus to damage equal to the number of enemies within 50' suffering from a bleeding wound. Creatures with a CR lower than the Demon Berserk's level take disadvantage on the save. Finally, the Demon Berserk can deal 3d12 damage to himself as a bonus action to force enemies in 15' to bleed; they must make a Constitution save or be inflicted with a bleeding wound.
Bearinstein Brightbeard

## Bearinstein Brightbeard the Boisterous and Bold

   Bearinstein Brightbeard may actually just be a bear. But still, he's been a part of the Bittencourt royal guard for years. He is a trusted companion, and sullying his name with claims that he is just a bear would certainly be unwise. Given the last guy that did so was executed. Kind of a silly thing, but after that nobody really figured it was worth the hassle.
Elementalist

### Elemental Burn

Beginning at 8th level, you develop an understanding for the most fundamental elements of destructive magic. Whenever you cast a spell that deals Acid, Cold, Fire, or Lightning damage, you can choose to deal any of those four damage types. Additionally, as a bonus action, you may conjure four dormant elemental runes in the air around you, one corresponding to each of these four damage types. When you cast a spell that deals the associated elemental damage type and damages at least one creature, one of these runes activates. When all four are active, you may expend them all as a free action when casting a spell in order to apply any one metamagic effect to it for free. If not used before then, these glyphs vanish after one minute.

### Memorize

Beginning at 13th level, unleashing the most basic manifestations of the elements is no more taxing than flexing your muscles or taking a breath. Whenever you cast a spell of at least 1st level that deals acid, cold, fire, or lightning damage and damages at least one creature, you can Quicken a cantrip of that element without expending any sorcery points before the end of the current turn (even if you do not normally know the Quicken metamagic). Additionally, you gain the Widen metamagic. When you cast a spell that has a Cone, Cube, Sphere, or Cylinder area of effect, you can pay 2 sorcery points to increase the size of that area by 50%, rounded down to the nearest multiple of 5'.

### Magic Festival

Beginning at 18th level, when you cast a spell of 5th level or lower that deals acid, cold, fire, or lightning damage and is not a Concentration spell, you can choose to maintain concentration on it for up to one minute. If you do so, you can recast the spell once on each round you maintain concentration without expending any SP. A recast spell does not automatically gain any metamagic applied to the initial casting, and is cast using the default action for casting the spell in question. You may apply metamagic to these additional castings normally, and must cast the spell as a different element each time. If you have already cast the spell with all four elements, your concentration automatically ends.
Syralth

Syralth is a Green Dragon. She currently resides in a lair to the close west of Grova. She had enchanted two village women to see Bongos years ago and thus naming Bongos' Threeway. She has stated that the dragons are currently being hunted towards extinction by Lord Kriv Turap. She is able to change her shape and cast powerful magics. Of languages spoken, she has demonstrated her use of Common, Draconic, & Elvish. Her first instance of meeting the party was after she was in an aerial battle against a second green dragon, a gold dragon, and a bronze dragon. She likes to reward those that help her achieve her goals, and will toy with people and their desires for those that do not. Her magic is strong enough to alter the town signets given to adventurers by Lord Kriv Turap.

After the party left Grova, Syralth was attacked in her lair by some Gaben Duhr and a Gold Dragon. She managed to escape but at the loss of her arm. She is currently in Burang recovery and gathering information.
Warlord

### Combat Commander

Beginning at 8th level, as a bonus action, you can sacrifice one of your superiority dice to grant it to an ally within 30'. When you do so, you can temporarily grant that ally one maneuver you know, which they can spend their superiority dice on normally. The maneuver resolves exactly as if you had used it yourself (using your normal maneuver save DC, and your own Intelligence or Charisma where applicable), but you can add either your Intelligence or Charisma modifier to the result of the superiority dice. If not used, granted superiority dice fade after one minute. You can also add your Intelligence or Charisma modifier to the superiority dice result when you personally use the Commander's Strike, Maneuvering Attack, or Rally maneuvers. Additionally, you gain one additional superiority dice, can retrain your maneuvers known during any long rest, and can retrain a single maneuver of your choice during a short rest. At 13th and 18th levels, you gain a further additional superiority dice.

### Inspiring Word

Beginning at 13th level, whenever an ally expends a superiority dice granted by your Combat Commander feature, is targeted by a Rally maneuver used by you, or makes an attack granted by your Commander's Strike maneuver, they are healed for an amount equal to the result of the superiority die rolled as part of the maneuver.

