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# Valandras's Guide to The Dragon Archipelago (V.1)
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### Table Of Contents
- **[ Valandras's Guide to The Dragon Archipelago](#p1)**
- **[ Map of The Dragon Archipelago](#p3)**
- **[ Setting of The Dragon Archipelago](#p4)**
- **[ Subclasses](#p5)**
- **[ Artificer Specialities ](#p6)**
- [ Auto Prosthetist ](#p7)
- [ Jewler](#p9)
- [ Meteor-Dust Mechanic](#p10)
- **[ Barbarian Paths](#p12)**
- [ Path of The Infernal Rager](#p13)
- [ Path of The Islander](#p14)
- [ Path of The Black Rose Dragon](#p15)
- **[ Bard Colleges ](#p17)**
- [ Collage of Bodybuilding](#p18)
- [ Collage of Metal](#p19)
- [ Collage of Tears](#p20)
- **[ Cleric Domains](#p21)**
- [ Prison Domain](#p22)
- [ The Open Sea Domain ](#p23)
- **[ Druidic Circles ](#p24)**
- [ Circle of Mutation](#p25)
- [ Circle of Petrification](#p28)
- [ Circle of The Sky](#p29)
- **[ Fighter Martial Archetype](#p30)**
- [ Blades of Ash](#p31)
- [ Masters of Arms](#p34)
- [ The Sacrifice ](#p35)
- **[ Monk Martial Arts](#p36)**
- [ Way of The Falling Rain](#p37)
- [ Way of the Stars](#p38)
- **[ Paladin Oaths](#p39)**
- [ Oath of Tax Evader](#p40)
- [ Oath of The Journey](#p41)
- [ Oath of The Loa](#p43)
- **[ Ranger Conclaves](#p45)**
- [ Transporter Conclave](#p46)
- [ Treasure Hunter Conclave](#p47)
- **[ Roguish Archetype](#p48)**
- [ Prison Escapist ](#p49)
- [ Vigilante ](#p50)
- **[ Sorcerous Origins](#p51)**
- [ Child of Cosmos](#p52)
- [ Pseudo Genie](#p54)
- **[ Warlock Pacts](#p56)**
- [ The Doll Maker](#p57)
- [ Pact of The Living Library](#p59)
- **[ Wizard Arcane Traditions](#p60)**
- [ School of Narcomancy](#p61)
- [ School of Tyromancy](#p63)
- **[ Player Races](#p64)**
- [ Chwinga Race Details](#p65)
- [ Half- Ettin Details](#p67)
- **[ Fauna of The Dragon Archipelago](#p69)**
- [ Aberration](#p70)
- [ Beast](#p80)
- [ Celestial](#p84)
- [ Construct ](#p91)
- [ Dragon](#p94)
- [ Elemental](#p105)
- [ Fey](#p107)
- [ Fiend](#p110)
- [ Monstrosity](#p115)
- [ Ooze](#p126)
- [ Plant](#p129)
- [ Undead](#p133)
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Credits: Sherbert (my friend, no online link since this is the only place it can be found)
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# ISLANDS OF THE DRAGON ARCHIPELAGO
## The Dragon's Head:
This is the primary island of the region, being the largest landmass. It supports many races, including
a kingdom of of the free peoples (predominantly humans), but also tribes of Kobalds, Lizardmen, Orcs,
and other minorities to the North- where many are drawn to the Drgon's Eye lake for reasons unknown.
Moreover, to the East are the three Dwarven Strongholds- ancient fortresses that have supported the
triumvirate clans of Raknok. However, these lands can also be bleak. The Blightlands are a grey wasteland
that give way to undead and acolytes of the dark.
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## The Dead Twin Isle:
Separated by the Severed Staits, this southerly island is joked about by scholars as the Dragon's sickly
twin that died in its infancy. This is predominantly due to the arid, harsh environment's struggle to
support life, with its vast badlands and mudflats. The only two places that retain civilised life are the
towns of Yüngraz, and Mukto- likely due to the rich oils and spices they export. Despite the harsh desert,
there was once a small kindom on the south of this island- but it is now nothing more than a tomb. It is
believed that who can now be known only as 'The Forgotten King' was seeking immortality. On the vege of
discovery, his kingdom crumbled in under unknown circumstances. Rumour has it that the answer is in an
orb of deposited souls, burried deap in the necropolis beneath.
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## The Iris:
Where little is known of the charted regions of The Dead Twin, even less is known of The Iris. This island
is a geographical marvel-a lagoon within itself. Would this land be tamed, it would make a spectacular
attraction- though few have made it back alive so far.
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## Ramskull Island:
Although documented on several occasions, this island remains full of danger and mystery. More one huge submerged
mountain, the area is incredibly bleak, comprised of hard jagged igneous rock and no vegetation. There is a strange
phenomenon between the island and its odd popularity for Aberrations, as many, even unique variants inhabit the
expansive coves and caverns. The topology above ground is so harsh infact, that no land bound creature is able to
inhabit nor traverse the rocky peaks unless they travel underneath. The expanses beneath are so complex and extensive,
they effectively act as a conduit to the Underdark. An experienced spelunker or naturally adapted creature may be able
to meat what lies below in a day's travel of the winding passageways of rock. The only civilised area on the entire
landmass is that of The Wrack. This is a discarded riff raff of flotsam and jetsam in Scum's Cove that has been build
into a vertical cliffside town of huts and precarious walkways. It is a gathering hub for villainy where there are no
laws; for the denisens that consist of smugglers, outlaws, and pirates.
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## The Stricken Breath Islands:
Named due to their supposed resemblance of dragonbreath, this area encompasses all the smaller islands that make up the
archipelago. These isles remain largely untamed, and contain wondorous exotic wildlife, both majestic and horrific.
These are amongst the most tropical parts of the region, filled with land bridges, shoals and deltas of warm shallow water.
In some parts, one could actually walk between the isles in a full days travel of clear turquoise water lapping only knee= deep. The soggy grass can
be seen beneath the waters, surface, but explorers should beware .
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# Subclasses
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Credit: Official Wizard of the coast art.
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Link for example: https://dnd.wizards.com/dungeons-and-dragons/what-is-dnd/classes/cleric
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## Artificer Specialities
#### - Auto Prosthetist
#### - Jeweler
#### - Meteor-Dust Mechanic
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## Auto Prosthetist
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You are a person who specializes in crafting and fitting prosthetic limbs onto people who have missing limbs or crafting them for yourself, you specialize in making sure that the person or people that have lost limbs has zero uncomfortableness with their new limbs and making sure that they still can deliver as hard a punch as they could before, if not even harder.
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#### Specialty Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Magic Missile, Armor of Agathys |
| 5th | Mirror Image, Melf's Acid Arrow |
| 9th | Lightning Bolt, Erupting Earth |
| 13th |Hallucinatory Terrain, Wall of Fire|
| 17th | Cloudkill, Hold Monster|
#### Bonus Proficiency’s
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Starting at 3rd level, you become proficient with one set of tools of your choice or the medicine skill and learn either Goblin, Dwarvish, Gnomish or Undercommon.
#### Prosthetic Limbs
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When you hit 3rd level, you will be able to craft permanent replacements to a missing limb, whether it’s a leg or a arm.
You can now craft a new limb with the help of magical tools and mechanical engineering to make sure the new limb fits and works perfectly, but for arms specifically you can craft something with extra punch.
If you make one for yourself you can pick one craft the following options to take the place of your missing arm, you can also store an extra in your backpack premade to your specifications.
The arms has a standard power and a limit breaker that is more powerful but has a chance to break the arm, this takes the same Action, Bonus Action or Reaction as the arms standard ability, unless it is specifically stated otherwise.
Each arm takes an hour to craft and you can craft one of the following 7 options.
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##### Ol’ Reliable
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- **Crafting Cost:** This arm costs a number of gold pieces equal to your level worth of simple components.
- **Prosthetic power:** A standard prosthetic arm, gives + 1 to AC.
- **Limit Breaker:** When using the limit breaker, you can choose form 1 of 3 ability’s as a bonus action:
-The user has advantage on their next uses.
-The user gain a plus 2 AC until the end of the user next
turn.
-The user take 0 damage from the next attack that would
hit them.
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##### The Furnace
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- **Crafting Cost:** This arm cost 20 Gold worth of components and needs 1 flask of oil which will be consumed upon crafting.
- **Prosthetic power:** The user can take a bonus Action to shoot fire in a 10ft cone in front of them, dealing 1d4 damage to anyone in the area, 2d4 at 5th level, 3d6 at 11th level in a 15ft cone and 4d10 at 17th in a 20ft cone.
- **Limit Breaker:** The user can choose to deal double damage on the base Prosthetic Power, but the prosthetic will then break.
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##### Shock Trouper
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- **Crafting Cost:** This arm cost Gold Pieces worth your level times 2 worth of components.
- **Prosthetic power:** When taking the attack Action, the user deals an extra 1d4 lightning damage on every second hit, 1d6 at 5th level and 3d6 at 11th level.
- **Limit Breaker:** The user touches a creature as an Action, they must succeed on a constitution saving throw against the crafters spell save DC +1 or be paralyzed until the end of their next turn, after 12th level they do so with disadvantage.
The prosthetic then breaks.
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##### Rust Gauntlet
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- **Crafting Cost:** This arm cost 20 Silver Pieces worth of slim silver plates and 30 Gold Pieces worth of components, as well as a sack from a rust monster or other rust creature, which can be bought from an alchemist shop.
- **Prosthetic power:** As a Bonus Action will the user send a small cloud of a gas out with a melee attack, after dealing damage, the targets weapon takes a permanent and -1 penalty to damage rolls and if they have metal based armor it takes a -1 to AC as well.
The user can do this a number of times equal to the crafters proficiency modifier from the time the prosthetic was crafted.
- **Limit Breaker:** Putting the spray to overcharge, the gas now fills a 15ft cone in front of you, giving the same rusting effect to anyone within the area.
Roll a d20, on a 2 to 5 the prosthetic doesn’t break, on 6 to 20 it does, on a 1 the users armor and equipped weapons take the same -1 penalty.
After 10th level a 1 counts as a 2.
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##### Mr. Goo
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- **Crafting Cost:** This arm cost a mere 20 Silver Pieces worth of components, rare oils worth of 3 times your level in Gold Pieces and a bit of salt.
- **Prosthetic power:** The user shoots out a ball of glue to fix 2 items together, this can hold up to 2000 pound of weight, anyone trying to break it must succeed on a DC strength check against the crafters Spell Save DC.
Range is 30ft.
- **Limit Breaker:** The user shoots both pellets at the same time, giving each check a DC of what it had before + 1d4 + 1.
If the prosthetic no longer has any pellets, it works just as a normal arm until discarded, broken or fixed.
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##### Hook, Line and Sinker
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- **Crafting Cost:** This arm is one of the simpler arms to craft, it needs: a grappling hook, 40 ft of rope, the mechanics of a “block and tackle” and 10 Silver Pieces worth of components.
- **Prosthetic power:** As a Reaction will the user shoot out a grappling hook with a 30 ft rope bound to your arm, as long as it hits something within range will the user be able to get pulled up as an Action or save someone that is falling with a DC 13 Dexterity saving throw on your side.
- **Limit Breaker:** The user can choose to target a creature of the same size or smaller than them, the user makes a grapple check against them, they have disadvantage, on a success they are pulled 15 ft towards the user and knocked prone, on a fail they are pulled 10 ft towards the user instead.
If they are larger than the user, they will have advantage rather than disadvantage.
Roll a d4, on a 1 it doesn’t break while on 2 to 4 the prosthetic breaks.
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##### Ace in The Hole
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- **Crafting Cost:** A weapon that will be placed in the prosthetic and 10 Gold Pieces worth of components.
- **Prosthetic power:** This arm is crafted with a weapon build into it, the user has expertise when trying to hide it and get a + 1 to hit.
- **Limit Breaker:** The user swings the weapon out with a attack, counting the attack as a critical hit.
Roll a d6, on a 1 it breaks, on a 2 to 4 the weapon gets stuck out and can’t be sheeted until the arm is fixed, but on a 6 no additional effect happens and it functions like normal
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#### Mechanical Assistance
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Starting at 5th level you are now also able to craft a prosthetic arm for 1 other party member, but doing so take time and when crafting one, you both have to take an hour extra to make sure it fits.
Your ally can also store 1 extra arm as well just like you, but you need to spend an Action to make sure it functions for him if he chooses to equip it doing combat.
#### Extra Attack
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Starting at 9th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
#### Targeting Mechanic
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Starting at 9th level you have put a little extra something into your prosthetic for yourself, to help you aim and dodge better.
You now have advantage when taking the Attack Action, as long as your arm hasn’t used the “limit break” yet, for your first attack each encounter.
The First time any Creature targets you with an Attack at the start of each encounter has disadvantage on their first Attack Roll against you.
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#### Link-Matrix
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You have now upgraded your arms with magic at 15th level, you no longer need to spend an Action to equip a new arm nor does your ally, plus you can both store an extra prosthetic arm.
When either of you deal damage to a enemies, the other one is restored for half that amount worth of Hit Points.
For example, if your fighter friend with the Shock Trouper deals 30 damage with a extra 18 worth of lightning damage, you are restored for 24 Hit Points.
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Credit: In-Hyuk Lee
Link: https://66.media.tumblr.com/f61e0d23936f23308ecffeffe36fa580/tumblr_ns5ntimSCf1tb8cbpo1_1280.jpg
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## Jewler
Jewelers are some of the most common artificers usually found near rich areas, in cities or in mines but always near a steady supply of minerals and precious stones.
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Jewelery made by Jewelers is highly coveted by those with an arcane inclination and most archmagi wouldn't be caught dead without at least a ring made by a Jeweller.
#### Specialty Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Detect Magic, Hellish Rebuke |
| 5th | Invisibility, Levitate |
| 9th | Aura of Vitality, Sending |
| 13th |Stoneskin, Polymorph|
| 17th | Antilife shell, Destructive Wave |
#### Bonus Proficiency
Starting at 3rd level the Jewler get proficianzy in Jeweler's tools
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#### Spell Jewels
At 3rd level when you choose this subclass you gain the ability to inscribe runes onto gems and precious stones. Once every long rest, you can infuse a spell that you are able to cast into a gem of 50gp or higher, the spell functions as normal when cast from the gem.
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The stone has an amount of charges equal to your level divided by your proficiency, +1.
To use the gem, you have to put it in a form of jewelry, if used without jewelry, the spell will fail and the gem will be destroyed.
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The amount of jewels you can have in a piece is equal to your prof. bonus and you can only have one spell inscribed in a gem.
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The spells have the same action cost as casting them normally.
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#### Empowered Gems
Your spell jewels have double the charges and you get to add your intelligence modifier to any roll made with the spells from your jewelry.
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#### Jewl Expert
The amount of jewels that can be in one jewelery piece is doubled and each gem can have up to half your prof. bonus spells inscribed, the spells share the same charges.
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#### Expert Jewler
Your spells cast with a jewl can now be cast as a reaction and there is no limit to how many gems you can have in one piece.
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Credit: wu Priscilla
Link: https://cdnb.artstation.com/p/assets/images/images/000/472/381/large/yao-linger-apple.jpg?1443931953
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## Meteor-Dust Mechanic
Meteor-Dust Mechanics are a extremely rare form engineers that utilizes the magical properties of meteors and reworks them to work like a machine, carving them out to incredible tiny cubes with runes engraved on them, in a process that can take years to complete, here after they are slightly enchanted so they can communicate with each other a device meant to control them.
This process creates a form of almost dust looking partials that sometimes are called “Black Sand” by people who knows little about how they work, which later was adopted by the Dust Mechanics as a name for their creation.
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Most Dust Mechanics chooses to have their control device be something that is inconspicuous and elegant, like a cane, a bracelet or a hat with the control device build into, while not necessary since the Black Sand is extremely complicated to control, it is a cosmetic feature that most Meteor-Dust Mechanic take pride in.
The Black Sand itself is often stored in a backpack like carrying case on the users back or side, being no larger than 25 x 13 x 9 inches since the weight after that would be to much for most races to handle.
This unfortunately means that they often don’t carry anything then the Black Sand itself and the necessary tools and food.
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#### Specialty Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Hex, Feather Fall |
| 5th | Heat Metal, Earthbind |
| 9th | Bestow Curse, Haste |
| 13th |Death Ward, Gravity Sinkhole|
| 17th | Greater Restoration, Contagion|
#### Meteor Blade
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When you hit 3rd level, you now have made enough meteor dust into thies tiny grain like cubes.
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The Black Sand is linked to you through a device of your choice, being almost liquid like when not controlled but shapeless form when controlled.
