recursal/Fanatic-Fandom huggingface dataset:
Eldritch Bloodline

***Eldritch Sorcerers stem from ancient curses and encounters with dark creatures that lurk in forests and swamps. Dark fey creatures, inhabitants of the shadowfell, and other eldritch beings' tamperings either with the Sorcerer themselves or with their families lead to spellcasters infused with dark and mysterious magicks.***

## Eldritch Sorcery

As an Eldritch Sorcerer, you can learn spells and cantrips from either the Sorcerer or Warlock spell lists. Additionally, you gain 1 extra spell slot that is always at a level equal to the highest level slot you have (although it never grows past 6th level). This slot can only be used to cast Warlock spells or to be turned into sorcery points.

## Otherworldly Qualities

At 6th level, you gain two of the following features granted by your connection to dark and otherworldy magicks:

* Eldritch Resistance: You gain Magic Resistance.
* Shadow Travel: You may use a bonus action to teleport from one area of dim light or darkness to another within 40 feet.
* Dark Voices: You may cast *Dissonant Whispers* at first level using 1 sorcery point and gain resistance to psychic damage.
* Strange Symbols: You may also cast *Blade Ward* at will as a bonus action. When you do so, you may choose one damage type to ward yourself against.
* Wraith's Gaze: You can see into the Border Ethereal for 10 feet and can see undead creatures through walls, as far away as your eyes would normally permit.
* Uncanny Reflexes: You have Blindsense out to 30 feet and cannot be surprised.
* Weightlessness: You have a fly speed equal to 1/2 your walking speed.
* Otherworldly Movement: You have a spiderclimb speed equal to your walking speed and your jump height and distance increase by a factor of 3.
* Eldritch Sight: You have Darkvision out to 120 feet, and this vision penetrates magical darkness. Additionally, you may cast *Detect Magic* at will.

You gain another one of these features at level 10, and another at level 14.

## Dark Magic

At 14th level, damaging spells you cast ignore damage resistance, but if a damaged target has Magic Resistance, it takes half damage.

## Eldritch Form

At 18th level, you gain all of the Otherworldly Qualities listed under that feature.
Duelist

***The Duelist is someone who trains long hours to dominate in single combat. Duelists are nimble, quick-thinking fighters who always keep their footing and their wits about them.***

## Agile Combatant

Starting at level 3, you have a number of Duelist ’s reactions each turn equal to your dexterity modifier. Duelist 's reactions can only be used for one of the following effects:

* Parry: when an enemy hits you with a weapon attack and you are holding a melee weapon, use a Duelist ’s reaction to add your proficiency bonus to your AC for that attack. You cannot use this feature more than once on any given attack.
* Riposte: when an enemy misses you with a weapon attack, use a Duelist ’s reaction to make an attack on that creature, as long as they are within range of a weapon you are holding. You cannot use this feature more than once on any given miss.

To use abilities from this subclass, you must be wielding a light or finesse weapon and not be wearing heavy armor.

## Duelist’s Focus

At level 7, you can focus the chaos of fighting down to one opponent. When you do so, choose one creature that you can see. While they are your focus, they have disadvantage on attack rolls against you and you have advantage on attack rolls against them. Any other creature has advantage on attack rolls against you, and you have disadvantage on attack rolls against any creature that is not your focus. Your focus can be switched to a new creature as a bonus action on your turn.

## Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

## Nimble Strikes

At level 15, you learn to turn your mistakes into advantages. Whenever you miss a creature with an attack, you may add your proficiency bonus to the attack and damage roll of the next attack you make against them that turn.

## Master Duelist

At 18th level, you are a true master of your weapons. You may make as many Duelist's reactions as you want on each turn, but still no more than once per trigger.
Dust Spawn Crusader

***Dust Spawn Crusaders are the Gray God's minions who live long enough to be trained for combat, the true battle-bred soldiers of the Great Crusade.***

## Dust Spawn Crusader

*Medium Aberration, Chaotic Evil*

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AC: 14

HP: 80 (10d10+20)

Speed: 35 feet

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Ability Scores
 +3

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**Saving Throws:** Strength +6, Constitution +5

**Damage Resistances:** Necrotic, Poison

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

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

**Languages:** Gangari

**Challenge:** 5

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**Dust Spawn:** As Dust Spawn, the Crusader has an innate psychic link with all other Dust Spawn on every plane. Additionally, they are considered Undead in addition to their other types.

**Brutal Efficiency:** Whenever the Crusader makes a weapon attack against a creature that can't see it, that attack deals an extra 2d6 damage.

**Grayskin:** The Dust Spawn Crusader's weapons are covered in gray dust. Any creature damaged by those weapons must make a constitution save (DC 12), contracting Grayskin on a failure.

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ACTIONS

**Multiattack:** The Crusader uses its Cloud of Dust ability, then makes one shortsword attack and one incense flail attack.