### Heroic Shout

Beginning at 18th level, you can change the course of battle with a single inspiring shout. Once per short rest, when you use your Combat Commander feature, you can sacrifice a single superiority die to grant a superiority die to every ally within 30'. You do not need to assign the same maneuver to all affected allies - each one may be granted a single maneuver independently of the others.
Shrop/Winding Mix

The Shrop/Winding Mix is a Mix between Shrop and Winding. If you couldn't tell that already you are a turkey.

## Appearance

He has all of the two Mixels on a skyblue head. His bottom jaw is pale green with three teeth sticking up. His top jaw has four human like teeth on it. His torso is pale red with a dark blue top. He has small arm wings and feathers. His feet are pale purple with one dark blue toe on each.

## Trivia

* He is the most seen Mix between Shrop and Winding. This is because he has a job watering the Mixel Jungle.
Duskblade

Faced with defeat after defeat at the hand of holy paladins, it is said that the first duskblades can be traced back to an experiment by an Overlord of Ramdrant in days gone by. Founded as a dark mirror of the warriors of chivalry, these heavily armored warriors wrought untold havoc on the battlefield, smiting countless foes with their eldritch might. While the secrets of these arcane knights' rigorous training were kept a carefully guarded secret for centuries, in recent years their techniques have begun to filter into the broader populace, and the title of duskblade may go to any sorcerer with the mettle to claim it.

### Twilight Infusion

While many claim that Ramdrant holds few resources worth seizing, the truth is that the twilight kingdom thrives upon the eldritch energies that suffuse the land. Even a simple smith might strength steel with simple arcana - and a trained duskblade can do much more. Beginning at 8th level, you gain proficiency in medium and heavy armor, shields, and a single martial weapon of your choice. Additionally, you can weave potent energies into your arms and armor, infusing them with elemental power. When you cast a damaging spell, you can infuse either your weapon or shield for one minute. If the infused item is a weapon, that weapon deals Xd4 additional damage of the same type dealt by the spell, where X is the number of dice of damage dealt by your cantrips. If the infused item is a shield, you gain resistance to the damage type dealt by the spell. Any new infusion in a given item overwrites an existing one, but you can have multiple infused items at once. Finally, whenever you land a critical hit with your infused weapon, you regain 1 sorcery point. This increases to 2 sorcery points at level 13, and 3 sorcery points at level 18.

### Twilight Conduit

The creed of the duskblade holds that spell and sword are one and the same, and that the chaos of battle should be embraced and channeled for further devastation. Beginning at 13th level, if you have hit with a weapon attack on your current turn, you can use the Quickened Spell metamagic for a cost of only 1 sorcery point. Additionally, if this condition is filled, you can use Quickened Spell in conjunction with other metamagic effects.

### Twilight Onslaught

Few have faced the mightiest of duskblades in battle. Fewer still have survived. But those few have shared the same revelation - that against such overwhelming power, there is truly no defense. Beginning at 18th level, whenever you damage a creature with a weapon attack, that creature gains Vulnerability to the next damaging spell you cast before the end of the current turn, and loses any resistance or immunity to that spell's damage.
Cataclysm

Not all of nature is growth, beauty and life. There are also earthquakes, hurricanes, floods and eruptions. Similarly, not all druids tend to forests and protect the creatures of the wild, some just want to watch the world burn.

### Curse of Calamity

Starting at 8th level, as a bonus action, the Cataclysm may curse an opponent to suffer the woes of those around him. The target of this ability suffers any negative effects inflicted by other spells cast within 100 feet of him, be it the caster or the target that is within this range. The target does not suffer the effect of any spell twice if he is the target of it or is within its area of effect.

Using this ability costs 5 SP and curses the target for a duration of Concentration, up to one minute. For 6 SP, this duration can be of up to 10 minutes. For 7 SP it lasts for up to 8 hours and does not require Concentration. For 10 SP, it lasts for 24 hours and does not take Concentration. For 13 SP, it lasts until dispelled and does not take concentration.

### A Disaster for Everyone

Nothing is safe from the Cataclysm, nothing! Whenever the Cataclysm deals damage with a spell, he can choose to deal Cataclysmic damage in place of any other type. Cataclysmic damage ignores all resistances and immunities except for resistance or immunity to all damage, and triggers any damage vulnerabilities present in the damaged creature.

### World-Shattering Events

At 18th level, the Cataclysm's cantrips and spells have their range and area increased by 100%. If the cantrip or spell targets only a single creature, it can target two instead.
Red Mage

### Master the Basics

Beginning at 8th level, you may add spells of 3rd level or lower from the Bard's spell list to your spellbook in a manner identical to ordinary wizard spells. Additionally, you learn two additional cantrips, chosen from the Bard or Wizard lists, and your cantrips deal an additional dice of damage.