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As a Bonus Action you summon and control the Black Sand and manifest it either under you or within 5ft of your location. This Black Sand is forged with a mix of magic and machine, it will either stay around your location or in a cotainer of your choice, whenever possible.
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The Black Sand can occupy the same location as you.
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> ## Black Sad (Utility Mode)
> ___
> - **Armor Class** Same as rider, but +1.
> - **Hit Points** Your artificer level x 3.
> - **Speed** 35ft.
> ___
> **Utility Mode:** While occupying the same space as the Black Sand, it will stay in the Utility Mode and will gain the following effects.
>
> ***Insta Shield.*** You take no damage when you would have taken half damage from a successful dexterity saving throw.
>
> ***Platform.*** You can use a action to transform the Black Sand to a platform like structur, this will then lift you 10ft up into the air without using your movement its movement.
>
> **Insta Tent.** The Black Sand can form a tent for 1 person if it has something to hang onto above to prevent it from falling apart while the user is sleeping.
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> ## Black Sad (Weapon Mode)
> ___
> - **Armor Class** 11 + your Intelligence modifier.
> - **Hit Points** Your artificer level x 3.
> - **Speed** 35ft.
> ___
> **Weapon Mode:** While not occupying the same space as the Black Sand, it will stay in the Weapon Mode and will gain the following effects.
>You control the Black Sand like an drone that can’t move more than 40ft away from your location, automatically using its movement to get back within your range if further away.
>
> ***Programed Retreat.*** If the Black Sand is incapacitated you will have to use an action to reform it, otherwise it will slowly move towards your location with 5ft of moment until within 40 ft of you, as long as you are on the same plane of existence.
>
> ***Liquid Form.*** The Black Sand doesn't provoke opportunity attacks when it excits an enemy's reach.
>
> ### Actions
>
> ***Lashing Blade.*** *Melee Weapon Attack:* + your Intelligence modifier to hit, reach 10ft., one target. *Hit* 2d6 + your intelligence modifier, slashing damage.
>
> ***Piercing Burst.*** *Melee Weapon Attack:* + your Intelligence modifier to hit, reach 5ft sphear around the Black Sand *Hit* 2d4 + your intelligence modifier, piercing damage.
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#### Integrated Tools
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Starting at 5th level you can choose to prepare some tools that is being held by your Black Sand, you can at the start of each long rest prepare 2 spell slots of your choice that you can cast from your Black Sands location.
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#### Dedicated Learner
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When you get to 5th level, you can learn any spell that you could possibly cast with your maximum curent level spell slot.
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To learn a new spell you need to have seen it be casted a number of times equal to the spells level, here after you need to collectively spend 4 hours over a period of a week to come up with a way to recreate the effect, if you can’t find those 4 hours in a week you will have to restart the recreation process but not the part about seeing it being used.
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If you are not able to learn a spell yet but will be later, you can remember the effect of the spell for the next 4 levels, if you have preformed this ritual.
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#### Modified Meteor Blade
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Starting at 9th level you have found a way to upgrade your Black Sand, which now gets the following features.
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> ## Black Sad (Utility Mode)
> ___
>
> ***Nano-Shield.*** When in utility mode enemies have disadvantage on attacks against you.
>
> ***Ride Along.*** One other creature of the size Large or smaller can now also ride on your Black Sand.
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> ## Black Sad (Weapon Mode)
> ___
>
> ***Silvered Blade.*** You infuse your Black Sand with silver, your Black Sand now counts as a silver weapon and a magical weapon.
>
> ***Extended and Sharpened.*** The Lashing Blade now deals double damage and has an additional 5ft of range, while Piercing Burst stuns any creature hit if they can make an Intelligence saving throw against your spell save DC.
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#### Nanite Like Machinery
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You are able to utilize your Black Sand to fix injuries on your body.
Starting at 15th level, you can now choose to restore 80 hit points to yourself as a action, you can do so once a long rest, doing so will make you lose focus on your Black Sand and you will need to use your Action reform it.
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## Barbarian Paths
#### - Path of The Infernal Rager
#### - Path of The Islander
#### - Path of The Black Rose Dragon
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## Path of The Infernal Rager
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Credit: Nick Gesiotto
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Link: https://i.pinimg.com/originals/2e/f2/db/2ef2db8f63ce2bf0271883c5a9efdd5d.jpg
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Barbarians that follow the Path of the Infernal Rager are always walking a tightrope between their humanity and their demonic nature, a difficult path to follow and a respected one among Barbarians.
Those who call upon their Infernal blood forgo traditional weapons and armour in favour of their own claws and horns, ripping and tearing through the enemy until it is done.
##### DM Note:
Restriction: This subclass is made with Tieflings in mind and should be mostly played with that race in mind, Your DM can lift this restriction to better suit the game.
#### Spawn of The Inferno
When you choose this path at 3rd level, your rage takes on a demonic quality, transforming you into an internal being from the depths of the Nine Hells.
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While raging you gain horns and claws that do 1d6+Your strength modifier, additionally you emit an Aura of fire in a 5ft radius centered on you, It deals 1d4+1 fire damage to any creatures that are inside it at the end of your turn, You also gain resistance to fire damage while raging, if you already have resistance, the damage is quartered.
#### Infernal Blood
Starting at 6th level your Infernal blood bolsters your vitality, you gain 2 extra hp for every level, can cast Hellish Rebuke once every rage, gain the fire resistance that you get in rage while not raging and your horns and claws deal 2d6+Your strength and proficiency bonus.
#### Devil Eyes
When reaching 10th level in this subclass, you gain the senses of a Demon, you have advantage on all Perception checks and are proficient in Survival, if you already have proficiency, you gain expertise.
#### Arch Devil
When reaching 14th level in this subclass, you are akin to a Demon in almost every way. You have immunity to fire damage while raging and gain wings that give you a flying speed equal to your movement speed.
Additionally, you can make a free attack with your horns or claws, your horns and claws will soly do fire damage now.
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## Path of The Islander
Many Islands has tribes of different origins living on them, some are small while others are large, but every has its own origin, cultures and norms.
Some focus on living of the land, while others make a living by becoming masters of the nature they inhabit, letting it form them and becoming.
Often island tribes sees the biggest hunters as the ones the are the most importance or sometimes its the most tattooed members that is looked up to the most, what is important is that they strive to make their body a tool.
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#### Coast of The Tribe
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Living of a powerful diet, provided by the sea and the jungles of your home you will at 3rd level grow 1d6 inches.
You rage is also altered, now utalising your tribes fighting style even while rageing.
You pick either Cold, Fire, Force or Lightning to symbolize what your tribe took inspiration from when comming up with their fighting style.
While you're raging, any creature hit by your Attack action, takes an additional 1d6 damage of the element you selected.
The damage increases when you reach certain levels in this class, becomming 2d6 at 8th level, 3d6 at 13th level, and 4d6 at 17th level.
You can use this ability a number of times equal to your Constitution modifier, regaining the expanded uses on a long rest.
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You also gains proficiency in vehicles (water), if you aren’t already proficient.
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#### Tribe Body
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When you level up, starting at 3rd level and when you reach: 6th, 9th, 12th, 15th and 18th in this class, you take 12 hit points instead of rolling for your hit dice.
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#### The Jungle Traveler
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Starting at 6th level you will always know where to find food and water in forest areas, the first point of exhaustion you would take from the lack of food and water is canceled.
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When in combat with a creature of the type: beast, monstrosity or humanoid, all creatures of that type need to subtract a d4 from their damage rolls against you.
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You can choose to use this ability a number of times a day equal to your Wisdom modifier (a minimum of 1).
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#### The Mountain Trail
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Starting at 10th level you’re acclimated to high altitude, up to elevations of 40,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
You can once a turn chose to remove 2d6 damage from any damage you would have taken from any source within 30ft, which increases to 3d6 at 15th level and 4d6 at 20th level, you can do this a number equal to your Constitution modifier.
#### The Heart of The Island
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Like the heart of the island you are a volcano, the last part of your tribe’s maturity ritual has to do with obtaining a part of the power from the volcano.
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At 14th level if you are reduced to 0 hit points, you can use your reaction to draw the power of the volcano. You are instead reduced to 1 hit point, and each creature of your choice within 30 ft of your location takes fire damage equal to half your barbarian level + your Wisdom modifier.
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If you are rageing the damage is doubled.
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You can use this feature a number of times equal to your Constitution modifier, but if you are ragin you will have to roll a d4, on a 1 you expand a charge but on a 2 to 4 you do not expand a usage.
Any expanded useage of this feature is regained on an long rest.
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Credit: Steven G
Link: https://cdnb.artstation.com/p/assets/images/images/004/969/537/4k/steven-g-maoriwarrior.jpg?1487563908
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## Path of The Black Rose Dragon
The Path of the Black Rose Dragon is a path that only a few Barbarian family’s follow, this extremely quiet yet ferocious path is one unlike others, where others follow a principle this one is a reward for deeds done in the past.
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Long ago, 4 Barbarians did the gods a favor and in return, they were allowed to enter the gardens, in there they made a spiritual pact with some of the Black Rose Dragons that guarded them.
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Today, they are believed to be a rumor but if you know what to look for you will realize that they got natural “tattoo” like symbols all over their skin, some make them more visible with tattoos, but most don’t.
Those that do will often have them directly painted or get them filled in with tattoos of their lives in the same of the roses that originally were there.
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Your Bloodline doesn’t force you to be good, but you are highly drawn to it, compared to other alignments.
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#### Spellcasting
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When you reach 3rd level, your bloodline augments your prowess with the ability to cast spells.
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##### Cantrips
You learn three cantrips: Thorn Whip and two other cantrips of your choice from the Druid Spell list. You learn another druid cantrip of your choice at 10th level.
##### Spell Slots
The Path of the Black Rose Dragon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Create or Destroy Water and have a 1st-level and a 2nd-level spell slot available, you can cast Create or Destroy Water using either slot.
You can also cast spells with disadvantage while raging.
___
##### Spells Known of 1st Level and Higher
You know three 1st-level Druid spells of your choice.
The Spells Known column of The Path of the Black Rose Dragon Spellcasting table shows when you learn more druid spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots.
___
##### Spellcasting Ability
Constitution is your spellcasting ability for your druid spells, since you learn your spells through dedicated to the duty that is born in from your bloodline. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
___
You can cast spells while raging, so far as they don’t require components of a monetary cost.
\page
| Barbarian Level | Canttrip known | Spells Known | Slot 1st | Slot 2nd | Slot 3rd | Slot 4th |
|:---:|:---:|:---|:---:|
| 3rd | Thorn Whip + 2 | 2 | 2 | | | |
| 4th | Thorn Whip + 2 | 3 | 3 | | | |
| 5th | Thorn Whip + 2 | 3 | 3 | | | |
| 6th | Thorn Whip + 2 | 3 | 3 | | | |
| 7th | Thorn Whip + 2 | 4 | 4 | 2 | | |
| 8th | Thorn Whip + 2 | 4 | 4 | 2 | | |
| 9th | Thorn Whip + 2 | 5 | 4 | 2 | | |
| 10th | Thorn Whip + 3 | 5 + Hail of Thorns | 4 | 3 | |
| 11th | Thorn Whip + 3 | 5 + Hail of Thorns | 4 | 3 | | |
| 12th | Thorn Whip + 3 | 6 + Hail of Thorns | 4 | 3 | |
| 13th | Thorn Whip + 3 | 6 + Hail of Thorns | 4 | 3 | 2 | |
| 14th | Thorn Whip + 3 | 7 + Hail of Thorns | 4 | 3 | 2 |
| 15th | Thorn Whip + 3 | 7 + Hail of Thorns | 4 | 3 | 2 | |
| 16th | Thorn Whip + 3 | 7 + Hail of Thorns | 4 | 3 | 2 | |
| 17th | Thorn Whip + 3 | 8 + Hail of Thorns | 4 | 3 | 2 | |
| 18th | Thorn Whip + 3 | 9 + Hail of Thorns | 4 | 3 | 2 | |
| 19th | Thorn Whip + 3 | 10 + Hail of Thorns | 4 | 3 | 3 | 1 |
| 20th | Thorn Whip + 3 | 10 + Hail of Thorns | 4 | 3 | 3 | 1 |
__________________
#### Mark of The Rose
___
When you reach 3rd level, you will wake up realizing that your markings has become way more visible and alive” feeling.
With this a realization of your inner magic awakens and you are now capable of casting spells.
Your natural marks will function as an arcane focus.
If you ever run out of spell slots, you can spend 1 hit dice to regain a random spell slot, roll a d4 to determine the spell slot, if you cant use that spell it will be rounded down to the nearest usable spell slot.
___
After you hit 10th level, you will also be able to cast Hail of Thorns as a Bonus Action once a day without spending a spell slot.
#### Thorned Beauty
___
You are slowly becoming a beauty, like a newly blooming rose.
Ones at 6th level you get proficiency in Charisma saving throws.
But with the beauty of the rose, one cannot forget the thorns that pricks the one that cuts it, when you are in need of using a Strength Skill Check or Saving Throw, you can now on a failed savingthrow roll a Charisma saving throw aswell and use that as a replacement if you so wish, you can do this once inbetween each long rest.
___
#### Crimson Crown
___
After hitting level 10, you will be able to utilize a power that others have ignored. Nature takes its power from the surroundings and soil, and like it you will now be able to take that step as well. If you haven’t moved this round yet, you can chose to spend 1 Hit Dice to add +6 to either one attack role or a damage role, the power of the ground and the air refreshes your mind and allows you to draw out your true potential. But this power doesn't end there, if any enemies falls at the ground beneath you within 5 ft and you end your turn there, you can spend 1 Bonus Action to draw out the corps power and regain 1 Hit Dice.
#### Blooming of The Darkest Rose
___
Your blood and bloodline, crimson like the rose, will at 14th level sometimes open a “divine portal” up temporarily to one of the gardens of the upper planes.
When you enter your rage, there is a 15% chance of you summoning a Black Rose Dragon, which will take your place, for 1d4+1 turns at 14th level, 2d4 at 16th level and 3d4 at 18th level.
You are also capable of sacrificing some of your lifeforce to increase your chance of the portal opening, you can sacrifice number of Hit Dice of your choosing to increase the chance of the portal opening by 5% for each dice you sacrifice.
You control the Black Rose Dragon and it will the help of divine magic know which creatures within sight is evil.
If the black rose dragon isn’t summoned, you still activates its “Petal Storm” Action that last for as long as you are raging, but doesn’t affect you or your allies.
____________
\page
## Bard Colleges
#### - Collage of Bodybuilding
#### - Collage of Metal
#### - Collage of Tears
\page
## Collage of Bodybuilding
"Bodybuilding should be fun because you get a feeling of satisfaction which is very hard to explain. A bodybuilder knows when he pumps up his muscles it means growth. The muscles grow. So therefore, he knows when he pumps up well, that is progress. And that satisfies him because he feels the progress in his body.” - Mr. Strongman
___
The Collage of Bodybuilding is all about becoming bigger, expanding your frame until you think its no longer possible only to keep going, building a perfect body that becomes a work of art that you want to show the world.
___
#### Beautiful Brawn
___
When you join the Collage of Bodybuilding at 3rd level, you are choosing to go all in, making sure to train as much as possible and holding yourself to a strict diet, all to make sure that your body will become the clay that you will form the perfect model out of.
___
Your hit dice goes from being 1d8 to becoming a 1d10 whenever you level up.
___
You also can now add your Strength modifier to your roles for a Performance skill check.
___
#### Muscle Building Is an Artform
___
When you get to 3rd level, you can also choose to be forgo armor protection and not being able to wield a shield, getting a unarmored defense AC of 9 + Charisma Modifier + Strength Modifier.
But you get a minus 1 to AC if the you haven’t eaten anything in the last 4 hours.
___
When you use your Bardic Inspiration feature, the person you inspire also gains an additional + 1 to AC, which they have aslong as they dont spend the dice but it will disapere after 10 minutes.
Credit: DoPq
___
Link: https://i.pinimg.com/564x/c6/b8/09/c6b809cd78f1b3885ac8d18036a3037b.jpg
__________________
#### Show Muscle
___
Starting at 6th level, you get a series of minor benefits, all of the following requires that you have at least one friendly creature can see you.
___
-You have Proficiency in Strength saving throws and ability checks.
___
-You can expand a usage of bardic inspiration to give yourself advantage on a skill check.
___
-Attacking a creature adds half of your Charisma modifier to your damage role rounded down.
___
#### Body-Show
___
When you get to 14th level, you have become a mesmerizing sight to behold when you start to show off your amazing body.
As an Action, you can start to show off your muscles for 1 minute, doing this time any creature of your choice that can see you, has to make a Charisma saving throw against your spell save DC.