**Shortsword:** +6 (1d8 + 3 slashing)

**Incense Flail:** +6 (2d6 + 3 bludgeoning)

**Cloud of Dust (recharge 5-6):** The Crusader swings its incense flail in a circle, creating a 20 foot radius sphere of thick green dust. That area is heavily obscured, and any creature that starts its turn in the dust or enters it for the first time on its turn must make a constitution save (DC 12) or contract Grayskin. The dust dissipates after one minute or in the presence of a strong wind.
Expulsion

*3rd level Abjuration*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Choose a target within 30 feet of you to expel from your proximity. The target must make a strength save or be thrown backward 2d6x5 feet in a straight line. Casting this spell at higher levels increases the knockback by 1d6x5 feet per slot level above 3rd.

**Classes: Wizard, Sorcerer, Warlock, Bard, Cleric**
Gibbering Jigglebeast

***The Gibbering Jigglebeast is somewhat anomalous among oozes as it maintains a consistent form. Well storied in folklore thanks to its unnerving appearance and signature gibbering, its a good, old-fashioned boogeyman.***

## Gibbering Jigglebeast

*Large Ooze, Chaotic Evil*

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AC: 9

HP: 108 (12d12+24)

Speed: 20 feet

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Ability Scores
 +5

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**Damage Resistances:** Psychic

**Damage Immunities:** Acid

**Senses:** Passive perception 9

**Languages:** --

**Challenge:** 5

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**Mad Gibbering:** Any creature that starts its turn able to hear the Gibbering Jigglebeast's gibbering must make a wisdom save, taking 1d6 psychic damage and being frightened on a failure.

**Fight Dirty:** The Gibbering Jigglebeast has advantage on attack rolls against creatures that are frightened of it.

**Devouring Digester:** Any creature that gets moved unwillingly within 5 feet of the Gibbering Jigglebeast takes 2d6 acid damage and 2d6 piercing damage as it's many mouths lash out to pull it in.

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ACTIONS

**Multiattack:** the Gibbering Jigglebeast makes two grasp attacks.

**Grasp:** +9 (target is grappled and pulled 5 feet in a direction of the Gibbering Jigglebeast's choice, reach 15 feet)
Crag Drok

Droks are semi-bipedal, hominid-like creatures that dwell in remote wild lands. The crag drok typically lives in more arid climates, in rocky terrain, and around other groups of droks. Alpha females will battle for dominance using their ram-like horns and brute strength. However, these creatures are not the brightest, and often struggle with memory-based tasks.

## Crag Drok

*Large Monstrosity, Neutral*

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AC: 12 (natural armor)

HP: 27 (3d10+6)

Speed: 25 feet, climb 20 feet

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STR DEX CON INT WIS CHA

19 10 14 3 6 4

+4 +0 +2 -4 -2 -3

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**Senses:** Passive Perception 10

**Languages:** --

**Challenge:** 1/2

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ACTIONS

**Multiattack:** the crag drok makes one slam attack and one gore attack.

**Slam:** +6 (1d8+4)

**Gore:** +6 (2d4+4)
F'zerrit

***F'zerrits are the bats of Fzech. Which is to say...they have wings and like the dark.***

## F'zerrit

*Medium Fiend (Demon), Chaotic Evil*

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AC: 14

HP: 36 (6d8+6)

Speed: 20 feet, fly 40 feet

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Ability Scores
 -1

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

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Radiant

**Condition Immunities:** Poisoned, Frightened

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

**Languages:** Abyssal

**Challenge:** 2

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**Flyby:** The F'zerrit doesn't provoke opportunity attacks while flying.

**Ruthless:** The F'zerrit has advantage on attack rolls against frightened creatures.

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ACTIONS

**Multiattack:** The F'zerrit makes two Talon attacks and uses its Scream ability, if available.

**Talon:** +5 (2d4 + 2 slashing)

**Scream (recharge 5-6):** A creature the F'zerrit can see must make a wisdom save (DC 11), being frightened for 1 minute on a failed save. A frightened creature may repeat the save at the end of each of its turns, ending the effect on a success.
Greater Discs

**Level 3**

**Range: 100 ft.**

**Duration: 1 minute, concentration**

**Casting time: 1 bonus action**

Conjure up to 4 discs of light patterned with runes, 3 ft in diameter. These discs fly to their assigned destinations and remain there as long as you keep concentration. These discs can be broken, and have 25 hp and an AC of 10. They can hold up to 500 pounds each. Casting this spell at higher levels increases the number of discs by 1 per slot level above 3rd.
Breaking

*Transmutation cantrip*

Casting Time: 1 action

Range: touch

Components: S

Duration: Instantaneous

Touch an object or item within range. If the item is non-magical and non-living, it breaks. To target an object being held, worn, or carried, make a melee spell attack on the creature bearing it. The targeted item must way less than 10 pounds and cannot exceed 1 foot in any dimension.

**Classes: Sorcerer, Wizard, Warlock, Bard**
Awakened Beasts

Awakened Beasts are rare, but certainly not unusual. Larger and much more intelligent than their wild cousins, these creatures are descended from the hordes of beasts enslaved by Baigali, another ill-meaning dragon of eons past, once again foiled by Id Shidai and free will.

**Very Varied:** Awakened beasts are so varied in number and species that they’re broken down to simple features which are shared by all Awakened, and some features which would be chosen.