### Doublecast

Beginning at 13th level, you may channel your simplest spells with a grace and swiftness born of endless practice. As an Action, you may cast two spells with a casting time of 1 Action simultaneously. Both spells must be 3rd level or lower, and both consume spell points as if they were one level higher than they are (cantrips consume 1 SP) when cast in this manner. This does not allow you to maintain multiple Concentration effects simultaneously.

### Lightning Intellect

Beginning at 18th level, your supreme mastery of arcane fundamentals allows you to manifest magic with merely a thought. Archmagi might scoff at your spells as 'simple' or 'crude', but you know each one to be a work of refined elegance and artistry. You may ignore the verbal and somatic components of spells of 3rd level or lower, and can never lose concentration on such spells while you are conscious unless you wish to. Additionally, whenever you cast a spell of 3rd level or lower, its effects manifest as if it were cast with a spell slot one level higher.
Darwin

Darwin Raglan Caspeon Ahab Poseidon Nicodemius Watterson III, was once Gumball's pet fish who grew legs and became part of the family. It appears as Darwin had his feet since he was very little, as seen in a photo in "The Hero". It is revealed that he was a Christmas Gift and had been adopted several times as he states "You're not one of my dads" to Chris Borris in "The Burden", he appears to be somewhat of a Lady's Man and is a ten year old mutation of a goldfish and suckerfish.
Samurai

Masters of the blade and flashy sword techniques. Utterly serious. All of the time.

### Bushido Weapon Style

Bushido is insanity unto death. At 8th level, the Samurai replaces the fighting style they picked at 2nd level with the Bushido Weapon Style. When wielding a longsword in one hand, and a shortsword in their offhand, the Samurai receives a +2 shield bonus to AC, and adds their Strength modifier to offhand attack damage. On a turn on which they use divine smite with their mainhand weapon, they deal bonus radiant damage with their offhand weapon equal to their Charisma mod.

### Blade Grasp

If one stops to contemplate Bushido, the battle is lost. Scores of men cannot kill such a warrior! At 13th level, the Samurai can use a reaction in response to being attacked to counteract with their own attack. If their attack exceeds the triggering attack, it is negated and they proceed as if they had made an attack against the enemy making the attack, if they are within melee range. Otherwise (if the attack is ranged), the attack is simply negated. If they fail to beat the triggering attack roll, it resolves normally.

### Zanshin

The sane will never accomplish great things. At 18th level, the Samurai rolls a d20 at the beginning of each of his turns. They can substitute this roll for any d20 roll they make, or if they inflict a save-provoking effect on a creature, they may use this roll in place of that enemies' roll.
Holy Scourge

## The Holy Scourge

Sorcerers have been of dubious relation to the devotees of the Goddess for as long as anyone can remember. The pursuit of arcane power usually leads to arrogance and power-thirst, and ends up an enemy of the church, because they are an enemy of everybody after all. But a rare few balance devotion to the Goddess with their arcane pursuits, imbuing their spells with divine power.

### Righteous Evocation

The Holy Scourge's spells are blessed by the Goddess. Well, probably. They have a degree of holy power imbued in their spells. At 8th level, the Holy Scourge adds 1d6 radiant damage to their evocation spells. In addition, they gain the Sacred Spell metamagic option.

* **Castigating Spell:** When the Holy Scourge casts an evocation spell, they can spend 1 sorcery point. The spell deals both the original damage, as well as radiant; it deals whichever damage is most advantageous (so a Sacred Fireball would deal divine damage if a creature were resistant to fire but not radiant). The spell has advantage on attack rolls against evil creatures, if it is a spell that requires an attack.
* **Sacred Spell:** When the Holy Scourge casts an evocation spell that forces a creature to make a saving throw, evil creatures targetted by the spell take disadvantage on the first saving throw against it.

### Arcane Smite

The Holy Scourge may not be a divine warrior, but they can show conviction comparable to a Paladin when faced with the forces of evil! At 13th level, when they cast an evocation spell, the Holy Scourge can spend 2 sorcery points to add 1d4 radiant damage per level of the spell. This effects one target of the spell. The spell adds 1d6 per spell level against evil creatures.