On a fail they have to spend their turn watching you and can only move closer to you if they want to a max of 10ft of your location, any time they are attacked they can make the saving throw again.
On a success, they still have to be careful, at the end of each of their turns they have to make another saving throw be mesmerized by you.
\page
## Collage of Metal
"I hear you brave young Seeker; you are hungry for the rock, but to learn the ancient method, sacred doors you must unlock. Escape the clutches of this oppressive neighborhood. On a journey you must go to learn truth about metalhood."
___
#### Collage Song Spell Lists
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Flame Blade, Ray of Sickness |
| 5th | Heat Metal, Motivational Speech |
| 7th | Summon Greater Demon, Wall of Sand |
| 9th |Dispel Evil and Good, Transmute Rock|
| 11th | Chain Lightning, Wall of Force|
___
#### Metalocalypse
___
When you choose this college at 3rd level, You gain proficiency with medium and heavy armor, shields, as well as a glaive, great axe and great sword.
You can also add your proficiency to any critical hit when you hit with either the glaive, great axe or great sword.
_____
#### Thunderstruck
___
You have started to master an awesome new rift by the time you hit 6th level, when a creature within 30ft of you hits 50% of their maximum health, you can play this rift, summoning a small thundercloud that sends a bolt of lightning down on this creature, has resistence to all magical damage and deals a extra 2d6 lightning damage on a hit attack action at 8th level and 3d6 lightning damage at 13th level, until the start of your next turn.
You can use this a number of times equal to your Charisma modifier and regains all expended charges after a long rest.
___
#### Moshpit
___
Your moshpit of metal has become legendary at 14th level, when you start to play everyone listens.
You can start to play a song for up to 2d6 turns, as long as you don’t take damage you don’t stop playing, any creature of your choice that can hear this song has to stop taking any actions and listen, but they can make a DC 16 wisdom saving throw when they take damage, to ignore your song.
You can do this a number of times equal to your half your proficiency rounded down.
Credit: Raylan13 (Licensed holder Blizzard)
___
Link: https://vignette.wikia.nocookie.net/heroesofthestorm/images/0/09/ETC_box_art.png/revision/latest?cb=20170714210315
\page
## Collage of Tears
Bard that follow the College of Tears are usually those who have experienced great sorrow or suffering and know the true meaning of grief.
___
Those who have not been through such trials of melancholy usually join up to learn how to make people feel emotion through song and the Bardic Arts.
___
Bards that follow this path are all trained in psychiatry and are gifted in analyzing people in order to figure out what is troubling them and as such can usually find careers as therapists, treating the unusually high levels of people with tragic backstories.
___
#### Give Depression
At 3rd level, your songs can inspire a great feeling of despair and sadness in your foes. As a reaction, you can expend a use of Bardic Inspiration to reduce any roll made by an enemy by the amount rolled on the die.
This ability shares the range of Bardic Inspiration.
___
#### Support and Insults
At 3rd level, you are able to sense sadness in others. If a creature has experienced great sorrow in their past, you can either exploit it to deal extra psychic damage equal to your Charisma modifier, this has man amount of uses equal to your Charisma modifier.
Alternatively, once a long rest, you can give therapy to them and add a bonus to their rolls equal to half your Charisma mod, rounded down. This lasts until either of you finish a long rest or until the creature is knocked unconscious.
___
#### Song of Sorrow
At 6th level, you can play a song that clouds people's minds with sad memories, giving them disadvantage on all attack rolls and saves for 2d4 rounds. This ability fails if their sad memories are not strong enough. This ability can target an amount of people equal to your Charisma modifier. Those targeted by this ability have to make a charisma save vs your spell save DC.
This ability has a range of a 30ft cone.
___
#### After The Storm
You have experienced and seen so much sorrow and suffering that you have a greater understanding of happiness and what makes people happy.
Once a short rest, you can play a song that makes people remember happy times and cry tears not of sorrow, but if joy.
It restores 5d8+Charisma modifier health and ends any negative conditions affecting those healed.
This ability has a range of a 60ft cone.
\page
## Cleric Domains
#### - Prison Domain
#### - Open Sea Domain
\page
## Prison Domain
Whatever religion you chose to follow has bestowed a important mission for you, one that requires you to devote your entire life to it, you shall be a Living Prison, you will be given a small object that works like a magical prison.
This mission is one that is only given to extremely promising clerics, they will no longer be allowed to decrease or increase in rank, since the rank of “Warden” is permanent.
Other followers of your religion might not understand what the title in tale, but everyone in a higher rank, will understand that you need to be shown the upmost respect.
___
The prison can come in any shape, but your most important mission is to never let it leave your side, if you see yourself incapable of taking this task, the punishment is most likely going to be death.
The Wardens that manages to keep their task and mission true, will be of the top ranking in their organization.
#### Domain Spells
| Player Level | Spells |
|:----:|:-------------|
| 1st | Sleep, Charm Person |
| 3rd | Gift of Gab, Hold Person |
| 5th | Counterspell, Galder’s Tower |
| 7th | Summon Greater Demon, Charm Monster |
| 9th | Hold Monster, Conjure Elemental|
___
#### The prisoner
___
Starting at 1st level, you are given a Prison/Inmate by your order and is named Warden, the Inmate, Prisoner or Prisoners is a higher CR (minimum of CR 10): Fiend (Only if Good) OR Celestial (Only if Evil)
A example could be: A Adult green dragon, a Sibriex, a Astral Dreadnought or a Krakken.
___
The Prison can be of any shape, but it will come in a magical box that works like a dimensional portal, things inside cant be detected by magic and can only be opened by a Warden, however, it is possible for people to know what a box like that is for or even what it contains, though the latter is unlikely.
___
#### Bonus Proficiency
___
At 1st level, you gain proficiency with Whips, Warhammer, Morningstar, Net and Heavy Armor.
___
#### Warden of the Prison.
___
From 1st level, your god has bestowed you the title of “warden” and with it comes power to make others stand down, when you use the Attack Action, the targeted creature must make a constitution saving throw or be Stunned with an additional chance of being Paralyzed on a crit-fail on its saving throw.
You can use this feature a number of times equal to your Wisdom modifier + proficiency. You regain all expended uses when you finish a long rest.
___
________________
__________________
#### Channel Divinity: Chains of the Gods.
___
Starting at 2nd level, you chose a creature as a target within 60 ft, magical chains are summoned from the heavens if good aligned and the ground if evil aligned, You are proficient with the attack, and you add your Wisdom modifier to its hit.
A creature hit by this attack takes necrotic damage equal to 2d6 damage at 2nd level, 3d6 at 6th level, 3d8 at 14th level and 5d8 at 16th level.
___
#### Channel Divinity: In Command.
___
Starting at 6th level, you can use your Channel Divinity to force people to feel the authority that has been bestowed upon you.
When you attack you use your channel divinity it is a d20 + Wisdom Modifier + 1d4 to hit, upon hit, the target will feel the authority of your god and be Petrified for 1d4 + 2 turns, after that it has to succeed on a DC 13 Strength Saving Throw, which it can do at the end of each of its turns.
___
#### Wisdom Comes with the Job.
___
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
___
#### The Prison Yard.
___
After level 17.
You are now fully trusted by your god to take care of the Inmate, you are allowed to once a day let your Prisoner or Prisoners out of the Prison.
The DM controls the Prisoners Action, but it can’t Target, Damage or Bestow any Status Effects upon you or anyone within 20 ft of your location.
The Prisoner can only stay out for 1d6+3 turns.
This ability cannot be used again until 1d2 + 1 day.
___
Credit: TerraForge
___
Link:https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/aa9846c5-0f9b-4d71-aa7b-132ca4007d0d/d8nplbs-fdd8cd7b-7ca5-4da5-835c-38e53b29c576.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2FhOTg0NmM1LTBmOWItNGQ3MS1hYTdiLTEzMmNhNDAwN2QwZFwvZDhucGxicy1mZGQ4Y2Q3Yi03Y2E1LTRkYTUtODM1Yy0zOGU1M2IyOWM1NzYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.XrLBmTyO6NsyH_AhV3ZJqs6lC4q75SbigAAGJPrfSkg
___
\page
## The Open Sea Domain
A priest taking their worship and life to the ocean, living by spreading their word throughout the seas of this world.
You have sworn that you will spread the worship of gods like: Deep Sashelas, Ulutiu or Valkur.
Clerics of this order often become captains or first maids, making the ship their home, but they can also live by the coast, spreading their religion to the people that come by their cities.
They worship many different aspects of the sea, depending on their god, but the only real difference is how they worship them, are they engaging in navel combat to spread their worship, showing of the power of their god, or do they take a more passive rode by merely talking, this is up to the worshipper and the god they put themselves in the hands of.
___
#### Domain Spells
| Player Level | Spells |
|:----:|:-------------|
| 1st | Create or Destroy Water, Witch Bolt |
| 3rd | Mirror Image, Find Steed |
| 5th | Ceremony, Wall of Water |
| 7th | Control Water, Storm Sphere |
| 9th | Maelstrom, Cone of Cold |
___
#### Bonus Cantrip and Language
___
You either learn the language Aquan and one additional cantrip or if you already know Aquan, two additional cantrips picking between the following options: Shocking Grasp, Frostbite, Ray of Frost or Purify Food and Drink
___
#### A Life at Sea
___
Starting at 1st level you gain proficiency with the trident and gain a swim speed equal to your walking speed.
You can also hold your breath for a number of hours equal to your Constitution Modifier + 1 hour.
___
#### Channel Divinity: Wrath of The Sea
___
Starting at 2nd level, you can use your Channel Divinity to call upon the power of the sea unleashing the true power of your cold and lightning abilities upon your enemies.
When you roll cold or lightning damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
___
#### Channel Divinity: Mercy of The Sea
___
Starting at 6th level, you can once a day as a action bestow yourself or a friendly creature with the blessing of your god by touching them, making them or yourself a champion of that god for a bit.
For the next 2d4+1 turns at 6th level and 4d4 turns at 12th level, any damage dealt restores health to another creature of your choice within 20ft of the champion equal to the damage halved.
The healing cannot be split, if it surpasses their maximum hit points of the creature then the remaining healing will not be counted.
___
___
#### Cantrip Enhancement
___
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Every time you hit a creature with a cantrip a small puddle of water 5ft wide appears under the target.
#### Blessing of The Waves
___
Starting at 17th level, you gain the ability to use an Action to bless all sources of water within 60ft of you with healing ability’s for 10 minutes.
Whenever you or an ally start a turn in one of the blessed water they regain hit points equal to your Wisdom modifier. (Minimum of 1) This effect continues to happen even if you go unconscious.
You regain the ability to use this ability after a short or long rest.
___
#### Storm Gift
___
Starting at 17th level, if you have blessed a source of water with the “Blessing of The Waves” ability, you can now as a Bonus Action when an enemy creature stands in the water to call a bolt of lightning and casting the effect of Witch Bolt at 3rd level on all creatures of your choice that is standing in the water.
You are only able to keep concentration at one of the targets if multiple targets are hit.
You regain the ability to use this after a short or long rest, unless the damage dealt was under 12 damage, in which case you then regain this ability immediately.
Credit: Official Wizard of the coast art
___
Link: https://i.pinimg.com/originals/f1/38/e5/f138e5e2b43f7b69e994da8c661538e0.jpg
___
\page
## Druidic Circles
#### - Circle of Mutation
#### - Circle of Petrification
#### - Circle of The Sky
\page
## Circle of Mutation
Nature is power, power that can be shared with others.
Whatever it's some divine being or even if its nature itself that has chosen to bestowed this powers unto you, you are now starting to show signs of mutations that others have never seen.
The transformation abilities which is practiced by almost every druidic circle, is being reworked by your circle to allow you to only transform parts of your body, making you a hybrid of any creature that can be found in nature.
___
Some mutations will be Internal while others will be visible External as well, the Internal will be marked with a (I), and the External will be marked with a (EX)
#### Druidic Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Barskin, Mirror Image |
| 5th | Haste, Revivify |
| 7th | Locate Creature, Stone Skin |
| 9th | Insect Plague, Reincarnate |
Credit: Luca Zontini (Licensed holder Blizzard)
___
Link: shorturl.at/wyDH5
#### One with Nature
___
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, instead of only being able to wild shape twice, you gain 3 + your proficiency worth of wild shape points, that you can use to wild shape.
#### Freak of Nature
___
Starting at 2nd level, you have learned to isolate your wildshaping ability, allowing you to prevent certain parts of your body from being altered. Whenever you would use this feature and gain one or more of its effects, you retain the ability to speak and cast spells. Whenever you would use your Wild shape feature, you can instead spend 1 wild shape point to be granted one of the following effects which last for 1 hour.
Each mutation takes an Bonus Action to manifest:
___
##### (EX) Horse Legs:
Your ankles lock and your toes fuse into hard hooves, new power coursing up and down your now equine legs. While this feature is active, your movement speed increases by 10 feet and you can take the Dash action as a bonus action.
___
##### (EX) Natural horns:
You Start to grow horns, this can be mirrored on each side of your head or right in front like a unicorn, you get a natural Gore attack that deals 1d6 piercing damage that you can do as an action or Bonus Action.
When grappling you can also do this with double damage.
___
##### (I) Porous Skin.
Your skin becomes porous, allowing you to breathe better. While this feature is active and you are not wearing any clothing, you can breathe in water or air, and do not have to use your lungs.
You can now hold your breath for 8 hours at a time, you can’t suffocate in water.
___
___
___
##### (I) Nocturnal:
Many animals prefer the night rather than the day, like them you have trouble sleeping at night, you now have Advantage on all Wisdom Skills during night, but you can’t sleep doing nighttime while this mutation is manifested.
___
##### (EX) Speak to Plants:
Plants often doesn’t let go of their secrets, but now that you have started to manifest the genetic features of plants, you are now able to communicate with plants on touch.
___
##### (I) Speak to Animals:
Animals become less savage in your eyes, you mutate in a way that allows you to speak to animals, but they can’t speak to you.
___
##### (EX) Keen Senses:
Like the beast of the land you become an excellent observer and tracker, you get advantage on Wisdom (Perception) and Intelligence (Investigation).
___
##### (I) Immunity to Poison:
Most animals got poisons and some animals has evolved ways to get around this defense.
Like them, you mutate the ability to become immune to poison while this mutation is active.
\page
#### Mutation Control
___
Starting at 6th level, more mutations start to become possible to manifest, as your mutations grows stronger your control of them does to.
Your mutation options has been expanded, the following lists mutation, where every mutation below cost 2 wild shape points to manifest one of the following mutations for 1 hour.
Each mutation takes an Bonus Action to manifest:
___
##### (EX) Tentacles:
A set of extra arms is always nice, isn’t it? And 2 is even better.
You grow 2 tentacles from your back and gain a additional Bonus Action and Reaction each turn, as well as using one of your 2 new tentacles (at the cost of your bonus reaction) to be able to 2 handed weapons.
However, many people will often see this and confuse you for a nonhumanoid, you gain disadvantage on Persuasion checks.
___
##### (EX) Electric Burst:
A series of small rods like organs protrude from your skin, for the next 1d4 + 2 turns any creature that enters your area or starts their turn within 5ft of you takes 5d8 + 1 lightning damage.
___
##### (I) Heat body:
Like some Insects or the Fire Snake, you can how heat up your body at will, a creature that touches your skin or hits it with a melee attack while within 5 feet of it takes 3d6 fire damage at 6th level, 3d8 at 10th level, and 3d10 at 14th level.
##### (I) Natural Camo:
You gain the ability to blend in with your surroundings, like a cuttlefish that changes its colors or it’s like a Mimic.
You gain expertise in Stealth check and you can cast the “Meld Into Stone” spell at will.
___
##### (EX) Constrictive Arms:
One or both of your arms grow scales, your hands now forming the head of a hissing snake. When you take the Attack action, you can use one of your snake arms as a natural weapon that deals 1d6 + Strength modifier damage on hit, and causes the target to become grappled by you, restrained until they escape. The escape DC is 10 + Strength modifier + proficiency bonus. While grappling a creature, your snake arm cannot grapple any other creature.
___
##### (EX) Dust aura:
You have started to make natural dust like moths or some monstrosities, as an Action, you swirl this dusty around you in a 30 ft area. Each creature of your choice, including around corners, must succeed on a DC 16 Constitution saving throw or be blinded until the end of your next turn.
A creature that succeeds on the saving throw is immune to this effect until the end of your next turn.
___
##### (EX) Muscle mass:
You muscle mass grow with extrema speed, many animals are strong and whatever animal you manifest this mutation from its result is the same.
Your damage modifiers is doubled for melee weapons.
___
##### (EX) Dragon skin:
Dragons are big and powerful.