**Ability Scores:** Awakened gain +2 wisdom and a total of +4 points to other scores of your choice.

**Age:** Awakened usually live about twice as long as their wild counterparts.

**Alignment:** Awakened tend toward chaotic alignments.

**Languages:** All Awakened speak Common and Beast

**Thumbless:** Awakened do not have thumbs, and consequently cannot use weapons. They can, however, use armor, but it must be donned and doffed for them. Awakened can still learn and cast spells.

**Natural Armor:** Awakened’s AC=10+their dexterity modifier+their constitution modifier when not wearing armor.

**Bestial Power:** the Awakened’s ability scores may be increased to a maximum of 22.

**Customization:** choose one feature from each of the following lists to fit your chosen beast. Some creature-specific abilities and features may not be present and should be discussed with the DM, such as Spiderclimb, natural camouflage, or darkvision.

**Size:** Size Determines walking speed and your natural attacks' damage dice.

* **Small:** 35 feet
* **Medium:** 40 feet
* **Large:** 30 feet

**Keen Sense:** Choose an enhanced sense.

* **Keen Smell:** You have advantage on perception checks relying on smell.
* **Keen Eyes:** You have advantage on perception checks relying on sight.
* **Keen Ears:** You have advantage on perception checks relying on hearing.

**Natural Attacks:** You may choose a second natural attack option at 5th level, if you so choose.

* **Bite:** 1d4/1d8/1d12 piercing
* **Claws:** 1d4/1d6/1d8 slashing
* **Gore:** 2d4/2d6/2d8 piercing
* **Slam:** 1d6/3d4/3d6 bludgeoning

**Movement Type:** Choose a special movement ability.

* **Swiftness:** +10 feet to your walking speed
* **Climbing:** 15 feet climb speed
* **Swimming:** 30 feet swim speed
* **Flying:** 50 feet fly speed (can't be large)
* **Leaping:** 15 feet high, 20 feet long

**Special Ability:** Choose a special combat ability.

* **Charge:** If you move at least 10 feet before making a melee attack, that attack deals an extra 1 damage die for each point of your proficiency bonus (2d6 at 1st level for a medium beast's claws attack). Use whatever size die is the largest used in the attack.
* **Pounce:** If you jump at least 5 feet before making a melee attack and that attack hits, the target must make a strength save (DC=8+your combat modifier+your proficiency bonus) or be knocked prone.
* **Pack Tactics:** You have advantage on attack rolls while within 5 feet of an ally.
* **Endurance:** If you are reduced to 0 hp but not killed outright by an amount of damage less than your constitution modifier + your level, you drop to 1 hp instead.
Dracoblight

***Dracoblights are some of the rarest and most dangerous members of the blight family. They got their name because they look and kinda act like dragons. Obviously.***

## Dracoblight

*Huge Plant, Chaotic Evil*

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AC: 17 (natural armor)

HP: 127 (13d12+36)

   Speed: 45 feet

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Ability Scores
 +4

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

**Damage Resistances:** Poison

**Damage Vulnerabilities:** Fire

**Condition Immunities:** Poisoned

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

**Languages:** --

**Challenge:** 10

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ACTIONS

**Multiattack:** The Dracoblight makes two bite attacks, then uses its Thrash ability or its Blast of Splinters, if available.

**Bite:** +8 (3d10 + 4 piercing)

**Thrash:** All creatures within 15 feet of the Dracoblight must make a dexterity save (DC 16), taking 5d8 bludgeoning damage and being knocked prone on a failed save and taking half as much damage on a success.

**Blast of Splinters (Recharge 5-6):** The Dracoblight exhales a cloud of splinters in a 30 foot cone. All creatures in that area must make a dexterity save (DC 16), taking 6d10 piercing damage on a failed save and half as much on a success.
Gangari Evangelist

***Emissaries of the Lord of Dust, these globe-headed priests make it the mission of their existence to convert new creatures to Grayskins and spread the Many-Armed God's influence across the cosmos as far as it can go.***

## Gangari Evangelist

*Medium Aberration, Chaotic Neutral*

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AC: 13

HP: 97 (15d8+30)

Speed: 30 feet

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Ability Scores
 +0

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**Saving Throws:** Constitution +6, Charisma +8

**Damage Resistances:** Poison, Necrotic

**Condition Immunities:** Blinded, Deafened, Charmed, Frightened

**Skills:** Persuasion +12

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

**Languages:** All, Telepathy 120 feet

**Challenge:** 7

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**Dust Spawn:** As Dust Spawn, the Crusader has an innate psychic link with all other Dust Spawn on every plane. Additionally, they are considered Undead in addition to their other types.

**Globe of Dust:** The Evangelist's head is a glass globe full of swirling dust clouds. Any creature that touches the globe willingly instantly becomes infected with Grayskin. When the Evangelist dies, its head explodes and each creature within 15 feet of it must make a dexterity save (DC 16), taking 3d6 force damage and contracting Grayskin on a failed save.

**Grayskin Carrier:** Whenever the Evangelist deals poison damage to a creature, that creature must make a constitution save (DC 16) or become infected with Grayskin.