### Wrathful Prophet

The Holy Scourge has become a force of destructive light against the forces of darkness! At 18th level, the Holy Scourge adds the following spells to their list of spells known - Fire Storm, Earthquake, Control Weather, Sunburst, Tsunami, Storm of Vengence, Meteor Swarm. Once per long rest, the Holy Scourge can cast one of these spells without expending any spell points or daily uses of high level spells. Metamagic can be applied to this spell normally.
Rasery Family

Rasery was the previous ruling group over most of Akoon. They were extremely xenophobic and would hold race wars within arenas to sacrifice the survivors to nearby dragons. After their defeat led by King Izel Whitekeep, the surviving royalty and loyalists to the Rasery Family went into hiding. Not much has been heard from them since and the bounty for any information or loyalist resistance has became inactive currently.
Thane

### Inspiring Rage

Beginning at 8th level, your reckless valor and glorious carnage inspire your allies to feats of grand destruction. While raging, whenever you score a critical hit, suffer a critical hit, or reduce an enemy to 0 HP with a weapon attack, allies within 60' of you gain Bloody Inspiration for one minute, or until they expend it. As a free action upon hitting with a weapon or spell attack, an ally may expend their Bloody Inspiration to deal an additional 1d8 damage. At 13th level, this additional damage increases to 2d8, and at 18th level, to 3d8.

### Revels of War

Beginning at 13th level, your infectious lust for battle cannot be contained. Whenever you roll initiative you may move your speed, and allies within 60' may move half their speed, as long as this movement brings you closer to the enemy. If this movement brings you adjacent to an enemy, you gain Advantage on your initiative roll. Additionally, you have Advantage on attacks made against undamaged creatures.

### Stuff of Legends

Beginning at 18th level, your very presence is enough to kindle the spark of battle in the heart of any warrior. Whenever you roll initiative, allies within 60' gain Bloody Inspiration for one minute, or until they expend it. While raging, you can expend your bonus action to allow one ally within 60' benefiting from Bloody Inspiration to expend it to move up to half their speed and make an attack as a reaction. If it hits, the attack deals Bloody Inspiration damage as normal.
Amethyst

Amethyst is one of the main protagonists from the show Steven Universe. Amethyst is a member of the Crystal Gems. She is a gem made from the Kindergarten on Earth. When Rose, Pearl and Garnet visited the kindergarten after it was destroyed, they found Amethyst and took her in. She based her hairstyle off of Greg Universe's hair. After first meeting him, she liked his hair thus resulting to growing her's out.

## Personality

Amethyst is a comic relief most of the time. When she gets mad she goes a little too far with things like shape-shifting into Rose in front of Greg or fighting Pearl.
Dragoon

## The Dragoon

Also known as dragon knights! These paladins are wholeheartedly devoted to the remains of the Dragon Apostles, the armored agents of the once-strong order. They traditionally wield polearms, and their jumping skill borders on the ludicrous.

### Sky Lancer

The Dragoon is master of the skies! Well. Okay, not really, they can't fly. But they are pretty close given that fact. At 8th level, the Dragoon gains advantage on all athletics checks to jump, are always treated as having a running start, and they jump vertically a number of feet equal to their check result. Additionally, Dragoons do not take falling damage as long as they are conscious or not paralyzed. Using their Action, they can make a Jump Attack. As part of this action, they make a Athletics check to jump, simultaneously covering both horizontal and vertical distance as needed. They then make an attack at the end of the jump if they could reach an enemy (this can be made against a flying enemy if they have enough vertical reach!). This attack deals an extra weapon die of damage if it is performed with a polearm (glaive, halberd, or lance). The dragoon can perform this maneuver again with the extra attack action, and neither of the jumps count against or are limited by their movement.

### Dragon's Breath

The dragoon not only can leap vast distances, but can emulate their extinct dragon patrons, breathing elemental power through divine conviction. At 13th level, the Dragoon can spend a spell slot to breath acid, cold, fire, or lightning damage in a 30' cone originating from themself, as an Action. Creatures in the area take 2d6 damage of the chosen type, plus 2d6 for every level of the spell. They can attempt a Dexterity save for half damage (DC as paladin spells).

### Spear Cataclysm

The dragoon may not necessarily be a dragon, but they embody the dragon's power nonetheless. It's pretty convenient, though, not being so keen on collecting treasure. At 18th level, as a free action the Dragoon can initiate a Dragon Trance for 1 minute, gaining flight equal to double their speed, and their weapon gains the thrown property with 30' short range and 120' long range, and it returns instantly when thrown. If it is a polearm, the dragoon ignores the disadvantage on long-range attacks. As an Action while in a Dragon Trance, the Dragoon can attack all enemies in their range. Smite only applies once per creature if they choose to use it, so using it on multiple creatures requires multiple spell slot expenditures. The Dragoon cannot enter a Dragon Trance again until after a long rest.
The Zombie Sisters

Not really sisters. But definitely zombies. Frightfully strong, but easy to knock apart. Thankfully, almost as easy to put back together.