You manifest scales and claws reminiscent of the dragons of legends. You gain the following benefits:
While you aren’t wearing armor, you scale protect you and you can calculate your AC as 15 + your Dexterity modifier. You can use a shield and still gain this benefit.
You grow retractable claws from the tips of your fingers. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
___
#### Your New Nature
___
Starting at 10th level, you are almost done becoming a perfect lifeform.
Your mutation options has been expanded, the following lists mutation, where every mutation below cost 3 wild shape points to manifest one by using a Bonus Action, you manifest of the following mutations for 1 hour:
___
##### (I) Natures rage:
You brain become like a reptile, you chose a target and will hunt them down no matter the cost.
You gain advantage on all checks and saves that has to do with your target, ones the target is dead you pick a new target.
This is a free action.
___
##### (I) Sickening Muck:
You target one creature you can see within 30 feet of you as an action and spit a small cloud of sickening black muck at them. The target must succeed on a DC 17 Constitution saving throw or be sickened. Until the effect ends, the target has disadvantage on attack rolls, saving throws and can’t move.
The target can repeat the saving throw at the start of each of its turns, ending the sickness on a success.
It takes an Action to use this ability and it can be used 2 times while the mutation is active.
___
##### (EX) Size change:
You grow 1 size larger, you can now use “oversized weapons”, but you lose 5 ft of movement.
___
##### (I) Engulf:
Oozes arent often seen as a creature of the nature, but they still are.
When you make a grappling attack against one creature of the same size or smaller then you, after doing so you can use an choose to engulf the creature where after then the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the your location. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, will the creature take 3d6 acid damage and is mentioned engulfed.
The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of your turns. When the you move, the engulfed creature moves with it, but you have 15 ft less movement, the damage is doubled after 16th level.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength check.
This mutation only last for 10 minutes.
___
\page
##### (EX) Siege Monster:
You deal double damage to objects and structures.
___
##### (EX) Steam Breath:
Dragon turtles are known for 3 things, their age, size and their breath attack.
Like the dragon turtle, you exhale as an Action scalding beam of steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, they will take 16d8 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
This power needs to recharge over 5 days, you also gain 1 point of exhaustion and have to drink 3 times the water over the first 2 days of the recharge, doing this time you can’t use this mutation again.
___
##### (EX) Regeneration:
Trolls are known for their ability to regenerate and you now have that gift as well, you regain 1d10 hit points at the start of each of your turns. If you take acid, necrotic or fire damage, this trait doesn't function for 1d10 turns.
This mutation last for 10 minutes.
___
##### (I) Lightning Absorption:
Whenever Shambling Mounds are targeted by lighting, they can transform that power into their own energy with no problem, your mutation allows you to do something similar but not as effective.
When you are subjected to lightning damage, you takes no damage and regains a number of hit points equal to half of the lightning damage dealt.
#### Perfect Lifeform
___
Starting at 14th level you pick a way to manifest multiple mutations at once, to make you the perfect lifeform, you have now gone past simple mutations and become a force of nature, the apex creature.
Your mutation options has been expanded, the following lists mutation, where every mutation below cost 5 wild shape points to manifest one of the following mutations for 1 hour.
Each mutation takes an Bonus Action to manifest.
Mutation options:
___
##### (EX) Chimera-kraken: You Grow 4 Tentacle arms, this arms you have full control of and is armored.
You gain +1 AC.
When you take the attack action, you can follow it up with an additional attack with your tentacles, that deals 1d6 damage + your Strength Modifier.
When you take the attack action you can send a tentacle to follow the attack to try to grapple the opponent as a bonus action, as long as you haven’t used the last mentioned ability.
This mutation last for 10 minutes.
___
##### (EX) Behemoth:
You will like the armor of the feared the Tarrasque, you get a AC 25 and resistance to bludgeoning, piercing and slashing damage, for 1d6 + 2 turns.
___
##### (I) Phantom Menace:
When this is active if you ever were to be reduced to 0 hit points, you can use your reaction to instead let your inner phoenix take over. Instead of being reduced to 0 hit point, you use your reaction to be set to hit point equal to 1 + (1d6 for each of your proficiency points) and each creature within 10 feet of you takes fire damage equal to half your druid level + your Proficiency + your Wisdom modifier.
___
##### (I) Angel dust:
The high heavens also have critters, some of them like to be more of a supportive role, which manifests in this mutation.
You start to sheet small dust particles, those particles covers a 30ft cube around you at all time while this mutation is active, allies in it is cured of all illnesses, regenerates hit points equal to your druid level at the start of your turn each turn, and has advantage on death saving throws.
You gain 5 ft extra movement and can’t be put to sleep by any means that isn’t voluntary.
The mutation ends if you are hit by an attack or if 4 minutes goes past.
\page
## Circle of Petrification
While the Circle of Mutation is one of the newest druidic circles, the Circle of Petrification is one of the oldest, reaching all the way back to The Dawn Age.
___
Originally the Circle of Petrification was one of the first circles to branch of from the normal circle based ideology that all circles build on, specific about the circle of nature's life, death and rebirth.
Instead the druids of this circle saw the possability of life being eternaly preserved in a different form, bye transforming the circle into a diffrent one, saving a glint of time in a petrified state.
___
They got this rather simple idea from observing the process of natural petrification in nature, where buried organic material like wood, slowly has their material replaced with minerals.
One of the first druids of the petrification circle is still belived to be alive and curently "sleeping" in a petrified condtion, the great arch druid V'arrurh can still be found, but where is unknown.
#### Circle Spell List
| Player Level | Spells |
|:----:|:-------------|
| 2nd | Earthbind, Protection from Poison |
| 3rd | Meld into Stone, Stinking Cloud |
| 5th | Stone Shape, Wall of Fire |
| 7th | Greater Restoration, Dawn |
#### Petrify Material
Starting at 2nd level you can now petrify and cure petrification of any tiny organic material like food or animals.
___
You can also Petrified any willing creature of medium or smaller, including yourself and cure this petrification by using a Action on touch to either cause or cure the condition.
____
Starting at 6th level you can Petrifie organic material and animals of the size small or smaller.
#### Bestove Stone Strength
Starting at 6th level, you can use an Action to partialy petrify a friendly creature by expanding a use of your Wild Shape for 2d4+1 turns, the effects include:
- The creatures movement speed is halfed and it can’t move or speak.
- Attack rolls against the creature have advantage.
- The creature automatically fails Dexterity Saving Throws.
- The creature has Resistance to all damage.
#### Petrefied Tree Form
Starting at 6th level you can now also use your Wildshape Ability to turn into plants, doing so gives you a +2 to AC as their skin is hardened from petrefication.
#### Self Petrification
When you reach 10th level you can make a desperate last measure, in case you were to fail your second Saving Throw you can instead choose to Petrifie yourself and not have take the failed throw and instead become a statue.
___
If you choose to do so you will now find yourself being under the "Petrified" condition, your AC becomes 24 and your Hit Points is set to 40 as you become a extreamly condenced stone statue.
However this petrification can't be reversed unless a greater restoration is cast upon you, you are pured holywater on or you spend 2 days as a statue.
___
After the 2 days you will hereafter cure your petrification and be reviewed with the benefits of a long rest.
#### Petrifying Gaze
Starting at 10th level, as a Bonus Action you can acvitave your "petrifiying gaze", if a creature starts its turn within 30 ft of your location and the two of you can see each other, you can force the creature to make a DC 14 Constitution saving throw if you arent incapacitated.
___
On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
___
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.
___
You can use this feature twice a day.
#### Shaking Earth
At 14th level, you become so in tune with the earth that you receive supernatural senses to be able to read the tremores like a book. You gain tremorsense out to 80 feet and any hostile creature within 20ft of you will find the area to be difficult terrain.
\page
## Circle of The Sky
The circle has it's traditions rooted in the culture of air elementals and cloud giants but it was originally brought to the material plane by Aarakocran tribalists from the Elemental Plane of Air.
___
Today, Circle of the Sky druids can typically be found meditating on high mountaintops or working as handlers in bird sanctuaries.
#### Druidic Spell List
| Player Level | Spells |
|:----:|:-------------|
| 2nd | Feather Fall, Zephyr Strike |
| 3rd | Gust of Wind, Levitate |
| 5th | Fly, Gaseous Form |
| 7th| Freedom of Movement, Storm Sphere |
___
#### Air-Born
___
Starting at 2nd level you can wild shape into flying creatures of a CR equal to half your druid level (Not rounded). When you do so, your fly speed is doubled.
___
You also learn the cantrip "Gust" and it doesn't count as one of your chosen cantrips.
___
You also gain a pair of wings that give you a fly speed equal to half your walking speed.
___
#### Cutting Wind
___
At 6th level while you are airborne, your weapon attacks deal an additional d8 of forced damage.
___
#### Gale Armour
___
Starting at 6th level while you are airborne, you add your proficiency to your AC.
___
#### Healing Hurricane
___
Your last circle feature that you unlock at 14th level allowes you to while airborne, use a bonus action to emit an aura of vitality that bolsters your allies, creatures of your choosing that you can see within a 60ft. radius centered on you regain HP equal to your fly speed ÷10.
This ability lasts for 10 minutes, is concentration, has an amount of uses equal to your Wisdom modifier and if you go within 10ft of the ground or a floor, this ability ends.
\page
## Fighter Martial Archetype
#### - Blade of Ash
#### - Masters of Arms
#### - The Sacrefice
\page
## Blades of Ash
"From Ash you came and that Ash shall be the spark that liketes a inferno we shall forge a great new weapon with" - Zuel, the first of the ash forge.
___
The Ash Blades true creation origin is unknown, the Blade will find the people that need them and mentaly influence them to complet a goal, where after they will make them get rid of the weapon so it can find a new person with a new gaol.
___
Though the blade isn’t alive and can’t communicate, it is in a way sentience, trying to achive a goal and then being lost once more for another to take up the legendary weapons.
___
#### Gift of the Ash Blades
___
Starting at 3rd level, you pick up The Blade of Ash, this weapon will be bound to your soul until they have fulfilled their purpose where after they will be lost ones again.
The blade is sentient but is forged from the ashes of the fallen forgotten legends unable to speak to its wielder.
The Blade of Ash are different weapons that share a title of “Blade of Ash” and you will find one of them, each with the following stats:
___
##### Hexxus’s Great Mourning Blade
Melee weapon (martial, sword)
___
Damage: 1d6 Slashing + 1d4 Necrotic damage
___
Heavy, Two-handed, Special, Strength: 14
___
Special rule: You can chose to deal half the max damage on hit rather than rolling, but doing so will change the damage type to Fire.
After 12th level Hexxus’s Great Mourning Blade will deal 1d8 Slashing + 1d8 Necrotic.
___
Weight: 12 Ib.
___
##### Ero’s Southing Ember Mace
Melee weapon (simple, mace)
___
Damage: 1d6 Bludgeoning + Half your Proficiency as Fire Damage
___
Special rule: If you have used this weapon to attack 4 times doing a combat encounter, you can chose to deal max damage but all damage becomes Fire Damage.
___
Weight: 5 Ib.
___
___
Credit: Handrews
___
Link: https://media.sketchfab.com/models/bcce7d37ef3541a1b7a7f106da29a269/thumbnails/4dbbb5dced984004be5788ae7ee4885e/fb8fe1f53ba14fe4b87b6a22be8080d4.jpeg
##### Nepheleciel's Elden Bow
Ranged weapon (martial, bow)
___
Damage: 1d6 Piercing + 1d4 Necrotic
___
Ammunition, Heavy, Range, Two-Handed, Special
___
Range: 150/500
___
Special rule: The bow has 3 charges each day that recharges after every long rest.
You can before rolling say you want to spend a charge dealing an extra 1d6 Necrotic damage on hit.
After 9th level you can spend all 3 charges and an Action to summon a Spectator next to the target on hit.
___
Weight: 3 Ib.
___
##### Echo's Rite of Cinders Scythe
Melee weapon (martial, glaive)
___
Damage: 1d10 Slashing
___
Heavy, Reach, Two-Handed, Special, (Polearm: Works as a glaive).
___
Special rule (Awaken): To Unlock this weapons abilities you have to complete different tasks, each one unlocks one of the "Awakened Abilities" of the DM's choice, or if the DM feels like you earned it.
___
Tasks:
- Make a Sacrifice that could lead to your own death, in the expectation of saving another and gaining nothing in return.
- Show a hostile creature mercy even if you know it could end badly.
- Give up your free time to help a or multible random strangers in need.
Awakened Abilitys:
- Twice a day when a creature within 20ft of you hits 0 Hit Points you can choose to instantly retored a number of Hit Points equal to your level x 5.
- When you score a critical hit on a creature all damage delt will restore Hit Points equal to the damage to a single creature of your choice within 15 ft,. of your location, you can also restore it to yourself instead but the effect is halved.
- Once a day you can if you a saving throw, you can choose to succeed instead.
___
Weight: 6 lb.
___
\page
##### Elphan's Shrine Warhammer
Melee weapon (martial, hammer)
___
Damage: 1d8 Bludgeoning
___
Heavy, Two-handed, Special, Strength: 14
___
Special rule: When you take damage, you can use your reaction to roll a d12. Add your level in this class to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you you take the amount of damage you have endured from using this ability or you finish a short or long rest.
___
Weight: 10 lb.
___
##### Faaram's Coiled Straight Sword
Melee weapon (martial, sword)
___
Damage: 1d8 Slashing
___
Versatile (1d10), Special
___
Special rule (Awaken): To Unlock this weapons abilities you have to complete different tasks, each one unlocks one of the "Awakened Abilities" of the DM's choice, or if the DM feels like you earned it.
___
Tasks:
- Make a red or gold dragon breath fire into the sword, reigniting the embers.
- Execute a good aligned creature that can speak infron of a ally.
- Set yourself on fire and let it drain you to 1 hit point.
___
Awakened Abilitys:
- You will be able to instantly receive a single creature you can see and restore them to full hit points, you can use this feature once a week.
- Only you can move the sword around.
- You become immune to fire damage.
___
Weight: 4 lb.
___
##### Eleonora's Looking Glass Greatshield
Shield
___
Gives +2 to AC.
___
Shield, Special, Strength: 16, Stealth: Disadvantage
___
Special rule (Awaken): To Unlock this weapons abilities you have to complete different tasks, each one unlocks one of the "Awakened Abilities" of the DM's choice, or if the DM feels like you earned it.
___
Tasks:
- Cut out one of your eyes and drop it in the ocean.
- Get redemed of your sin's by a high priest.
- Spend 48 constant, uninterrupted, in game hours reflecting over your own life and the mistakes in it, this time can't be broken or you will have to start over.
___
Awakened Abilitys:
- Once a day you can choose to fail a saving throw from a spell of 4th level or lower, instead of getting the negative effect the spell will be stored in the shield for the next 48 hours.
- You can cast mirror image a number of times equal to your wisdom modifier, regaining expanded uses after a long rest.
- You can use the Looking Glass Greatshield as a bag of holding.
___
Weight: 45 lb.
___
##### Wigmund's Storm Blades
Melee weapon (martial, sword)
___
Damage: 1d6 Piercing + 1 Cold.
And
Damage: 1d6 Piercing + 1 Lightning.
___
Finesse, Light, Special
___
Special rule (Awaken): To Unlock this weapons abilities you have to complete different tasks, each one unlocks one of the "Awakened Abilities" of the DM's choice, or if the DM feels like you earned it.
___
Tasks:
- (Frost Sword): Dip the frost sword in an adult white or silver dragons blood.
- (Lightning Sword): Make an adult blue or bronze dragon breath on the lightning sword.
- (Only if both): Spill the blood of a Twin-Head Dragon.
Awakened Abilitys:
- (Frost Sword): The blade deals an extra 1d6 cold damage.
- (Lightning Sword): The blade deals an 1d6 lightning damage.
- (Only if both): Once a day you can choose to use the lightning breath of a adult blue/bronze or white/silver dragon, if you are under level 15 when doing so you will take 2 points of exhaustion.
___
Weight: 6 lb.
___
#### Reliance
___
Starting at 3rd level, you take up the Blade of Ash, to prove your resolve and the demands the blades curse comes with you only add half your constitution modifier to your health when you level up rounded up.
If you can prove you aren’t reliant on your health, you will be promised with immense power later.
___
\page
#### Spirit of Ash
___
Starting at 7th level, the power of the blade manifest, but it won’t fully grasp it until after you fall in combat.
___
If you fall unconscious, the ashes from the blade will leave the weapon and form a guardian that will protect you and guard you body as you are uncontious.
___
You control the Spirit of Ash, it will stay within 60ft of your body’s location at all time.
It will spawn with your MAX hit points and you no longer need to make saving throws, if the Spirit of Ash dies so do you.