**Evangelist:** The Evangelist's main role is to convince mortals to pledge themselves to Gangargargar. The Evangelist has expertise in persuasion and can perform a 10 minute ritual on a willing mortal to convert them into a Dust Spawn. A willingly converted creature retains its personality and alignment but is permanently Charmed by both the Evangelist and Gangargargar himself.

INNATE SPELLCASTING: PSIONICS (+8 to hit, save DC 16)

The Evangelist can innately cast the following spells, without required verbal or material components.

At Will: *Poison Spray (3d12), Infestation (3d6), Fog Cloud, Ray of Sickness*

3/day: *Gaseous Form, Cloudkill, Stinking Cloud*

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ACTIONS

**Spell:** The Evangelist casts a spell and uses one of its special abilities, if available.

**Call to the Gray (recharge 4-6):** The Evangelist spreads its arms, inviting all nearby creatures to join the Dust. All creatures within 30 feet of it must make a wisdom save (DC 16) or do their best to touch the Evangelist's head on their next turn.

**Dust to Dust (1/day):** The Evangelist summons 1d4 Dust Spawn.
Dolgaad

***Dolgaadi are celestial spirits that manifest in times of need to defend and guide the innocent. To be led by a Dolgaad is a tremendous honor. Many priests and scholars believe that these mighty horned guardians are manifested in part by the imagination of their ward.***

## Dolgaad

*Large Celestial, Lawful Good*

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AC: 13 (natural armor)

HP: 73 (7d12+21)

Speed: 40 feet

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Ability Scores
 +4

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**Saving Throws:** Wisdom +7, Charisma +5

**Damage Resistances:** Slashing, Piercing, Bludgeoning

**Damage Immunities:** Radiant

**Damage Vulnerabilities:** Psychic

**Condition Immunities:** Exhausted

**Senses:** Passive perception 14

**Languages:** All

**Challenge:** 2

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**Telepathy:** The Dolgaad can communicate telepathically out to 60 feet.

**Pacifist:** The Dolgaad cannot willingly damage another creature.

SPELLCASTING (+7, DC 15)

The Dolgaad can innately cast the following spells:

At will: *Dancing Lights, Clairvoyance, Guidance, Sanctuary*

3/day: *Healing Word, Cure Wounds, Protection from Evil and Good*

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ACTIONS

**Defend:** The Dolgaad chooses a target creature within its melee range to protect until the start of its next turn. Attacks made against that creature in that time have disadvantage, and the creature has advantage on saving throws during that time. This effects ends if the creature moves out of range or the Dolgaad is reduced to 0 hp.
Doppelganger

***Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. However, not all Doppelgangers pursue this life of deceit and exploitation. When a Doppelganger comes of age and realizes their true nature, they are fully capable of choosing their alignment and their path.***

**Ability Scores:** Doppelgangers are wily and excellent at deception. They gain +2 wisdom and +1 charisma.

**Alignment:** Doppelgangers are neutral by nature, and similarly to humans, are capable of both great good and great evil.

**Age:** Doppelgangers live slightly longer than humans and mature at the same rate.

**Size:** Doppelgangers can be either medium or small, depending on their host mother.

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

**Languages:** You speak Common and a language of your choice.

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

**Androgyny:** Doppelgangers are hermaphroditic, and only use other races as hosts for their children. While this interaction doesn't hurt either party in any way, it also provides a way for the gender-less Doppelgangers to prolong their race without a need for pesky child care. As a result, the natural inclinations toward reproduction have no effect on you. You are immune to the charmed effect.

**Faceless:** You can use an action to assume the appearance of any humanoid they have seen. This humanoid must be the same size category as you, and the difference between you and the humanoid is indistinguishable, even at a close-up inspection. It can be discerned by *Truesight* and (since no memories, mannerisms, or accents are adopted when the change takes place) careful interrogation.

**Reader of Hidden Things:** As an action, you can magically read the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. A target may make a perception check (DC = 8 + your proficiency bonus + your wisdom modifier) to notice the intrusion, and a wisdom save to expel your mind from theirs. You may use this ability a number of times per long rest equal to your wisdom modifier (minimum 1).
Blessed of Sheolth

***On occasion, a mortal cultist of Sheolth is so devout that the entity converts it completely into one of its minions.***

## Blessed of Sheolth

*Medium Aberration, Chaotic Evil*

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AC: 12

HP: 51 (7d8+14)

Speed: 30 feet

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Ability Scores
 +2

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**Saving Throws:** Constitution +5

**Damage Resistances:** Acid

**Damage Vulnerabilities:** Poison

**Condition Immunities:** Frightened, Charmed, Blinded

**Senses:** Blindsense 30 feet, passive perception 10

**Languages:** understands any languages it spoke while mortal but cannot speak

**Challenge:** 4

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INNATE SPELLCASTING (+5 to hit, save DC 13)

The Blessed can innately cast the following spells, requiring no material or verbal components.