F

   riends to Aileen Guineass, she shared that each of their names are Adele, Jessica, Rika, and Winona. Still kind of hard to tell apart, because they are startlingly identical. With the return to bitrest, Aileen and a few others stitched them an entirely new look (including new jaws!). That still somehow ended up with them looking exactly the same. Alcohol may have been involved. But nonetheless, the "sisters" are still fairly quiet after their time as jawless wretches, preferring single words, or gestures and actions over complicated commentary.
Hexania

## The Besieged Nation of Hexania

For as long as anyone can remember, Hexania has been beset by no-good hags. The citizens of Hexania could not possibly hope to contend with the powerful practitioners of dark magic, and so the leaders of the nation looked into the expanse of magical powers and happened upon a mysterious being! This creature offered them a path to easily counter the hags with seemingly little downside! The people with the best capacity for magical power would be offered a chance to combat the hags for a single wish (within reason, of course). And so, a colorful tapestry of battle was woven into the history of Hexania.

Mostly female, 'Magical Girls' are basically treated as celebrities in Hexania, and their battles against the hags are grand spectacles whenever they come up, hardly treated as serious anymore. Though given the Dark Lord has reportedly made contact with the hags, who knows how long that will last...
Stone Fist

## The Stone Fist

The stone fist seeks to balance out their blind fury and peerless strength with the monastic training of a monk. Which is to say really, they learn to hit things hard with their fists instead of a big honking weapon.

### Earthen Fists

The stone fist's hands are toughened with a long regimen of striking stone with their bare hands! They have awful, awful nails. Just awful. At 8th level, the stone fist gains a ki pool (as the monk power) equal to one-half their level. Their unarmed damage becomes 1d8, and whenever they hit with an unarmed or weapon attack, they can make an unarmed attack as a bonus action. The stone fist's unarmed damage increases to 1d10 at 13, and 1d12 at 18. Additionally, the barbarian's Unarmored Defense feature is modified; the stone fist now has an Armor Class of 10 + Constitution Mod + Strength mod while not wearing armor or using a shield. They gain the following abilities for spending ki (stone fist ki DCs are 8 + Strength mod + Proficiency Bonus):

* They can spend 2 ki to emulate the Flurry of Blows feature.
* They can spend 1 ki while raging to reduce damage dealt to them by their Constitution modifier until the end of their next turn. However, they can only use this reducion on one attack or effect per turn.
* When they hit with an unarmed attack, they can spend 1 ki. The hit enemy must make a Dexterity save or be knocked prone.

### Stone's Mettle

The stone fist is not only strong, but durable as well. They almost never get drunk. At 13th level, when subjected to an effect that allows the stone fist to make a Strength or Constitution save, they suffer no effect on a success, and if they fail, they suffer a reduced effect, if any. Otherwise, the full effect goes through. Additionally, once per turn when they hit with an unarmed attack, they gain THP equal to their Constitution mod.

### Mountain Slayer

The stone fist's strength is legendary, it is said they can split open a mountain if they are along far enough in their training. Of course, nobody has ever actually *seen* it. At 18th level, the stone fist can spend a minimum of 3 ki points when they hit a creature with an unarmed attack to add 1d4 damage per ki expended. In addition, the target creature must make a Constitution save. On a failure, it is knocked prone and stunned until the end of the stone fist's next turn.
Battle Mage

### Chaser Dance

Beginning at 8th level, you gain proficiency with the spear, the glaive, and light armor, and may ignore the glaive's Heavy property. You may also use Dexterity in place of Strength when attacking with the quarterstaff, spear or glaive. Additionally, whenever you hit an enemy with a spell attack or an enemy fails a saving throw against one of your damage-dealing spells, you may generate a Chaser of one cantrip you know. You may only have one active chaser of any given cantrip. When you hit an enemy with a weapon attack you may launch a single chaser, or spend two sorcery points to launch any number of currently active chasers, manifesting the effects of their respective cantrips. If you are benefiting from Tension, the Tension benefit applies to all launched chasers before dissipating.

### Battle Groove

Beginning at 13th level, when you hit with a weapon attack and launch a chaser, you may move 5' and make another attack against a different enemy within reach. You cannot choose an enemy you have already attacked with this action. If you choose to end the chain after a successful attack, you may generate one chaser of your choice for every successful attack you made. If you miss, the chain ends and you generate no chasers.