___
If your body takes damage, the Spirit of Ash takes 1d10 worth of extra damage, rather then you failing a saving throw, and at the start of you turn it takes 1d8 damage, but you no longer need to make saving throws and will instead stabilize if no threat is nearby.
You can only manifest this spiret a maximum of twice in between every long rest.
___
The Spirit of Ash got a Blind Sight of 50ft, but otherwise shares stats with you, except class abilities, where it only gets 1 Extra attack a turn when taking the attack action and it cant use the action surge ability.
___
#### Curse of Ash
___
Starting at 10th level, If any creature you have hit with The Blade of Ash dies, you can use a Reaction to turn the body into ash.
Any ash within 60 ft of you, you can turn into a full cover pillar that is 5ft by 5ft wide and 10 ft tall by using a Bonus Action.
___
However if anyone stands within 5ft of the pile of ash, you can instead make the ash form spikes that reach into all sides within 5ft range dealing 1d6 Piercing + 1d8 Necrotic to the targets, if they fail a saving throw against 10 + Your Constitution modifier.
This is increased to 1d8 Piercing + 1d4 Necrotic ones you hit 13th level and 1d10 Piercing + 2d4 Necrotic at 17th level.
___
#### Rose of the Cinders, Blooming Spirit
___
Ones you hit level 15, The Blade of Ash will be able to rekindle the snuffed out embers of ash.
The Spirit of Ash will now become 2 entities, the Standard Spirit of Ash and the Rose of the Cinders.
All your Blade of Ash damage dealt by The Spirit of Ash now transforms and deals necrotic damage exclusively, while the Rose of Cinders gets a fire version of The Blade of Ash, that deals fire damage exclusively.
The Rose of Cinders has your Fighter level X d12 worth of HP and a AC equal to your constitution score.
It can only use max 1 Extra attack a turn.
___
If the Rose of Cinder dies the Spirit of Ash wont die.
___
#### Ash Blossom
___
At 18th level, the Blooming Spirit of the blade finally shows its true beauty:
If you ever fall in combat, you will return to life at your weapons location after 1d4 hours with half your maximum hit points.
Credit: Yutthaphong Kaewsuk
___
Link: https://cdnb.artstation.com/p/assets/images/images/019/856/293/large/yutthaphong-kaewsuk-mace.jpg?1565283452
\page
## Masters of Arms
Masters of Arms are Fighters that have spent so long studying and practicing with weapons, they have ascended past the skill level of normal fighters.
This Archetype of Fighter is very rare, but possible to find and usually found in armies.
___
#### Weapon Expertise
___
Starting at 3rd levle you can choose two weapons (e.g. longsword, hand crossbow) that you are proficient with and gain Expertise, adding double your proficiency bonus to hit.
___
#### Proficient Strikes
___
Starting at 7th level you can add your proficiency bonus to damage.
___
#### Specialist's Advice
___
When you reach 10th level while an ally within 30ft. of you makes an attack roll with a weapon you are proficient with, you can use your reaction to add your proficiency to the attack roll.
___
#### Arsenal of All
___
Starting at 15th level, in addition to other bonuses (e.g. expertise) you now add half your proficiency bonus to all attack rolls make with weapons.
___
#### Weapon Expertise
___
Starting at 15th level you can choose two more weapon expertises.
___
#### Master's Mark
___
Begining at 18th level, as a bonus action, you can mark an enemy within 60ft. that you can see for death, you and all your allies get disadvantage to hit that target but if they hit, the hit counts as a critical hit.
___
Credit: Wayne Reynolds (Licensed holder Blizzard)
___
Link: https://gamepedia.cursecdn.com/hearthstone_gamepedia/e/e7/Deadly_Arsenal_full.jpg?version=08d3a18e4c2848112318b4772cd92147
\page
## The Sacrifice
___
At one point in your life, you were chosen to be a sacrifice, the cult doing so will have marked you for death, but you found a way out, somehow you made it, yet the cult and the being they worship still consider you a sacrifice and will go out of their way to kill you and finish the ritual.
You will have a mark in a form of your choice, this could be a branding mark, a tattoo or a scar that will point you out to anyone that knows where and what to look for.
___
This has lead you to wanting to do anything to defy destiny itself, fighting in anyway needed whatever dirty or not.
You refuse to go down the path that has been chosen for you.
___
#### Defiance
___
When you choose this subclass at 3rd level, it means that you either have chosen or have at one point in your life had been marked as a sacrifice to either a God or a Demon, but rather then going along with destiny you have chosen to defy the gods them self.
___
Pick either Fiend or Celestial that the creature you were meant to be a sacrifice would find itself under, you then get the following benefits:
##### Celestial:
- You gain a +2 bonus to damage rolls with weapon attacks against celestials.
- You gain 3 skill points that can be used for any skill under either Wisdom or Charisma.
- When a creature misses you with a melee attack, you can use your reaction and attack the creature with a melee attack, If you hit, you add 1d6 at 3rd level, 1d8 at 8th level and 1d12 at 12th level to the attack's damage roll, you can only use this a number of times equal your proficiencies modifier and regain all expanded uses on a long rest.
##### Fiend:
- You gain a +1 bonus to hit with weapon against fiends.
- You gain 3 skill points that can be used for any skill under either Intelligence or Dexterity.
- When you make a melee weapon attack on your turn, you can leap forward increase your reach for that attack by 5 ft, moving 5 ft forward without expanding movement and moving the targeted creature 5 ft in any direction of your choice. If you hit, you add 1d6 at 3rd level, 1d8 at 8th level and 1d12 at 12th level to the attack's damage roll, you can only use this a number of times equal your proficiencies modifier and regain all expanded uses on a long rest.
#### Desperate Measures
___
At 7th level, learn how to overcome and adapt to the tactic’s needed to protect yourself from both mortals and god-like creatures, you can use your bonus action to deal 8 (2d8) damage to yourself and in return you add 1d12 + your constitution modifier as Force Damage to every melee attack on the remaining of your turn.
The damage increases by 1d8 at 16th level.
___
#### Dirty Fighter
___
Starting at 10th level, you can chose to gain a extra attack on the first attack towards a creature you haven’t engaged in combat with yet.
Doing so will only deal half damage but you will make a uppercut, shooting sand into the creatures face and causing them to go blind until the end of their next turn.
If the creature has blindsight, truesight or tremorsense, you will only gain advantage on the first of your next attacks.
___
#### Devastating Critical
___
Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.
___
#### Denier of Destiny
___
Starting at 18th level, any legendary resistance or action that a creature you are fighting has cannot be used against you or any creature within 10ft of you, if the creature tries to do so it will still use the action or resistance but it will have no effect.
___
Credit: Kentaro Miura.
___
Link: https://www.koeitecmoamerica.com/berserk/
\page
## Monk Martial Arts
#### - Way of The Falling Rain
#### - Way of the Stars
\page
## Way of The Falling Rain
___
Monks of the Way of The Falling Rain see violence as a last resort. They prefer to take a more passive role in the world by spectating and see the world unfold, like rain falling from the sky.
They primarily focuses on use deflections and avoidance to avoided being a factor in the world. When adventuring, these monks make for a perfect traveling companion because they always tend to have a more objective look at the world and tries to calm their companions down with this knowledge. They are also skilled in the healing arts and can preserve their allies in the face of daunting foes.
___
#### Watching the Rain Fall
___
Way of The Falling Rain monks often tend to want to avoided being interacted with by enemies and the weather, but primarily observe them, to do this they often carry their weapon in a sheath which has a multifunction to fold out to a umbrella, if the weapon isn’t capable of being modified to being a umbrella itself.
Starting at 3rd level you can chose to have your weapon being unfolded into the umbrella to give any creature disadvantage on attack rolls against you and also gaining +1 to AC for that period, but at the cost of you not being able to attack either for that period.
Ones you attack the umbrella will then unfold and you then get advantage on attacks against enemies as well as enemy creatures getting advantage against you for the next 1d4+1 turns.
___
#### Tranquil Meditation
___
When you start to practice this monk tradition at 3rd level, you will find it easy to always predict the weather and when it will change at any point, as well as getting a different effects depending on specific conditions if you meditate for 10 minutes in the following different weathers.
##### Raining:
Every second turn you restore 1d4 hit points while atleast 10ft away from any other creature.
___
##### Storm:
When taking damage, if the non magical damage and its under your monk level you take half damage instead.
___
##### Snow:
When a friendly creature goes under 0 hit points within 10ft of you, you can chose to instead restore the creature to 10 hit points, you can do this once a day.
___
#### Soothing Drizzle
___
Starting at 6th level, you gain the ability to make a small healing area, with a drizzle like effect each creature within a 20ft area around you gains hit points equal to your monk level + 1d6, You must finish a long rest before you can use this feature again.
___
#### Gentle Dripping Rain
___
Starting at 11th level, whenever an ally creature within 20ft of you is reduced to 0 hit points, you can expend 1 Ki-point (no action required) to make a gentle rain dripple over them, restoring them to 1 hit point instead.
If you ever fall under 0 hit points, you can chose to spend 3 Ki-points to be restored to 1d4 hit points.
#### Rainbow Shield
___
For 2 minutes, you may summon a shield of rainbow light to protect you from elemental damage giving you resistence to cold, poison, acid psychic, fire, necrotic, radiant, force and lightning, without spending an action, bonus action or reaction. You must finish a long rest before regaining this ability.
Credit: FuriouZ
___
Link: https://wallhere.com/en/wallpaper/194782
\page
## Way of the Stars
___
Like the ever-expanding cosmos, the monks of the way of the star’s tradition works towards a mental way of thinking that is ever expanding and always want to see everything in the greater picture.
They practice this mentally as well as physically by adapting a fighting style that takes inspiration by the cosmic forces themselves.
___
#### Radiant Sun
___
Starting at 3rd level, you show the first techniques that nearly all way of the stars monks learns.
You can on any other creatures turn chose to take a reaction and flash a light of pure light blinding on any creature in a 30ft sphere around you, until your next turn, that can’t make an Construction saving throw against your Ki save DC.
You can do this a number of times equal to your wisdom modifier.
___
#### Nova-Punch
___
At 6th level, you gain the ability to form the power of a different types of nova’s in your hand and by that you will empowers your fist, you can choose one of the features bellow:
___
##### Red Nova:
When you chose to use this ability, you expand 1 KI point and in return you create a hazard field for the next 10 minutes in the location you punched, dealing 1d6 fire damage to anyone except you, that enters the field.
##### Super Nova:
Expanding 2 KI points, lets you maximize your attack, sending your punches force to the area behind your target, dealing damage in a 10ft cone from your punching location.
##### Luminum Nova:
Luminum Nova’s are delayed bursts of energy, after hitting a target, you can at any point chose to expand 1 to 3 KI points to “detonate” a vast amount of energy you have stored in them, dealing half your possible melee damage a number of times equal to the KI points you use as radiant damage.
Hereafter the cantrip “light” will be cast upon the target.
___
#### Gravity-Surge
___
After you hit the 11th level, you are now able to recreate the power of gravity itself for a limited time.
You can spend an action to force any creature or objects to fall towards you for 10ft if they can make a DC 15 dexterity save and 20ft if they can’t, like if you became the center of gravity for anything in a 100ft radius, hereafter they will be knocked prone.
If they make the dexterity save they will lose any item they are holding.
They will be taking fall damage as if they fell the either 10 or 20ft, as well as extra damage from any objects that would land on them.
___
#### Cosmic Existence
___
Starting at 17th level, you will be able to tap into the cosmos itself as a action, knowing everything about any creature within 60ft of you for 2 minutes, doing this time you can’t be hit by any melee attack or ranged weapon attack, you have advantage on any spell save dc and have advantage on your attacks against other creatures.
You take 1 point of exhaustion.
You can’t use this ability again until you finish a long rest.
\page
## Paladin Oaths
#### - Oath of Tax Evader
#### - Oath of The Journey
#### - Oath of The Loa
\page
## Oath of Tax Evader
___
Does the Church, King, Government or criminal organaisasions you are associated with REALLY deserve YOUR money?
Most of them are fools anyways and has no right to use the money your god has clearly seen to benefit you.
No, its your money and you will find what ever way is best to use them, you will give as little as possible to anyone you don’t think 100% deserve them, that is your oath.
___
#### Tenets of The Tax Evader
___
-- Don’t pay Taxes.
___
-- The one who travels the fastest travels alone, but the one that travels the furthest travels with others.
___
-- The money is mine except if you earn then it’s yours.
___
-- Money isn’t evil, they are meant to be spend after all.
#### Channel Divinity: An Unusual Result
___
Your god might not fully agree with your way of handling your faith, but they will at 3rd level see it fit to help you when requested.
___
When you shop at a store, you can roll a d100 to get that much gold cut of the price to aminimum of 1 gold piece.
This power can stack.
___
You can use this a number of times equal to your Charisma Modifier and regains all expanded charges after each long rest.
___
Credit: Mario Wibisono
___
Link: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/359d6d48-086a-4644-99d9-6f6d4c0b157e/d9hxujd-cb8d4e64-0bca-4031-b616-7b6422bf76d5.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzM1OWQ2ZDQ4LTA4NmEtNDY0NC05OWQ5LTZmNmQ0YzBiMTU3ZVwvZDloeHVqZC1jYjhkNGU2NC0wYmNhLTQwMzEtYjYxNi03YjY0MjJiZjc2ZDUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.30E6By9vP5Co7rvI-FiQ0k01WB7BeYD6G8jv2yvUuLk
#### Underreporting Income
___
When you hit 7th level, any time you can pay a government official or underground dealers like mafias for any service, wheatear its payments like: Bails, extorsion, public services, paying in government owned shops, blackmail, gambling debt, or any other type of payments.
___
You will now be able to forge official looking papers that you can use instead of rolling an normal skill check, roll an d10 on, on an 1 you fail to craft the document, on an 2-4 it will be like rolling an 16 or higher, on an 5-7 it will be seen like an 19, at 8-9 it will be seen like an 24 and if you roll an 10, you can’t fail the forgery and can only be identified as fake with magic.
It takes 1 hour to forge any document used for trait or dealings in money, but paper of similar quality to what the original look like will be needed.
___
#### Life Insurance
___
After 15th level, you learn a nifty new trick to avoided anyone that you owe money.
At a Small price of only 3 days of preparing, some rare minerals from any other plain, a 2 cm2 cube of your flesh,, a 2 cm2 of flesh from another person, a urn you make yourself of clay and a place to hide set urn, you can once every month prepare a ritual that allows you to kill yourself.
Where after you 1 week later will spawn in the urn as the race of the other creature, whom flesh you used.
___
If you however prepare the ritual, you can let it stand for 3 months without going bad, if you die within that time, the process will still go through, but you can’t prepare another urn until the one you have prepared has been used.
If you do however don’t manage to die within the 3 months, but the urn still ends up being used, you will become a different race, that can be found on the plain the mineral you used is from, which is picked at random.
___
#### Chapter 7: Bankruptcy
___
At 20th level, when your bill from the government gets too high, you can contact your god, who will intervene by flipping the bill over to someone else of your choice.
This won’t just be for your known bill, but all your previous unpaid expenses will come to light and also be flipped over.
Depending on how high the cost will be, it can affect their standing with a single shopkeeper or end of getting a entire Kingdome against them.
___
\page
## Oath of The Journey
___
The world is peaceful, its inhabitants kind, and the people that take up this oath swear to travel it in search of the sightings others only dream of.
People that take up this oath is often people that travel for religious reasons or people that has lost everything else, ones their journey is over the people that return is often said to come back as if reborn and they all have one thing in common, they say they would do it all over again if they had the chance.
When people start this journey, they often take a memento with them from the place they started at, an example could be in form of a crystal capsule neckless with a bit of dirt within from their home, they will then gradually fill it with the earth from the different local as they travel.
___
#### Tenets of The Journey
___
-- The Warrior of the road, their life is about the journey, always seek out new locations.
___
-- The one who travels the fastest travels alone, but the one that travels the furthest travels with others.
___
-- You should enjoy the little detours to the fullest. Because that's where you'll find the things more important than what you want.
___
-- Encourage others to seek the world there is, rather than the one they want.
___
#### Oath Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd |Comprehend Languages, Animal Friendship |
| 5th | Locate Object, Flock of Familiars |
| 9th | Create Food and Water, Lightning Bolt |
| 13th |Find Greater Steed, Aura of Life|
| 17th |Legend Lore, Immolation |
___
#### Channel Divinity: Path Traversal
___
When you take this oath at 3rd level, you start your journey after each long rest, you pick a ”goal for your journey” to start you day in the mindset of: ”Travelers Journey” or ”Home Wanderer”.