At will: *Primal Savagery (2d10), Tasha's Caustic Brew*

3/day: *Ray of Enfeeblement, Wither and Bloom, Vampiric Touch*

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ACTIONS

**Multiattack:** The Blessed of Sheolth makes a Hungry Tentacle attack and casts a spell.

**Hungry Tentacle:** +5 (1d8 + 2 piercing + 2d6 acid. The Blessed of Sheolth regains a number of hp equal to half the acid damage dealt)

BONUS ACTIONS

The Blessed of Sheolth may make a Hungry Tentacle attack as a bonus action if it hasn't cast a spell this turn.
Ghi

***The Ghi are spirits of stones that lie far enough from people that they don't mind standing up to walk around. Very rarely seen at all, and even more rarely seen by the average person, they are gentle and peaceful...unless provoked.***

## Ghi

*Medium Elemental (Herra), Neutral*

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AC: 18 (natural armor)

HP: 60 (5d12+25)

Speed: 20 feet

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Ability Scores
 +4

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**Saving Throws:** Strength +6, Constitution +6

**Damage Resistances:** Slashing, Piercing, Bludgeoning, Fire, Cold, Lightning

**Damage Immunities:** Poison

**Damage Vulnerabilities:** Thunder

**Condition Immunities:** Blinded, Deafened, Poisoned

**Skills:** Stealth +2

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

**Languages:** Ghi Sign

**Challenge:** 3

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**Walking Stone:** The Ghi is immune to poison damage and the poisoned condition, and is immune to disease.

INNATE SPELLCASTING (+6 to hit, save DC 14)

The Ghi can innately cast the following spells, requiring no material components.

At Will: *Mold Earth, Magic Stone, Earth Tremor, Spike Growth, Maximilian's Earthen Grasp*

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ACTIONS

**Multiattack:** The Ghi casts a spell and makes a slam attack.

**Slam:** +6 (2d6 + 4 bludgeoning)
Child of Hermes

***Children of Hermes are true Jacks-Of-All-Trades. While its true that some find a particular niche and attain incredible skill with a particular trade, most are simply pretty good at everything they put their minds to.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Hermes, your hit dice are d8's and you are proficient with Dexterity and Wisdom saves. Wisdom is your spellcasting modifier for demigod spells.

### Fleet of Foot

As a child of Hermes, your base walking speed increases by 5 feet. Additionally, you can Dash or Disengage as a bonus action on your turn.

### Jack of All Trades

As a child of Hermes, you may add half your proficiency bonus (rounded down) to any ability check or saving throw you aren't proficient with already. Additionally, you gain proficiency in two more skills of your choice.

## Well Rounded Combatant

At 7th level, you may choose two Fighting Styles from the list available to Fighters. You gain another at level 11 and a fourth at level 17.

## Semi-Reliable Skill

At 11th level, you become passably talented at literally everything you attempt. Whenever you roll less than a 5 on any attack roll, saving throw, or ability check that you add your proficiency bonus to, you may choose to treat that roll as a 5.

## Paragon of Mediocrity

At 15th level, you become marginally better at everything. You gain a +1 bonus to attack rolls, damage rolls, saving throws, and ability checks.
Glacier-Horn

***Of all the beasts in this world, few are more revered or legendary than the Glacier-Horns of the Anwr. Their footsteps shake the mountains, their roars echo from one end of the sky to the other, their battles put thunderstorms to shame. They are truly the unchallenged kings of the tundra.***

***-Brethen Garnholdt's 'Beasts of Ran'***

## **Glacier-Horn**

*Colossal Beast, Unaligned*

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

AC: 18 (Natural Armor)

HP: 504 (24d20+240)

Speed: walk 30 ft.

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

STR DEX CON INT WIS CHA

28 8 30 4 15 7

+9 -1 +10 -3 +2 -2

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

**Damage Immunities:** Cold

**Damage Resistances:** Fire

**Senses:** passive perception 12

**Languages:** --

**Challenge:** 20

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

ACTIONS:

**Multiattack:** The Glacier-Horn makes a horn attack, a tail attack, and uses its Trample ability.

**Horn:** +16 (6d12+9 bludgeoning)

**Tail:** +16 (8d10+9 bludgeoning)

**Trample:** The Glacier-Horn moves up to half its speed. Any creatures underneath it while it moves must make a dexterity save (DC 24). On a failure, they take 10d8 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.

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

**Siege Monster:** The Glacier-Horn deals double damage to buildings and structures.

**Unstoppable Charge:** If the Glacier-Horn moves at least 30 ft. and then makes a horn attack, it deals an extra 6d12 bludgeoning damage on a hit.
Enchantment Initiate

***Initiates to the school of enchantment have been known to turn the tides of many fights by simply convincing the enemy to fight for them instead. Often demonized for their affinity towards mind control, no one is quite sure whether they like an Enchantment Initiate, or if they're just being influenced.***

## Novice Enchanter

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an enchantment spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Enthrall

Beginning at 6th level, you learn to channel enchanting magic to absolutely dominate the mind. As an action, choose a creature you can see within 120 feet of you and spend a spell slot of a level equal to the target creature's hit dice. The target must make a wisdom save or be utterly controlled by you. You may concentrate on this effect for up to 10 minutes, and if the target succeeds on its initial save, you may use your action on each of your turns while you concentrate to force the save again. If they fail at any point, they are placed utterly under your control but may repeat the save every minute, or whenever they take damage.