### Teana Transformation

Beginning at 18th level, once per extended rest you may use your Action to absorb the power of your chasers to assume a transcendent form of battle. Upon doing so, your reach increases by 5'. Additionally, your chasers become Teana chasers, dealing typeless damage in place of their normal damage type, and inflicting additional damage equal to the damage dice of your weapon. This transformation lasts for one minute.
Vasilis Shadowswarm

## Vasilis Chrysanthos Shadowswarm

   Ambitious, calculating, ruthless and long-winded. These are all things that could be said of Vasilis Shadowswarm. Deadly as he is, he's never really gained a sizable body of support in the Shadowswarm clan, until recently, when he was named as the worthy leader of their kind by The Dark Lord.

With that, he has focused turning his clan into an ever-efficient warmachine.
Grappler

### Iron Physique

Beginning at 8th level, you can use Dexterity (Acrobatics) check in place of a Strength (Athletics) check when making a grapple check or contesting the check of a creature attempting to escape your grapple. Additionally, your speed is not halved when moving with a grappled creature. Lastly, your maximum HP increases by 3 for every Monk level you possess, and you gain Resistance to slashing, piercing, and bludgeoning damage inflicted by creatures you are grappling.

### Master Grappler

Beginning at 13th, your strength and expertise allow you to manipulate your foes as easily as if they were ragdolls in your hands.

* Elbow Shock: You can spend 1 Ki point to take the Dodge action and make an unarmed strike against a creature you are grappling as a single bonus action. Until the start of your next turn, any attack that misses you while you retain your grapple against that creature hits the grappled creature instead.
* Fling: You can spend 1 Ki point to move up to half your speed as a bonus action, then throw a creature you are grappling a distance equal to the distance you moved. Then, resolve an unarmed strike against the creature, and any enemy adjacent to it at the end of its forced movement, and the flung creature must make a Dexterity saving throw or fall prone.
* Intense Takedown: You can spend 1 Ki point as a bonus action while you have a creature grappled to move it to a square adjacent to you and make an unarmed strike against it. Then, that creature must make a Constitution saving throw or be Stunned until the end of your next turn, and enemies adjacent to it must make a Dexterity saving throw or be knocked prone and take damage equal to your unarmed strike damage.
* Impact Descent: When you fall while you have a creature grappled, you can spend 1 Ki point as a free action in order to force the grappled creature to take your falling damage for you, in addition to any falling damage it would normally take.

### Ultimate Diva

Beginning at 18th level, you gain Advantage on grapple checks and checks made against creatures attempting to contest your grapple. Additionally, as a reaction if you have a free hand, you may make a grapple attempt against an enemy within your reach that attempts to attack you in melee. This attempt resolves before the triggering attack deals its damage.
Hospitaler

### Light of Hope

Beginning at 8th level, your Lay on Hands ability gains a range of 30'. Additionally, you can use Lay on Hands as a bonus action, but can only heal a number of hit points up to your paladin level in a single use when using the ability in this manner. As a further benefit, your lay on hands pool becomes equal to [Your paladin level \* 8].

### Warrior's Mercy

Beginning at 13th level, when you deal damage with your Divine Smite feature or a Smite spell, you replenish your Lay on Hands pool by an amount equal to the damage dealt by the Smite and inflict a Sacred Brand on that foe. A Sacred Brand lasts for one minute, or until you Brand a different creature. When a creature afflicted by your Sacred Brand makes an attack against a creature other than you, you may use your reaction after that attack resolves to use your Lay on Hands on the attacked creature. You can only heal a number of hit points up to your paladin level in a single use when using Lay on Hands in this manner.

### Redemption

Beginning at 18th level, your sacred power can grant a second chance even across the barriers of life and death. By expending 50 points from your Lay on Hands pool, you can restore life to a creature that has perished within the past hour. The creature is restored to 0 HP and stabilized with no resurrection penalties, cured of any poisons or diseases that might have been afflicting it at the time of death. You may heal the creature further by expending additional points from your Lay on Hands as part of this same action.
Swashbuckler

In the conflict between Bittonia and Ramdrant, the high seas have ever been the front line of the battle. Whether by the work of the proud royal navy, the devious Ironscale pirates, or the resourceful fleets of House Farmadr, these skirmishes upon the endless blue have at one point or another touched nearly ever nation with a presence at sea. Over time, these battles have given rise to a unique breed of warrior - filled with confidence and unshakable poise, these swashbucklers have captured the imaginations of poets and bards as surely as the ships of their foes.

### Swagger

Trained to weave and roll with the rise and fall of the waves, swashbucklers are infamous for dispatching their foes without so much as a scratch. Beginning at 8th level, while you have full health, you gain advantage on all melee attacks, and can use your cunning action class feature to take the dodge action. Additionally, while wielding a weapon with the finesse property in your main hand and nothing in your offhand, you can score a critical hit on a roll of 19-20.