___
The Traveler is more of an outgoing mindset and is represented in a more aggressive while the Home Wander wants to stay with their family and takes on a protective role.
This symbolizes your goal for your journey and just as a goal of a journey can change, you can change your journey after each long rest.
___
Doing the time in between each long rest you will stay in one of these forms and gain different bonuses depending on which one you pick, with an extra bonus to the one you start your day in.
You can use your Channel Divinity to take an ACTION and switch the goal of your journey.
The overall effect is an aura and the channel divinity only lets you chose to switch your daily buff.
___
##### Travelers Journey
- The Lone wolf:
When 40ft or more away from an ally, your weapon attacks gets +1 at 3th level, +2 at 6th, +3 12th level and +4 to hit at 16th level and 1d4 extra Thunder damage (3d4 extra on crits rather than double damage)
- The Pack Traveler:
When an ally is within 40 ft, you and 1 ally of your choice gets +2 to hit, you pick the ally at the start of your turn.
- Start of day bonus, winning personality:
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack, you can make a Charisma saving throw rather than Constitution saving throw to maintain your concentration on a spell when you take damage.
##### Home Wanderer
- The standing wall:
You can let a single creature of the same size or smaller, occupied the same space as you, any weapon or natural weapon attacks that is targeted against the protected ally will have to switch target to you.
- The Armored:
You gain +2 AC at 3rd level, +3 AC at 10th level and +4 AC at 16th level, to a max of 25 AC.
- Start of day bonus, unbreakable:
You are a wall that won’t break, gain +1 AC and you count as 3/4th cover for creatures behind you.
___
\page
___
#### Rocky Roads / The Road Least Traveled
___
Starting at 7th level, your journey starts to become harder and longer, which will empower your drive and the Journey you chose to take.
##### Travelers Journey, Rocky Roads:
The range or your opportunity of attacks is extended by 5ft.
##### Home wanderer, The Road Least Traveled:
Once a round, if an attacker tries to attack you or the ally you are protecting, they will on hit takes 1d12 Radiant damage as well as having disadvantage on all ability checks until the start of your next round.
___
#### Powering Through.
___
Starting at 15th level, you are not affected by difficult terrain and when near mountainous or rocky terrain you get an extra 20 ft of movement.
___
#### The Detour.
___
At 20th level, you will finally fully realize the purpose of the journey, you can use your action mentally prepare yourself for a detour and gain a different effect depending on which Journey you are currently traveling.
___
##### Travelers Journey, End of the road:
- When you take the Attack action on your turn, you can make one additional attack as part of that action, this bonus only activates the first time you use this ability, you have to take a short or long rest to get it back.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
- Critical hits deals an extra d10+1 worth of Thunder damage.
##### Home wanderer, Far From Home:
- You have resistance to all damage.
- You and the ally you protect are immune to being: stunned, grappled, frightened and restrained.
- You lose 10 ft of movement, but can take along the protected ally along with you as you move, at a cost of 10 ft of their movement.
___
\page
## Oath of The Loa
___
Credit: Qiang Zhou
___
Link: https://gramho.com/explore-hashtag/cu%C4%81uhoc%C4%93l%C5%8Dtl
#### Tenets of The Loas
___
Each of the different Loa spirit animals has different values and form of worship, therefore they expect different things from their followers.
- ##### Ku-Fuma, The Roc Spirit:
Ku-Fuma, also known as The Living Eclipse, is the Animal Spirit many of the most honorable warriors
worship, her paladins are Lawful and watches over the life of all creatures, there is much variety in how her followers worship her but they all follow the law that she sets.
Her paladins prefers to fight with piercing weapons, ending the fight if needed as quickly as possible.
- ##### Shirimbah, The Kamadan Spirit:
Shirimbah is wild and and agressive hunter that lives for the hunt, she and her worshippers live for the sport of the hunt and enjoy living in the moment in a equal respect for the nature, only hunting what they need to but what they do in that time is all up to them, if they want to just eat, hurt or play with, in the same way it is expected by her worshippers to always live in the moment and do what they want, but never going over the bord into something that would be an unnecessary burden on others.
Shirimbah's worshippers prefer a dragged out fight, enjoying fighting like a sport and using slashing weapons.
- ##### Dumambu, The Giant Ape Spirit:
Dumambu is giant primate and the most *Chaotic* of the them, the tribes that live in his name want to have fun, if they want something they take it, but they also live as a giant family, if someone in their tribe needs something they will also go out of their way to get it from others.
His paladins want fun and is often the most brutal when it comes to combat prefering bludgeoning weapons.
- ##### Larimbra, The Jugula Spirit:
Lirimbra's worshippers got no goal, they live their own life and stay mostly away from others, they like to stay at home and only take what they need to.
They are associated with shields rather than damage and want to avoide combat, but will fight like no other if forced into it.
___
#### (Ku-Fuma's) Oath Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd |Guiding Bolt, Hunter's Mark|
| 5th |Gust of Wind, See Invisibility|
| 9th |Mass Healing Word, Tongues|
| 13th |Ice Storm, Divination|
| 17th |Wall of Force, Legend Lore|
___
#### (Shirimbah's) Oath Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd |Disguise Self, Feather Fall|
| 5th |Mirror Image, Enhance Ability|
| 9th |Major Image, Blink|
| 13th |Phantasmal Killer, Polymorph|
| 17th |Dream, Reincarnate|
___
\page
#### (Dumambu's) Oath Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd |Fog Cloud, Charm Person|
| 5th |Flock of Familiars, Zone of Truth|
| 9th |Stinking Cloud, Motivational Speech|
| 13th |Find Greater Steed, Charm Monster|
| 17th |Cloudkill, Modify Memory|
___
#### (Larimbra's) Oath Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd |Shield, Ray of Sickness|
| 5th |Lesser Restoration, Blindness/Deafness|
| 9th |Remove Curse, Vampiric Touch|
| 13th |Mordenkainen’s Private Sanctum, Shadow of Moil|
| 17th |Greater Restoration, Contagion|
___
____
#### Channel Divinity:
___
When you take this oath at 3rd level, you gain the following Channel Divinity corresponding to your Loa.
___
- ##### Ku-Fuma: Guided Strike.
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
___
- ##### Shirimbah: Playtime.
You can use your Channel Divinity to lock onto a creature of your choise, neither of you can move willingly more than 60 ft away from eachother, until you fall unconscious, you choose to drop the Channel Divinity or the creature falls unconscious, you and the creature cant leave the area and all other creatures that try to attack either of you needs to make a wisdom saving throw against your spell save DC to do so, on a failed the attack misses.
___
- ##### Dumambu: Beatdown.
You can use your Channel Divinity to attack a additionel time, if the attack deals above average damage you can choose to attack an additional time with disadvantage but if by doing so the creature you are trying to hit will have advantage on its next turn against you.
___
- ##### Larimbra: Bolster.
You can use your Channel Divinity to gain extra AC equal to your proficiency modifier for a number of turns equal to your level in this class.
___
#### Offering Ritual
___
Starting at 7th level you can make a hour long ritual and offer a item or other object of great value to you or your Loa would appreciate.
___
Your DM can pick either to come up with a reward for you, which can be anything from between rerolling dice, getting rare items, getting help from nature or if they want it to be simple, they can use any of the blessings found in chapter 7 of the Dungeon Masters Guide.
___
#### Spirit Champion
___
At 15th level, you will gain one of two boons depending on which Loa you worshippers, Ku-Fuma and Larimbra focus on defensive buffs for their followers while Dumambu and Shirimbah give their worshippers damage buffs.
___
- ##### Ku-Fuma and Larimbra:
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- ##### Dumambu and Shirimbah:
You can use divine smite at first level without expanding a spell sloton every second successful hit.
#### Avatar of The Loa
___
At 20th level, you can assume the form of an avatar of your Loa for a moment. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- ##### Ku-Fuma's Avatar:
- Wings sprout from your back and grant you a flying speed of 60 feet.
- Heavy winds surrounds you, any creature of your choice within a 100ft area around you to be difficult terrain.
- You become immune to being: paralyzed, petrified, poisoned, prone, restrained and stunned.
___
- ##### Shirimbah's Avatar:
- As long as you are in the Avatar of Shirimbah, having 0hit points doesn’t knock you unconscious and you dont need to make saving throws.
- Outside of combat you regain 2d6 hit poitns each minute.
___
- ##### Dumambu's Avatar:
- You have resistance to: bludgeoning, fire, poison, psychic, lightning, thunder and force.
- As a bonus action, you can magicaly manifest dung in your hand which is a +8 to hit, range 50/100, on hit the creature will become poisoned and marked, any damage you make against it will have advantage, you can only do this once every 10 minutes.
- You can attack an additional time each turn.
___
- ##### Larimbra's Avatar:
- You become immune to all damage.
- Any edible items you eat works as a Superior Healing Potion.
___
\page
## Ranger Conclaves
#### - Transporter Conclave
#### - Treasure Hunter Conclave
\page
## Transporter Conclave
___
You have made a simple deal with a creature of your choice, this deal is rather simple, they teach you some tricks and in return you deliver either messages or items for them.
This line of work is hard since you need to be able to communicate and earn the trust of your contractor, which means that there is rather few transporters out there.
But many giants or good aligned dragons, uses humanoids with potentials to transport their stuff for them, when the situation arises.
This contract consist of 2 partners, one of which is almost always a higher intelligent creature, the transporter is then thought some skills that isn’t normally used by other rangers, how often you have contact to your contractor is op to them, even though you are capable of contacting them it’s something that should be rather avoided except when it’s urgent.
___
#### Conclave Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Identify|
| 5th | Skywrite |
| 9th | Sending |
| 13th | Faithful Hound |
| 17th | Infernal Calling. |
___
Credit: longiy
___
Link:https://cdna.artstation.com/p/assets/images/images/000/706/244/large/longiy-tlg-postman-small.jpg?1443930055
#### Transporter
___
Starting at 3rd level, you have made a deal with “Favored Enemy”, instead of hunting them you have become a transporter for them and they have become your contractor, taking messages or items and delivering them to where they need you to go, in return they will offer you compensation and if really needed minor protections.
You can always mentally contact your contractor, once a day you can ask them a simple question and they will answer it to the best of their knowledge.
#### Mimic Creature.
___
Starting at 3rd level you can use a bonus action to mimic the sound of another creature you have seen, anyone within hearing range that cant see you has to make either an Intelligence (Nature) check against your performance check, becoming frightened on a fail and cant go towards the sound for 2d4 rounds.
They automatically succeed if have seen you making the sound, realized the sound comes from you or have already succeeded.
___
#### Extra Attack
___
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Ethereal Step
___
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Ones you use this feature, you can’t use it again until you finish a short or long rest.
___
#### Redirect
___
At 11th level, you learn to attack with such unexpected speed that you can redirect a missed attack into another path and get a second chance. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action if you missed, but only on the first attack each turn.
___
At 18th level you can use this along with the “A Request for a Summon” ability.
#### A Request for a Summon
___
When you get to 15th level, you can once a day request you can magically draw a series of symbols on a surface, this symbol need to be of equal size to your contractor’s, when you do so, you can request your contractor’s to summon one of their kin, which will take your place for d10 minutes.
Summoning this creature will take 2 turns where you cant take any additional Actions, Bonus Actions or Reactions.
You can at any time dismiss the creature, but if the creature dies you have to wait 1 turn before you come back, all exciding damage the creature took is transferred to you.
You will roll a d20 – 8, the dm then picks a random creature of the same creature type as your contractor’s, with a CR equal to the d20, ones the time is up you will take the place of the creature.
You regain this ability after a long rest.
\page
## Treasure Hunter Conclave
___
“♪ Adventures we seek! Cross land and Sea! Why don’t you come and join us! ♪”
Who doesn’t love an adventure? They are always cool, idolized and always in trouble… wait… scratch the last thing.
The Treasure hunters are interested in one thing, not the gold in the dungeons, but the glory of discovering them and excavating them for traps and dangers, making it their style of life.
Remember, there will be danger! there will be doom! There will be ancient temples filled with relics, treasures and traps, who will answer the call?!
___
#### Conclave Spell List
| Player Level | Spells |
|:----:|:-------------|
| 3rd | Comprehend Languages |
| 5th | Find Traps |
| 9th | Motivational Speech |
| 13th | Summon Greater Demon |
| 17th | Legend Lore |
___
#### Explorer, Playboy, Adventurer
___
Starting at 3rd level, you gain proficiency in the perception and persuasion skill, when you normally would fail a perception check in attempt to detect a trap you can do so again a number of times equal to your wisdom score each day.
___
#### Adventurer Companion
___
Starting at 3rd level, you find yourself being followed by a creature of no more than challenge ratting 1, this creature will follow you and your commands, taking its turn right after you.
If the creature ever dies you can use 10 hours to look for another creature, the dm picks out 3 options and you pick which one you want as an companion.
___
#### Extra Attack
___
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Whip Expert
___
Starting at 7th level, you gain double proficiency when fighting with whips, the damage of the whip is also increased to the next dice above.
Example: d4 goes to d6.
You can also use the whip in a number of other ways:
- You have advantage on dexterity saving throws.
- A creature of the same size as you, that is hit by your whip can’t move away from the range of the whip.
- You can chose to deal maximum possible damage with your whip a number of times equal to your charisma modifier.
___
Credit: Jay Cortes
___
Link: https://i.pinimg.com/564x/77/1b/23/771b23602edb73e9e95889e311d35796.jpg
#### Adventures Guild
___
At 11th level, you can now form your own adventures guild, spending a few days spreading your name in any city and making people come to you with contracts.
___
You can also give different friendly creatures a title and place in the guild that comes with an extra boon.
You can only give out each title to one creature, having to demote the former creature if you wish to bestowed it upon another creature.
___
- Face of the Party: The Creature gets a +1 in persuasion or deception checks.
- Explorer: The creature gets a +2 to perception checks.
- Mussel: The creature has advantage on strength saving throws.
- Medic: The creature gets proficiency in the Wisdom (medicine) skill, if they already have proficiency it is doubled instead.
- Mascot: Once a day the creature can distract any creature of its choice within 30ft of it as a reaction, any creature affected has disadvantage on any attack action until the end of the mascot’s turn.
___
#### Multi Attack
___
When you get to 15th level, you can attack an additional time, whenever you take the Attack action on your turn.
You can do so a number of times equal to your Wisdom Modifier.
\page
## Roguish Archetype
#### - Prison Escapist
#### - Vigilante
\page
## Prison Escapist
___
Escaping is an art form, you have trained to specifically be able to get out of most enclosed spaces, as your skill develops you will find new weird techniques to help you.
Most people that end in jail try their brute force to get out, if they try to get out that is, but you will be using your skills and conning, to always be able to see the hidden potential in the tools in your surroundings.
___
#### Bonus Proficiencies
___
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and the skill of Deception. You also learn one language of your choice.
___
#### Unique Talents
___
Starting at 3rd level you have developed a series of extremely useful, but rarely usable ability’s, you can move through a space as narrow as 10 inches wide without squeezing.
You are also able to dislocate your own body parts at will, giving you advantage on getting out of being restrained.
You are also immune to be grappled and have advantage against being restrained.
___
#### Food Chemist
___
Starting at 9th level you find out that making lesser acids is actually extremely easy, if you have any ration or is given a few different food items, you can spend half a hour to make a acid without using a alchemist kit, as long as you have a vial or other vessel to store it in.
You can also throw one of this vials as a reaction to being attacked, dealing 2d4 acid damage to the creature.
The type of acid you can make grows stronger as you level up, dealing 2d6 at 12th level, 2d8 at 15th level and 2d10 at 18th level.
___
#### Escape Artist
___
Starting at 13th level you gain 1 more skill point you can use for either a skill or a tool skill, you also find it really easy to find places to hide, as long as you are in a lightly or heavily obscured area, you can use your Dexterity (Stealth) skill passively. Your passive Dexterity (Stealth) equals 10 + all modifiers that normally apply to the check. You may still choose to use your action or bonus action to use the Hide action in order to get a higher result.
___
#### It Has to Come to It
___
Starting at 17th level you gain a burrow speed and climb speed equal to half of your movement speed rounded down.
You can also mark a creature after hitting them with a stealth attack, the creature has -2 AC for you and you have + 1 AC when they try to hit you, you get the mark back after the creature is dead or you leave an area of 50 ft away from it.
\page
## Vigilante
___
You focus your training on the training to become a symbol of what the crown can’t, you dedicate yourself to become a vigilante since no other system of justice seems to do their job. Those who adhere to this archetype do so to trains to specialize in: Stealth, Close Combat and Investigations.
___
Credit: Christian Johansen
___
Link:https://i.pinimg.com/originals/d2/da/d2/d2dad29a635f7fb55262cbf7bf73e1c7.png
#### Bonus Proficiencies
___
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the investigation skill.