An Enthralled creature still goes on its turn, but control of the creature is handed over to you, the player. If a creature remains under your control for the full ten minutes, you may stop concentrating and the effect lasts until dispelled. This ability fails if used on a creature that can't be charmed.

## Beguiling Enthrallment

Beginning at 14th level, you learn to use your natural guile to increase the effectiveness of your mind control. Add your charisma when calculating the save DC against your Enthrall ability.

## Adept Enchanter

At 18th level, you learn one 6th level enchantment spell. This spell does not count against the number of spells you have prepared and is always prepared.
Conjuration Initiate

***Conjuration Initiates, or Summoners, as they're sometimes called, are well known for their titular ability to summon creatures to help them in combat. While those creatures won't be as powerful as those summoned by a academy-trained conjurer, their assistance and potential shouldn't be underestimated.***

## Novice Conjurer

When this school is chosen at 3rd level, and every level at which you gain access to a new spell, you may choose to learn an conjuration spell of 5th level or less for which you have slots. You may not learn a number of spells in this way greater than your intelligence modifier. These spell are always prepared and do not count against the number of spells you have prepared, and must be from the wizard spell list.

## Summoner's Ally

At 6th level, you can summon a more permanent ally. Choose a fey, fiend, celestial, monstrosity, elemental, or aberration of CR 1/4 or lower that is no larger than medium. This creature is bound to follow your commands absolutely, but is not prevented from playing harmless pranks if it so wishes. If this creature dies, you may summon it again as a 10 minute ritual at the end of a long rest. You may banish this creature to its home plane any time as a free action, and any time you complete a long rest you may switch what creature your ally is.

The ally shares your initiative. It also adds your proficiency bonus to its hit points, AC, attack and damage rolls, and saving throws. You may use an action at any time to spend a spell slot and restore to your ally a number of hit points equal to the slot's level in d4's. Additionally, when you hit 10th, 14th, and 18th level your ally increases it's max hit points by 3d6 (minimum 12). Instead of increasing hit points, you may choose instead to have your ally take a feat or an ability score improvement. If the ally is capable of casting spells, its DC should be calculates using your proficiency bonus and its level is considered equal to your own for the purpose scaling cantrips.

Whenever you change the creature type of your ally, you may also rearrange whether it takes a hit point increase, an ability score improvement, or a feat (or multiple, depending on your level). When you reach 10th level, the ally you summon may be of CR 1/2 or less. This limit increases again to CR 1 and CR 2 at levels 14 and 18 respectively.

## Furious Companion

Beginning at 14th level, your summoner's ally gains the multiattack trait if it didn't already have it. If it did, it may make one additional attack.

## Adept Conjurer

At 18th level, you learn one 6th level conjuration spell. This spell does not count against the number of spells you have prepared and is always prepared.
Esterian

The Esterian empire is one of the largest and most developed on the continent, rising out of seasonal mudflats in the lowlands along the northern coast. Esterians have broad, flat heads and gray-green skin.

**Ability scores:** Esterians have almost as much diversity within their number as humans do. They gain +1 constitution and +1 and other two scores.

**Age:** Esterians mature around age 10 and live into the early 100's.

**Size:** Esterians stand on average a few inches shorter than humans, and are medium.

**Speed:** Esterians have a base walking and swimming speed of 30 feet.

**Alignment:** Any, but usually lawful.

**Languages:** Esterian, Common

**Amphibious:** Although they lose their gills in their toddler years, they retain an affinity for the muddy pools where they were born. Esterians can hold their breath for as long as half an hour and have a swimming speed of 30 feet.

**Mandatory Service:** Every Esterian citizen over the age of 15 has proficiency with short swords, shields, spears, and crossbows.

**Antibiotic Properties:** An Esterian's saliva contains some minor healing properties. When applied to an open wound as a bonus action, the wounded creature regains a number of hit points equal to your constitution modifier. You may use this feature a number of times equal to your proficiency bonus. All expended uses are returned after completing a long rest.
Acid Spit

*Evocation Cantrip*

Casting Time: 1 action

Range: 20 feet

Components: S

Duration: Instantaneous

Spit at a creature within range, evoking vitriolic energy. Make a ranged spell attack. On a hit, the target takes 1d8 acid damage and is blinded until the start of its next turn. At higher levels, the damage scales; it deals 2d8 at 5th level, 3d8 at 11th level, and 4d8 at level 17.

**Classes: Druid, Wizard, Warlock, Sorcerer**
Avenger Seraph

***Avenger Seraphs, or Scourge Angels, are the entities of the upper planes that do the gods' dirty work. Usually dispatched with a specific target in mind, Avengers will not rest until their purpose is fulfilled. While they don't normally take on anything more powerful than a couple of hubris-ridden mortals, a lone Avenger Seraph is a force to be reckoned with.***

## Avenger Seraph

*Medium Celestial, Chaotic Good*

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

AC: 18 (full plate)

HP: 72 (9d10+18)

Speed: 50 feet

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

Ability Scores
 +4

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

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

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

**Damage Immunities:** Radiant, Poison

**Condition Immunities:** Frightened, Poisoned

**Skills:** Athletics +8, Survival +8

**Senses:** Blindsense 1,000 feet, Passive Perception 10

**Languages:** All

**Challenge:** 7

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

**Holy Mark:** If the Avenger Seraph does not currently have a target creature, it may choose a target to mark with its Holy Mark. This mark remains until the targeted creature is dead. The Avenger Seraph scores a critical hit on a roll of 15-20 against its marked target and deals an extra 1d8 radiant damage on every hit against them.