### Vital Strike

Only a fool would underestimate a swashbuckler. Only a madman would do so twice. Beginning at 13th level, while you have full health, you can use your cunning action class feature to take the psyche up action, and each level of Tension you possess adds 2d6 to your sneak attacks in addition to its other effects. Additionally, whenever an enemy misses you with an attack, you gain temporary hit points equal to the damage that attack would have dealt.

### Fortune's Favors

It is said that the Goddess smiles on heroes and fools. Without a doubt, swashbucklers are one or the other - and many would claim both. Beginning at 18th level, when you have advantage on an attack roll, damage roll, or save, you roll thrice and take a result of your choosing. When an enemy makes an attack roll against you with disadvantage, they must roll thrice and take the worst result. Additionally, whenever you spend Inspiration to gain a reroll, you automatically gain advantage on the reroll.
Warden

Does the mountain yield? Can you hold back the tide? The forces of nature have always inspired disciples of the martial arts, and the art of wielding the primordial strength of the land is so ancient that its progenitors have long since faded to the mists of time. Even so, these so-called Wardens wield a strength none have been able to duplicate, and their timeless tenacity will likely see their techniques being used long after the most popular styles of the modern world have been forgotten.

### Guardian Might

The power of a warden lies in the earth beneath their feet. So long as they remain in touch with the elements, no force can resist their demands. Beginning at 8th level, whenever you hit an enemy with a melee weapon attack, that enemy's speed is reduced by 10' until the end of your next turn. This effect stacks if you strike the same creature more than once before the duration ends. Additionally, whenever you use your Second Wind class feature, you gain resistance to all damage until the end of your next turn. Lastly, you can use your Constitution modifier in place of your Dexterity modifier to determine AC using Light or Medium armor.

### Font of Life

As the seasons turn and the oceans rise and fall, a warden may shed ephemeral ailments with nary a thought. Flush with primordial life, their essence can recover from nearly any affliction. Beginning at 13th level, you may choose to make a single saving throw at the start of each of your turns. You may make this saving throw against any effect currently afflicting you with a duration longer than Instant which offered an initial saving throw to negate its effects. On a success, the effect in question ends. This bonus save is in addition to any other saving throws you might receive. Additionally, whenever you use your Second Wind class feature, you can make an additional such saving throw immediately.

### Primal Resurgence

No matter how many times they may be beaten to the earth, the mightiest of wardens rise ever anew - greater and more determined than ever before. Beginning at 18th level, whenever you use your Second Wind class feature, you are restored to your maximum hit point total rather than regaining a fixed quantity of health, and the saving throw granted by Font of Life is an automatic success. This does not apply to the start-of-turn saving throw offered by Font of Life, which is resolved normally. Additionally, you can use your Second Wind as a reaction whenever you take damage or fail a saving throw, rather than using it as a bonus action.
Hexblade

Nobody is quite sure where the first hexblade came from, but most people in respectable regions are happy to blame Ramdrant's dark sorcerers for their existence. Wielding magic that is ethically sketchy at the best of times and outright dastardly in their hands, hexblades tend to revel in the havoc wrought by their most baleful curses. Everyone else just puts up with the cackling and hopes they go away soon.

### Black Blade

Hexblades may be infamous for their proficiency in vile curses, but they are most instantly recognizable for the ebon blades that many of them wield. Beginning at 8th level, you add Bestow Curse and Hex to your list of spells known. These spells do not count against your usual limit of spells known. When you cast one of these spells, you can choose not to consume a spell slot in the casting. You can use this ability a number of times up to your Charisma modifier between long rests. Additionally, if you have the ability to summon a pact weapon, you can channel baleful energy through its strikes. As a bonus action, you can cast Bestow Curse on a creature you have damaged with a weapon attack using your pact weapon this turn.

### Maleficant Magus

A Hexblade has no qualms with preying on the weak. In truth, their vile magic is specially harmful to those already ailing in body and soul. Beginning at 13th level, you gain Advantage on attack rolls made against creatures under the effects of a spell you have cast, and creatures at 50% or less of their maximum health suffer Disadvantage against spells you cast.

### Killing Curse

It is said that Hexblades were born when a bored warlock compiled a vast tome of everything bad that can happen to a person, and decided to use it as a checklist. Beginning at 18th level, as an action once per long rest, you can issue the most dreadful of curses upon a single foe. The target must make a saving throw against your warlock save DC for each of their six ability scores, and suffers effects based on the number of these saves they fail. All effects are cumulative. At the end of each of their turns, the afflicted creature may make a saving throw using any of the ability scores they have not yet succeeded on a save with. A successful save reduces the magnitude of the effect to one requiring one fewer failed saves. A failed save does not worsen the effect beyond its initial application.