___
#### Long-Range Stealth Takedowns
___
Starting at 3rd level when you take down a enemies using long range weapons from more than 20ft away and they hit 0 Hit Points, you can chose as a Bonus Action to enter stealth again, as long as you weren’t spotted or heard while doing the takedown.
___
#### Toolbelt and Gadgets
___
Starting at 3rd level when you take on the mantle and become a symbol in the eyes of those who know of you.
You prepare a belt with tools and can cast the following spells at will twice a day each, but instead of magic they are different mechanical items in your toolbelt: Dancing Lights, Poison Spray, Fog Cloud and Sleep (after 8th level, it can be cast at 3rd level).
Your gadgets gets refilled after each long rest.
If needed, your spell modifier is your intelligence.
___
#### Tool Combat Specialist
___
When you hit 13th level your tool belt is further expanded, you can cast the following spells as gadgets once a day and they follow the same rules as the tools from “Toolbelt and Gadgets”:
Slow, Counterspell and Find the Path.
___
#### Always Ready
___
Starting at 17th you will always be ready for a fight, you gain +4 to your initiative, advantage on perception and investigations checks.
___
#### Chain Takedown
___
Starting at 17th when you exit stealth and attack a enemy creature with a Sneak Attack, if they reach 0 Hit Points and there is another creature within 10 ft of them, you will gain an Extra Attack that you can without spending any movement, move towards that target and attack it with advantage, if they also goes down you gain another Extra Attack and can move to that target as long as they are within 5ft of you, but you have disadvantage on this attack.
If any of the creatures doesn’t reach 0 Hit Points from this chain of attacks, then you will lose the rest of your remaining Bonus Actions or Reactions for this turn and if it’s the last creature in the chain.
\page
## Sorcerous Origins
#### - Child of Cosmos
#### - Pseudo Genie
\page
## Child of Cosmos
___
“A Child born beneath the cosmos’s accursed sign are no child indeed, for they will be the wanders that shall go mad from their insight into the unknown and seek their doom in the description, they must be cleansed.” – Bertrade, Mother of Bells.
___
A Child of Cosmos is a rare thing indeed, the conditions for them to be borne is so atomically low that when it happens its often seen as a sign of doom and destruction.
A Child of the Cosmos is a name given to a child borne as a still birth doing what is called a “Far Realms Laps”, which is when portals between the Far Realms are perfectly aligned with the portals all the way to the Material Planes, this phenomenon is a manmade one, though few now this fact,.
Doing this time the portal will not normally open and focus the energy to the child and infuse it with insight into the other realms, growing eyes on the inside and staining their hair white and returning them back to life with a burst of cosmic energy.
Because of this they are often seen as demons or foul dreaded creatures while young, often killed or sacrificed to wash away sins, like the cleric Bertrade, Mother of Bells used to, going from city to city killing the children in the name of her lord in the hope that no more would be borne.
___
Most Children of the Cosmos goes mad within their adulthood, being unable to withstand the signs, though some manages to suppress them and become “Forgotten Children” which can regain their curse in later years.
But it’s also possible that those who go mad are merely the Children of Cosmos that doesn’t find answers in their insights into the Far Realms.
___
If you ever see a mad rambling whitehaired person on your adventures, it’s quite possible that they aren’t mad, but merely can see what others cant.
___
“… Yet those who go mad are merely thoughtful souls who failed to reach any conclusions.” - Wigmund, The Living Storm.
Credit: Jason Chan (licens holder Blizzard)
Link: https://2.bp.blogspot.com/-OHv8lEcWcnI/Ut32slESv7I/AAAAAAAAAFA/YDWHGq7xYX8/s1600/full.jpg
___
#### Origin Spell List
| Player Level | Spells |
|:----:|:-------------|
| 1st | Detect Magic, Magnify Gravity |
| 3rd | Immovable Object, See Invisibility |
| 5th | Melf's Minute Meteors, Pulse Wave |
| 7th | Galder’s Speedy Courier, Gravity Sinkhole |
| 9th | Temporal Shunt, Mass Cure Wounds |
#### Reborn By the Cosmos
___
Being no longer fully human when you gain this subclass at 1st level, your creature type is now also considered an Aberration apart from your original typing, you can now also freely pick if you want to permanently replace Charisma as your spellcasting ability, instead using Intelligence, by doing this you can also choose if you want to forgo proficiency in Charisma saving throw and gaining it in Intelligence instead and gaining proficiency in Intelligence (Insight).
___
#### Cosmic Dreamer
___
When you awaken to the power of your origin as a Child of Cosmos at 1st level, you gain a uncanny understanding of stars and the life and workings of the unseen.
You can always determine where you are by looking at the stars as well as what season and day it is.
When you take a rest, you don’t actually sleep, instead spending your time in a haze like condition where you look at the stars if it possible for you to see them, otherwise its just a normal sleep.
Doing this time you can get a random glimpse into the cosmos, you roll a d20 and the DM picks a random Aberration of equal challenge rating to your roll that you dream of, but if it’s a 1 the DM can freely pick from any Aberration of challenge rating 1 or lower.
The Aberration you were dreaming of is real and is somewhere out there, it’s even possible for it to somehow know that it’s being watched, trying to knock of your gaze and if possible waking you up, but if you go back to sleep immediately it doesn’t break your long rest.
Anything you have seen that aberration do you will instantly be able to recognize if you come across it while awake.
\page
___
#### Forms From Beyond the Stars
___
When you reach 6th level, you will for a moment gaze into the cosmos, taking some of it powers and altering your form, twisting the cosmos around yourself and turning you it into the form of an Aberration, but unlike true Aberrations you will have a visual aura around you and cosmos can be seen in your eyes.
___
You take an Action to activate the transformation, you can hold this new form for a number of turns equal to your level + 2 or until you the form is reduced to 0 Hit Points in which case you reverte to your normal form.
___
The new form can be of any Aberration you have seen with a challenge rating equal to your half your sorcerer level or lower. You transform into average example of that creature, one without any class levels.
___
Your game statistics are replaced by the statistics of the chosen creature.
___
You can’t use any legendary actions or lair actions of the new form.
You can also not cast spells that the creature would know unless chose to expand a number of sorcery points equal to the spells level and cast the spell with the rules of a standard example of the spell.
But you cant cast spells any spells from your human form while in another shape.
___
You have the average Hit Points and Hit Dice of the creature you are transforming into.
If you choose to revert to your original form you still take a tole from the transformation, only returning with half the number of Hit Points you had from when you transformed.
If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
___
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any racial features you have in your original form (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
___
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
___
You can only take this action once a day, taking a point of exhaustion if you use it again within 3 days of each other.
___
#### Glide Through the World Between Worlds
___
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
___
#### True Cosmic Form
___
Your powers and connection to the cosmos and your Aberration form is greatly expanded, starting at 18th level, you now learn the spell "Shapechange", but with 2 from the original version of the spell differences.
___
Additional rules to "Shapechange":
- You ignore the concentration rule if you'r curently a transformed into an aberration, instead of making Constitution saving throws you can choose to succeed instead, but if you ever are in need to use this ability you will find yourself taking 1d10 extra damage instead.
- You have to have atleast half your remaining Hit Points if you want to gain the effect of the previous rule.
- You are not in need of spell components for this spell, as long as you havent used it during the last 5 days.
\page
## Pseudo Genie
___
When a person dies in any of the elemental planes, their soul normally can’t escape and enter their intended afterlife, they will instead over a couple of hundred years be transformed into either a Djinn (plane of air), Efreet (plane of fire), Dao (plane of earth) or a Marid (plane of water).
This means that if you somehow manage to escape you will still be transformed over time unless something stopes it.
Whatever it’s a case of a experiment, an intervention by a god or a magical anomality, your transformation stopped half way, meaning that whatever race you are, will have some of the powers of a Genie.
You have then been reborn in a new body with the following side effects.
#### Elemental Plane Origen
___
Even though you never will become a full genie, your partial transformation has left your soul tainted and you will take on some of the characteristics of whatever plane you died on in your previous life before you were reborn.
___
##### Water:
If you were about to become a Marid you will always find yourself a bit moist and be a much better story teller, like a Marid you find it natural to brag and make your stuff always sound better than a normal person would describe it as.
You gain proficiency Performance, unless you already have then it becomes expertise as well as being able to speak Aquan and being able to hold your breath for up to 1 hour.
___
##### Fire:
Efreet’s often sees themselves as fair, orderly, strong, just, better than everyone else and they tend to prefer brass over any other metal, if you died on the elemental plane of fire and would have become a Efreet you will gain the ability to cast a few fire based spells:
Pick one of the following spells and cantrips that you can cast once a day without expanding a spell slot:
___
"Sacred Flame" or "Fire Bolt."
___
Aswell as either: "Burning Hands" or "Hellish Rebuke"
___
##### Earth:
Dao’s are often eager to flex about their wealth, bragging about how much they have and how easy value is to locate.
Like them, you will find money much more attractive, but not to spend, more to flex about your wealth even if you don’t intend to use it.
You always know the exact value of any item that is made of gold, silver, platinum or any gem stone.
___
##### Air:
Djinni’s are the least “evil” types of Genies and often goes into partnerships with mortals, like them you will find it easier to trust others and make others trust you.
You are also able to craft a amulet out of any item that can be used as a container like a crystal ball, lamp or shoe box, this item you can give to any one person and when rubbed which will cost 1 bonus action in combat, they will summon you to their location, as long as they are within 200ft of their location doing combat or 10000ft out of combat.
The container will break after 5 uses and you will have to spend 6 hours making a new one.
___
#### Elemental Protection
___
Starting at 6th level, you will become resistant to the element associated with your origin, as well as being able to choose to spend a 2 sorcery points and a Bonus Action to give up to two creatures of your choice within a 30ft radius resistance to that element as well for a 2 minutes.
___
- -- Air: Force
___
- -- Fire: Fire
___
- -- Water: Cold
___
- -- Earth: Necrotic and Poison.
___
#### Hurl Through the Planes
___
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to the plane of your origin, doing so will have a different effect depending on where you are from, the creature then disappears and is hurled to that plane:
___
##### Water:
The creature is transported to a random Marid palace somewhere in the elemental plane of water, they have to spend 4d4 turns on this plane and will take any damage from drowning they normally would if under water and the chance of being captured by the creatures grading the palace, this will cause the creature not to be able to return until it escapes.
___
##### Fire:
Not many creatures can survive on the plane of fire, each turn the creature takes 1d4 times your proficiency as fire damage and has an chance to run into a creature from the elemental plane of fire.
They stay here for turns equal to your level or until they can make a DC 18 Wisdom saving throw.
___
##### Earth:
The creature is hurled to the plane of earth, unlike other planes this one is more concrete, the creature will though be consistently blinded since the plane of earthst is basicly only caves and having the blind condition while there, they will stay here for turns equal to your level of your max remaining spell slot.
Ones they return they will be blinded for the next 2d4 turns as they readjust to the light.
\page
##### Air:
The creature is sent right into the palace on the elemental plane of air and infront of its owner, they then have to convince the Djinn to send them back or be stuck on this plane for 2d8 turns.
___
#### Noble Genie
___
Starting at 18th level, your realize that if you haven’t been saved from your transformation, you would have ended up becoming a “Noble Genie”.
What is so special about this type of sub species, is that they are the only ones that can grand wishes, cause they are able to touch the fabric of existence itself.
Like them you will be able to grand a wish to you and an ally once in their life and you have to wait a week between each wish, but the wish must be one of the following choices, but you can’t explain what they fully entail:
___
- -- I wish time to stop: Time stops for you and one other ally creature for 1d10+1 turns, doing this time you can move around, attack and throw spells, as long as they don’t need concentration.
___
- -- I wish to be rich: 600 platinum pieces appears in a sack no more than 10 ft Infront of the person wishing.
___
- -- I wish for an item: You create one object of up to 8,000 gp in value that isn't a magic item. The object can be no more than 200 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
___
- -- I wish for protection: you and the ally gains immunity to 1 element of your choice and resistance to 2 for the next week.
___
- -- I wish for love: The wisher thinks of 3 people they wish to fall in love with them and 1 they don’t wish, roll a d4, on a 1 they get the person they don’t want to fall in love with them.
___
- -- I wish for a second chance: You undo a single recent event, the people involved except you and the wisher remembers nothing of that event ever happening, any recorded evidence is deleted.
___
- -- I wish for someone gone: Any one creature of no more than CR 6 is permanently deleted from existence, revives can’t bring them back either but a wish spell can.
___
- -- I wish I was young: The wisher is set down to the age of their choice, but they are also set down to half their level rounded down.
___
- -- I wish for something random: roll 4 times on the wild magic table and 1 time on the magic bean table.
___
- -- I wish to be sure to hit with my next attack: Doing your next turn all your attack(‘s) are going to hit no matter the ac or your hit roll, the attack(‘s) also auto crit.
___
- -- I wish to grow/shrinks: The creature grows or shrinks no more than 2d6 inches of their choice.
___
- -- I wish for a awesome ride: You are given a random Infernal War Machine, roll a d4, 1: Devil’s ride, 2: Tormenter, 3: Demon grinder or 4: Scavenger
\page
## Warlock Pacts
#### - Pact of The Doll Maker
#### - Pact of The Living Library
\page
## The Doll Maker
___
You have made a pact with a creature like no other, a creature that lives in its own small realm as a god, but unable to leave, it will send out gifts in form of small dolls that it has made itself with its needle like fingers, in the shape of the child or young adult it is meant for.
This doll will find its way to the person, whereafter they will gradually be drawn to this “other world” as their normal home will start to become more and more ugly, just before the Doll Maker will open a doorway into a world that is made to look like a more perfect world of what they have.
The Doll maker will slowly seduce them to stay and if they verbaly agree to stay then the Doll Maker will steal their soul, collecting them for whatever purpose it intends.
It will do whatever makes the child happy to try to achive this, even though it’s all fake.
___
Sometimes, this creature will be in need of assistance, then they will find an adult that is unhappy with their life and make them a carrier of this Dolls, where they will have to find the child that its meant for and “gift it”.
This is where her curriers come in, they are given the powers to bring out her gifts and make sure that its excistence is never known, placing a curse on them to prevent them from speaking her name that comes in form of a "blessing".
Credit: Jacob Caluger
___
Link https://cdnb.artstation.com/p/assets/images/images/016/304/643/large/jacob-caluger-coralinedoll2.jpg?1551679727
#### Blessed With The Needle-Hand
___
Starting at 1st level, when you make the deal with your patron and agreeing to serve them, you are forever marked with a sign of your loyalty in form a ritual that will remove your primary hand and replace it with a magical mark that will attract needles and form a new arm in its place.
If you lose a needle or the entire hand, you can replace it with any standard needle by preforming a hour long ritual.
##### Needle-Hand
Melee Weapon (Simple)
___
Damage: 1d6 Piercing
___
Light, Finesse, Simple, Special
___
Special rule:
- Attacking with this weapon has +1 to attack rolls.
- When you hit level 11 this weapon is upgraded and attacking a target means that Immunity to piercing damage is now considered resistance, resistance is now considered standard effect damage and standard effect damage is now considered vulnerabile to piercing damage.
- This Weapon can be used as an arcane focus.
- If you hold no other item in your free hand you can add your Charisma modifier to damage rolls.
___
Weight: 3 Ib.
___
Cost: ??? gp.
___
\page
#### Blessing of the Doll Maker
___
After hitting 6th level, you are taught how to create a mark using the connection you have to the “Other Side”.
You can bestow a single permanent boost to each ally, all they have to do is accept it and understand that they will be connected like a knot to the other side and the Doll Maker, it will always know where they are and in return they will get a unique effect depending on the "blessing":
___
***Possible Blessings:***
___
- **Name of "Blessing":** The Stitched Mark
- **Effect:** When you make an ability check or a saving throw, you can use this feature to add a d4 to your roll. You can only once ever 10 minutes and you can’t do so after already knowing the outcome of the initial roll.
- **Creation Time:** 10 minutes.
- **Material Needed:** Strings from the Other Side
- **Blessing Mark:** Like a Tattoo, but with strings that can be felt on the skin.
___
- **Name of "Blessing":** Strings of the Dreams
- **Effect:** As a bonus action, you create a whirling aurora of energy that swirls 10ft around you. Until the end of your next turn, all creatures in the sphere gain resistance to all damage.
Once you use this feature, you can’t use it again until you finish a long rest.
- **Creation Time:** 5 hours.
- **Material Needed:** Strings from the Other Side, Missing Limb of Person Being Blessed, The missing limb
- **Blessing Mark:** The Limb will be reattached with stitched to the body, but with stitches that can only be accomplished with magic.