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

ACTIONS

**Multiattack:** The Avenger Seraph makes three Holy Lance attacks or uses its teleport ability and makes two Holy Lance attacks.

**Holy Lance:** +8 (1d10+4 radiant damage, reach 10 feet)

**Teleport:** The Avenger Seraph teleports up to 60 feet, or up to 120 feet closer to its Holy Mark.
Heroes of Erissan dnd5e Homebrew Wiki

=== The Tables of Randomosity ===

# **Races**

A collection of stats I've made for player characters, some are setting specific and others are just weird ideas I had.

# **Homebrew Classes**

Nothing defines a character like the class that you choose. However, if you find the options provided in traditional 5e sourcebooks to be cramping your style, my hyperfixation has a solution for you. Enjoy this list of homebrew classes.

# **Spells**

I've compiled a butt ton of homebrew spells.

## **Equipment**

Magic Items

Rare Items

Homebrew Potions

### **Variant Class Features/House Rules**

This is a bunch of tweaks and variant options for vanilla 5e.
Dismissal

*1st Level Abjuration*

Casting Time: Reaction

Range: Self

Components: S

Duration: 1 round

When you are hit with an attack while this spell is active, add your spell attack bonus to your AC for only that attack. Then the spell ends. If you cast this spell at 3rd or 4th level, you may instead add your spell attack bonus to your AC for up to two attacks before the spell ends. If you cast this spell at 5th level or higher, you may instead add your spell attack bonus to your AC for up to three attacks before the spell ends.

**Classes: Sorcerer, Wizard**
Dwarves (Ithonn)

Dwarves in Ithonn are deeply tied to Girdi, the goddess of the earth, and the vast majority of them are descended from powerful druids in Ismeretland.

**Ability Scores:** Dwarves in Ithonn get +1 strength, constitution, and wisdom.

**Age:** Dwarves mature at age 25 and can live up to 300 years.

**Alignment:** Dwarves tend toward neutrality

**Size:** Although they are diminutive, standing about 5'0 on average, Dwarves are medium.

**Speed:** You have a walking speed of 25 feet.

**Languages:** You speak Dwarven and Common

**Druidic Legacy:** Choose one of the following abilities. Wisdom is your spellcasting modifier for any spells or abilities you gain this way.

* **Amplimancy:** You learn the spell *Enlarge/Reduce* and may cast it once without expending a spell slot.
* **Girdi's Blessing:** You learn the cantrip *Mold Earth.* You also learn the spell *Earth Tremor* and may cast it without expending a spell slot.
Invoke Spirit

*3rd Level Necromancy*

Casting Time: 1 action

Range: self

Components: V, S

Duration: 1 minute, concentration

Invoke the spirit of one of your ancestors, or an animal of your choice. This spirit manifests as it would normally appear, albeit partially transparent and mostly intangible. The summoned spirit has the statistics of a humanoid or beast of your choice of a CR 5 or less, except it has only one hit point. The summoned spirit takes its turn immediately following yours, and follows your commands if its a beast, or follows your commands insofar as its alignment allows if its a humanoid. If the summoned spirit dies while the spell is still active, you may use your action on your turn to summon it again. If the spirit is that of someone or something you know, it must be willing. When you cast this spell at higher levels, the max CR of the summoned spirit increases by 2 for each slot level above 3rd.

**Classes: Cleric, Druid**
Gyrwyvern

***Gyrwyverns are distant cousins of true wyverns, native to snowy cliffs and tall mountains, where they prey on goats, sheep, and the odd adventurer.***

## Gyrwyvern

*Large Dragon, Unaligned*

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

AC: 14 (natural armor)

HP: 52 (7d10+14)

Speed: 25 feet, fly 60 feet

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

Ability Scores
 +5

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

**Damage Resistances:** Cold

**Skills:** Perception +4

**Senses:** passive perception +9

**Languages:** --

**Challenge:** 3

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

**Keen Sight:** the Gyrwyvern has advantage on perception checks relying on sight.

**Swooping Dive:** if the Gyrwyvern flies at least 10 feet before hitting a creature with a talons attack, it deals an extra 2d6 slashing damage.

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

ACTIONS

**Multiattack:** The Gyrwyvern makes two attacks, one with its talons and one with its beak.

**Talons:** +8 (2d8+5 slashing)

**Beak:** +8 (2d6+6 piercing)

**Frost Breath (recharge 5-6):** The Gyrwyvern exhales freezing air in a 15 foot cone. All creatures in that area must make a constitution save (DC 14), taking 6d6 cold damage on a failed save and half as much on a success.
Child of Aphrodite

***Children of Aphrodite, like their mother, radiate confidence, beauty, and authority. They are often found at the center of social circles, beloved by most or feared by many.***

## Heritage Traits

### Heritage-Specific Traits

As a child of Aphrodite, your hit dice are d6's and you are proficient with Charisma and Wisdom saves. Charisma is your spellcasting modifier for demigod spells.