* One Failure: The afflicted creature suffers Vulnerability to all damage.
* Two Failures: The afflicted creature is Frightened of you.
* Three Failures: The afflicted creature is Blinded.
* Four Failures: The afflicted creature is Paralyzed.
* Five Failures: The afflicted creature suffers Disadvantage on all saving throws, including those made against this ability.
* Six Failures: The afflicted creature instantly dies a horrible, horrible death.
Thug

### Ruthless Ruffian

Beginning at 8th level, when you have dealt Sneak Attack damage to a creature on your current turn, you can use your bonus action to attempt to viciously intimidate that creature. Make a special Intimidate check contested by the target's Wisdom save. If you win the contest, that creature is Frightened of you until the end of your next turn. Additionally, you gain Advantage against any creature afflicted with the Frightened condition, gain proficiency with shields, and can treat any non-Heavy bludgeoning weapon with which you are proficient as a finesse weapon.

### Kneebreaker

Beginning at 13th level, when you deal sneak attack damage to a creature, you half that creature's base walking speed until the end of your next turn. Additionally, when you inflict the frightened condition on a creature, you can choose to cripple it with fear. Doing so allows the creature to move towards you freely, but prevents it from moving away.

### Vicious Example

Beginning at 18th level, whenever you land a critical hit or reduce an enemy to 0 HP, you may make a special Intimidate check contested by the Wisdom save of enemies within 60'. Each enemy that loses the contest to you is Frightened of you until the end of your next turn.
Drosa

Drosa is also known as the Southwest Ice Fort. It is ruled by the Dragon King, a silver dragon. It has a teardrop shaped port that is difficult to enter without assistance from the Dragon King. It has a Temple of Bahamut, originally designed by and sanctified by Father Patrick Bishop. The Rimt Sea by Drosa is kept very ice free from it's own current and from the Dragon King's actions.
Crusader

### Warrior of the Faith

Beginning at 8th level, you take up arms in defense of your faith, learning to wield cold steel and righteous prayer as one. You learn the Sacred Flame cantrip (or another cantrip of your choice, if you already know Sacred Flame), and gain proficiency in one martial weapon of your choice. Additionally, if you have hit with a weapon attack or cast a healing spell on your turn, you can use your bonus action to cast Sacred Flame. Lastly, whenever you deal damage with a weapon attack or a spell, you can choose to deal radiant damage in place of any other damage type.

### Divine Justice

Beginning at 13th level, the Goddess watches over your flock, and empowers you to take swift vengeance against those that would do it harm. Whenever you cast a spell of at least 1st level on an ally, they are blessed with Divine Protection. This blessing lasts for the duration of the spell you cast, or for one round if the spell's duration is instant. When an enemy damages an ally benefiting from your divine protection, you can use your reaction to either cast Sacred Flame on the triggering enemy or to reduce the damage by an amount equal to half your level.

### Heaven's Truth

Beginning at 18th level, the grace and truth of the Goddess fills you utterly, and her power flows through you untarnished by uncertainty or doubt. When you heal an ally or deal radiant damage with a weapon attack or spell of 5th level or lower, you can choose to maximize any dice for that healing or damage. You can do this only once per round.
Hi'Rez

## The Lunar Empire of Hi'Rez

Long, long ago, the elves were not so split as they are today, they were one big all-powerful empire. But they were tired of continually contending with other races, so they hatched a frankly insane and silly plan. They would move their empire to the moon! Needless to say, the empire was a bit split on this issue. A couple factions stayed behind as the elves built their magic skyships and departed to the stars.

A lot of people were surprised when it actually worked. So today, the empire of Hi'Rez exists in a literal bubble away from the rest of the world, xenophobic and honestly a little dickish. High elves that exist on Nestoria are exiles. The wood elves and drow are the elves that stayed behind, feeling a bit silly and dejected. The wood elves hid themselves in the woods, and drows delved into the earth.
Death Shall Not Take Us Wikia

## A Brilliant Campaign By A Wonderful Guy

But no seriously. It's all about slaying the bad guys. But not yourself, no. That's what you hire mooks for. They get their hands dirty for you, while you sit safely at home drinking hot cocoa or tea or maybe something a little harder if you're into that kind of thing. Some jerkish Dark Lord destroyed your city and now you have to compete/cooperate/compete with three other noble families to rebuild. There's plenty of suck- er, adventurers around to send off to their dea- er, victory, though!

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