### Innate Diplomacy

As a Child of Aphrodite, you add your charisma modifier twice to Persuasion, Deception, and Intimidation checks, instead of just once.

### Cantrips

*Friends*

*Vicious Mockery*

### Available Spells

*Charm Person*

*Command*

*Sleep*

*Calm Emotions*

*Enthrall*

*Gift of Gab*

*Suggestion*

*Antagonize*

*Fast Friends*

*Incite Greed*

*Motivational Speech*

*Charm Monster*

*Compulsion*

*Confusion*

*Dominate Beast*

*Dominate Person*

*Modify Memory*

*Otto's Irresistible Dance*

## Special Ability: Hero of Love

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. You may add your charisma modifier to all damage rolls you make. Additionally, you gain the Extra Attack feature at 5th level.

## Special Ability: Charmspeak

At 3rd level, you can choose this feature instead of a Bond Weapon or Magic Item. You gain the ability to cast *Command* at will.

## Tactical Banter

At 7th level, you learn to use your influence in combat to give yourself an edge. As a bonus action, you can encourage an ally or yourself or taunt an enemy.

**Encouragement:** An encouraged ally (or you) may add your charisma modifier to one roll they make before the end of their next turn.

**Taunt:** You may subtract your charisma modifier from one roll the targeted enemy makes before the end of its next turn.

## Supernatural Willpower

At 11th level, you become very difficult to psychologically affect. You have advantage on wisdom and charisma saves.

## Powerful Words

At 15th level, your words are almost irresistible. As an action, you can cast a *Power Word* spell of your choice. Once you use this feature, you cannot use it again until you complete a long rest.
Herald of Hastur

***Heralds of Hastur are esoteric and strange beings often summoned by devout followers of The King In Yellow.***

## Herald of Hastur

*Medium Aberration, Lawful Evil*

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

AC: 13 (natural armor)

HP: 58 (9d8+18)

Speed: 25 feet

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

Ability Scores
 +3

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

**Saving Throws:** Intelligence +8, Charisma +7

**Damage Immunities:** Psychic

**Damage Vulnerabilities:** Slashing

**Condition Immunities:** Blinded, Deafened, Frightened, Charmed

**Senses:** Blindsense 100 feet, passive perception 9

**Languages:** understands all but cannot speak

**Challenge:** 6

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

**Servant of the King:** Whenever the Herald deals psychic damage to a creature, it regains hp equal to half the damage dealt, rounded down.

**Madness of the King:** The Herald can invoke the madness of its King using its Incite Madness ability. A Maddened creature must make a wisdom save (DC 16) at the start of each of its turns, ending the madness on a success. On a failure, it takes 2d6 psychic damage and does nothing on its turn but ramble about Carcosa and the King in Yellow.

INNATE SPELLCASTING: PSIONICS (+8 to hit, save DC 16)

The Herald can innately cast the following spells, requiring no verbal or material components.

At Will: *Toll the Dead (2d8/2d12), Mind Sliver (2d6), Dissonant Whispers, Tasha's Hideous Laughter*

3/day: *Mind Spike, Crown of Madness, Suggestion*

1/day: *Enemies Abound, Life Transference*

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

ACTIONS

**Multiattack:** The Herald makes a Staff attack and casts a spell, or uses its Incite Madness ability.

**Staff:** +7 (2d6 + 3 bludgeoning + 1d8 psychic)

**Incite Madness (recharge 5-6):** The Herald points at a creature within 60 feet of it, forcing the target to make a wisdom save (DC 16). On a failure, they are beset by The Madness of the King.
Hold Item

*3rd level Transmutation*

Casting Time: 1 action

Range: 60 ft.

Components: V, S

Duration: 1 minute, concentration.

Choose an item within range to freeze in place, holding it immobile with a shimmering plane of force. If the item is a weapon or projectile, its attack fails if it was being used to attack when the spell was cast. While the item is frozen, it cannot be interacted with and cannot move at all. You may use a bonus action on your turn to move the item up to 10 ft. A creature attempting to free the item from this magic may make a strength check as an action, ripping it free and ending the spell on a success. Casting this spell at higher levels allows you to target one additional item for every slot level above 3rd.

**Classes: Wizard, Sorcerer, Bard**
Mighty Leap

*1st Level Transmutation*

Casting Time: bonus action

Range: self

Components: V, S

Duration: Instantaneous

Magically enhance your movement to leap through the air up to 20 feet in any direction. This leap does not result in fall damage if you land at the same height (or higher) you started from. If you make a melee attack immediately after or during the leap, it deals an extra 2d6 damage on a hit. Casting this spell at higher levels increases the jump range by 10 feet and the extra damage by 1d6 for each slot level above 1st.

**Classes: Ranger, Paladin, Warlock**