___
- **Name of "Blessing":** Thimble Seal
- **Effect:** You magickly draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 3rd level or lower to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level, cantrips counts as 0 level spell for this "blessing".
- **Creation Time:** 1 hour.
- **Material Needed:** A Silver Thimble
- **Blessing Mark:** Cut of finger and a Thimble that will permanently take its place
___
- **Name of "Blessing":** Eye of the Maker
- **Effect:** You are now connected to the Other World, you can see through any other “eye” that is connected to the Doll Maker, if 2 creatures with the "Eye of the Maker blessing" can both see each other within 100ft then any creature they are engaged in combat with is considered "flanked" and each of them has advantage on melee attack rolls against that enemy, the creature gets a -2 to attack rules against a creature with the "Eye of the Maker blessing" if the before mentioned conditions are met while it uses a attack action.
- **Creation Time:** 5 Hours.
- **Material Needed:** Buttons, One eye missing on the creature being marked.
- **Blessing Mark:** One Eye will be removed from the person and a Button will take its place.
___
- **Name of "Blessing":** The Hollow Mark
- **Effect:** Your hit point maximum increases by 8 and increases by a d4 whenever you gain a level.
- **Creation Time:** 2 hours.
- **Material Needed:** A piece of cloth from the Other Side.
- **Blessing Mark:** A piece of skin will be removed, and a cloth will be stitched on instead, that then will grow into the skin and “fuse” to the body.
___
#### Create Doll
___
At 10th level, you gain the ability to commit a 5-hour long ritual on a dead creature of a size no larger than medium, with the magic of your patron, the ritual requires string from a magical creature or it being made in the Other world by your patron.
That creature is then transformed into a doll-like version of what it was before, but with some clear differences like having buttons for eyes, having clear stiches and being a lot heavier.
It can be determined to be fake with a DC 9 perception check.
The creature cant be of a CR more than your proficiency + 4.
___
The Doll will have some altered effect
- It can’t use magic
- It can’t fly.
- It's AC can’t go above 17.
- It is now immune to bludgeoning damage, but vulnerabile to slashing.
- It can’t talk.
___
You can communicate telepathically and see what the creature is seeing, as long as the two of you are on the same plane of existence.
It always goes last on initiative.
___
#### Transformed by The Other Side
___
Starting at 14th level, you will start to be affected by your connection to the “other side” and by that your patron will be able to effect your soul and flesh, forming it to something still human, but closer to that of a doll.
___
Your flesh will start to feel more artificial, you no longer bleed when cut and stitches start to appear on your body between rests, to indicate you no longer being fully human.
You gain the following effects:
- You are Immune to bludgeoning damage.
- When you go unconscious, you can spend a number of Hit Dice of your choice and roll them, where after you 1d4-1 turns later will awaken with that amount of hit points, as you are magically stitched and fixed, with the power of your patron.
___
But if the process is stopped, like by being a attacked, you wont get a failed saving throw, but you will lose the Hit Dice you used, restarting the effect, if the damage is done exceeds the healed amount you are stuck on saving throws for 3 rounds..
___
\page
## Pact of The Living Library
___
Ancient magic, from before the spell plague, created some amazing magical creations that today is seen as artifacts of a bye gone area, like the floating city’s that is powered by Mithilai’s, which is no longer possible to create.
But what were to happen if one of this buildings were to be build powers drawn from the old ones? How many of this structures exist isn’t known, but the structures is almost sentient, one of this buildings is the Living Library of Hexxus, filled with creatures that does nothing but to find knowledge with the goal of collecting an example of every book in existence, its believed that if you want a book on subjects you better be an extraordinary adventure or hope you are invented by the library.
Able to teleport and the ability to give powers to its seekers, has left this library in a haze of mystery, but you have somehow found your way and accepted the job as a seeker.
___
#### Spell List
| Player Level | Spells |
|:----:|:-------------|
| 1st | Comprehend Languages, Identify |
| 3rd | Silence, Locate Object |
| 6th | Catnap, Tongues |
| 8th | Leomund's Secret Chest, Polymorph |
| 10th | Legend Lore, Animate Objects |
___
#### Knowledge of The Seekers
___
Starting at 1st level any text you read you will be able to memories to perfection, being slightly psychically linked to the library, you will also know if the library has a copy of any text you find.
#### Study Partner
___
Starting at 6th as an action, you create a copy of yourself that lasts for 3 minutes, or until you lose your concentration (as if you were concentrating on a spell), where after it transforms into a pile of goop that evaporates over the next minute.
The copy appears in an unoccupied space that you can see within 30 feet of you. Unable to cast magic but still interact with any object, its turn is right after you in combat and outside of combat its perfect for reading multiple text at once.
After it disappears, any new information it learned, is shared with you and the library.
___
In combat the Study Partner has 10 AC and 5 Hit Points.
___
At 10th level the Study Partner can now cast cantrips.
___
#### Understanding
___
Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any spell of level 4 or lover that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.
___
#### Gift of Dedication
___
Starting at 14th you link to the library will be expanded greatly, you pick one 7th level spell you can cast once a day without components, at 17th level you pick another 7th level spell you can cast at will without components.
These spells does not need to come from the warlock spell list.
Credit: The Legend of Korra (Nickelodeon)
\page
## Wizard Arcane Traditions
#### - School of Narcomancy
#### - School of Tyromancy
\page
## School of Narcomancy
___
Narcomancy is the magical utilization of sleep. Every wizard knows that doing their studys the most important thing if you want to learn something is to give your brain the time it needs to absorb this information, the wizards of the School of Narcomancy knows this better than anyone, fully studying the properties of sleep and often practising the ability of Lucid dreaming so they are able to work even when sleeping.
___
Thies wizards specialise in avoiding combat and instead utalize sleep and rest to calm emotions and let situations defuse.
___
It is not known when this school of wizardry started, but the oldest oneirocritic manuscript hitherto discovered is the "Karasul's note book: Narcomancy" which dates back around 2000 years.
___
This book contains details about the concept and practise of Narcomancy, however it is often debated on if it really is as old as expected, since a lot of terms that first came to be around 300 years later, aswell as having numerous inconsistencies that could indicate that multiple people have written it, leaving it heavely scrutenised as a sourcebook about Narcomancy.
___
Credit: Tooth-w
___
Link: https://i.pinimg.com/564x/61/e6/be/61e6be5b6b850e3dc90d44e093a604da.jpg
#### Lullaby
___
Beginning when you select this school at 2nd level, you gain proficiency in one of the following instruments: Flute, Shawm or Viol.
___
If you chose to play on your instrument for a hour while the rest of your party falls asleep they will get the benefits of a long rest on a short rest, or doing a long rest they may awaken with either:
- 2d6's they can use for any Attack roll or Damage roll of their choice.
___
Or
- Gaining a extra spell slot equal to their proficiency modifier, if the other player is playing a half or 1/3 caster they instead gain a extra of their max possible spell slot.
___
You also can't be put you to sleep by magical means.
#### Refreshing Touch
___
Starting at 2nd level, you can as a action touch a willing creature, this creature can then use a number of hit dice equal to your proficiency modifier, instatly healing themself as if they have taken a short rest, each creature can only benefit from this once a long rest.
___
If you use this feature on yourself you can roll a d4 for each hit dice rolled, on a 2-4 you still use the dice, but on a 1 you gain the effect of the dice without spending a hit dice.
___
#### Dream Walker
___
Starting at 6th level if a creature you are familiar with, that can be found on the same plane of excistnace as you and is curently sleeping, you will magicaly be able transport creatures or items to their location, including yourself and allies as long as the creautre is stil sleeping.
___
You do so by touching another sleeping creature and placeing your hand on its body, you can then see any creature that is sleeping that you have seen within the last week.
If a creature want to be transported to the sleeping creatures location from your possision, they mearly have to touch your body to do so, instantly being transported.
___
However you must have seen them or it in person, with your own eyes, within the last week.
___
The transportation makes no sound and any creature trnasported is droped within 30 ft of the speeling creature.
___
#### Emergency Rest
___
At 10th level if you ever reach 0 hit points doing combat, you will automaticly casts a "Sleep" spell centered on yourself at 9th level, any creature of your choice within the first 90 ft of the spell will be immune to the effect.
___
You can only use this ability once a long rest.
\page
___
#### Dreamers Prison
___
Starting at 14th level you learn how to weave your dreams into reality, being able to make it seem for a moment that the line between reality and dreams are blurred, at the start of each morning you pick one of the two options listen below and is able to use that ability until you switch again.
___
##### Reality Dreamer
___
Once you activate this effect, you create a sphere of 150 ft centered on your location from when you activated this effect, altering reality and merging it with the dream world by the help of magic.
___
As long as you are within that area any time you would normaly hit 0 hit points your body will instead disappear and doing the start of your next turn you will respawn within 10 ft of your previous location, having taken 0 damage from the previous turn and any effects cast upon you removed, but you will have no memory of anything that happend doing the last turn.
___
Every time you hit 0 hit points in this area you will lose the lovest spell slot you have automatically and the effect of "Reality Dreamer" will take effect, as long as you have more spell slots and havent taken a long rest this area will persist existing.
___
##### Nightmares and Daydreams
___
As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the creature is magically put to sleep for 2d6 turns without it knowing that what it from that point on experiences is a dream, fully beliving that its real.
___
If you are within 20 ft of the target you can control the dream, altering it as you wish and being able to see anything that is going on doing the dream, if you want to you can make walls apear out of nowhere, make multiple creatures spawn that can't deal damage or make it belive that it itself just woke up from a dream. The creature will explain away anything to itself as long as it wouldn't break the barriers of possibility for the situation. This effect ends early if the creature takes any damage.
\page
## School of Tyromancy
___
Tyromancy is often seen as an extremely weird form of magic, using cheese in combination with divination magic to read the future by either consumption or production of cheese.
This rather peculiar type of divination magic is often used by gypsies and middle class scholars, seen as to complicated by poor folks and beneath “real” divination wizards.
___
Though being rather smelly, it does offer some advantages from standard schools of magic, which is a well keep secret by Tyromancers and the people practicing it.
___
Tyromancy is often thought by parent to child, but sometimes people that shows signs of divination magic capability’s will sometimes be taken in by someone who knows the techniques, in hopes that they can spread there way of divination so it can become a legit magic divination method.
#### Cheese Creation
Tyromancy is often seen as an extremely weird form of magic, using cheese in combination with divination magic to read the future by either consumption or production of cheese.
This rather peculiar type of divination magic is often used by gypsies and middle class scholars, seen as to complicated by poor folks and beneath “real” divination wizards.
Though being rather smelly, it does offer some advantages from standard schools of magic, which is a well keep secret by Tyromancers and the people practicing it.
Tyromancy is often thought by parent to child, but sometimes people that shows signs of divination magic capability’s will sometimes be taken in by someone who knows the techniques, in hopes that they can spread there way of divination so it can become a legit magic divination method.
#### Divination Cheese
Starting at 2nd level, you and up to 3 friendly creature at the start of each long rest, can bite into a slice of cheese, which you use to tell their future.
Every creature that does this has to roll a d6, getting an insight into the future and letting them reroll a d20 with advantage, that they save and can use to replace a saving throw or ability check made by that creature with one of the saved foretelling rolls.
The d6 determines which of the corresponding ability the d20 can be used for.
Once you have read their future you cant do so again until you finish a long rest.
Ability
- 1: Strength.
- 2: Dexterity.
- 3: Constitution.
- 4: Intelligence.
- 5: Wisdom.
- 6: Charisma.
___
#### Strong Cheese Brings Strong Health
___
Starting at 6th level you can add half your Constitution modifier rounded down to all your single target cantrip.
And you pick one of the following 2 effects:
- You also become proficient in Constitution saving throws and your hit point maximum is increases by 3d4 + 3 hit points.
Or
- You add your Constitution modifier to the damage you deal with any cantrip, your hit point maximum is increases by 2 hit points and increases by 1 again whenever you gain a level in this class.
___
#### It Lives!
___
At 10th level, you add the Animate Objects spell to your spellbook, if it is not there already. You can cast Animate Objects once a day without expending a spell slot.
However, if you target cheese with this spell you can do so an extra time for free.
Ones you cast Animate Objects in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
___
#### Smelly Foresight
___
Starting at 14th level, the d20 that a creature gets from your “Divination Cheese” ability is now improved and they get 2 d20’s every time they bite into your cheese, which you then read off.
___
You especially gain a extra good effect if you read your own future, you will have advantage on saving throws against spells.
___
\page
# Player Races
### Chwinga
### Half-Ettin
\page
## Chwinga Race Details
The Chwinga’s is a group of elemental sprints that lives in and of nature, they are often called “nature guides” since they like to guide travelers through the areas where they are from.
Mostly known for being secluded, they are known to find people they like more then others and sometimes help them on their journeys.
The Chwinga’s are shy and even though they take a liking to people, they will rarely show themselves to others and prefer to stay with their own.
Small and Shy
The tiny Chwinga spirits manages in a world full of larger creatures by avoiding notice. Standing about 0.5 to 1.0 ft tall, resembling small animated dolls with masks for faces. No Chwinga masks were alike, and they often took the form of animal faces or the trees of nature. Their hair is wild and unkempt while their limbs are slender and lean.
Chwinga’s don’t really feel pride in their life, but do like to work with their family, but what they do feel pride in is making sure that their face patterns always is clean and clearly visible.
Though their shy nature often leads them to wanting to avoided showing this Infront of others, even their own, which they also are shy around, but to a much lesser extent.
### Kind and Curious
Chwinga’s are shy but cheerful people. They cherish the bonds of family and friendship as well as the comforts of the nature, having no understanding or limited of the values of gold or glory, rather wanting to make sure that the people they are with or watching out for is always happy. When a Chwinga do though rarely become an adventurer they usually venture into the world for reasons of friendship or curiosity, often finding creatures of interest the reason to adventure, if a creature peaks a Chwinga’s curiosity by for example: wearing armor, carry weapons, the food they cook, or uses tools would be things that could peak their interest. Those that piqued a Chwinga’s interest enough could find themselves tailed by the diminutive elementals and given minor magical boons.
The features that drew Chwinga to individuals seemed completely arbitrary, ranging from height, a talent or other strange abilities.
### One with Nature
Chwinga lived and slept within natural objects like rivers and trees. They were incapable of speech and didn't have names.
If you find a Chwinga tribe in a jungle near you, its very likely they would never leave until they are either forced out by mass destruction or something peaks their curiosity enough to make them follow.
They often clean up in nature when no others are around, picking up gold, trinkets or left equipment from travelers and collecting it in “dumps” in deserted parts of the jungles they live in.
### Chwinga Names
The naming tradition for the Chawing people is different from any other culture, being elementals they don’t really grasp the concept of names unless they been in contact with people from the outside, which is why they will often either have no name, copy the name of the item or person that caught their interest or constantly switches name for what interest them currently.
___
Their names are often simple single names like:
Cho, Food, Ham, Omu, Ellua, Rat, Shiny, Squeak, Brow or Sharp.
### Tiny Creature
Being a Tiny creature, you creatures targeting you with melee or ranged weapon attacks has disadvantage on hits against you.
You also need specially made weapons and armor if you chose to wear any.
Chwinga’s Nature
You can magically take shelter inside a rock, a living plant, or a natural source of fresh water in its space. You can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair your sight. You can use your action to emerge from a shelter. If your shelter is destroyed, you will be forced out and appears in the shelter's space but is otherwise unharmed.
Your creature type is elemental.
### Elemental Nature.
Chwinga’s sleep but don't require air, food, or drink.
Languages
You can speak, read, and write Common and Druidic
___
Credit: Official Wizard of the coast art
\page
### Chwinga Traits
Your Chwinga character has a number of traits in common with all other Chwingas.
Ability Score Increase
Your Dexterity score increases by 2.
Age
A Chwinga has no known limit to their age, but they reach adulthood at the age of 3 months, being more of a floating spirit before they form their mask, which happens when their spirit becomes physical.
Alignment
Most Chwingas are neutral. As a rule, they are good-hearted and kind, but they have no ties to any side, group or reason, if you are good to nature and you have done something to interest them then they don’t care who you are they will help you, as long as you don’t try to hurt them.
Size
Chwinga average about 0.5 to 1 feet tall and weigh about 10 pounds. Your size is Tiny.
Speed
Your base walking speed is 20 feet.
### Subraces
The two main kinds of Chwinga, Guider and Cleaner, not being different races, they are more like different personality traits that the different Chwingas often tend to show more than the other. Choose one of these subraces.
### Guider Chwinga
The guider Chwingas are often the Chwingas who will be found guiding the people that traverses into their living areas through what otherwise would be dangerous surroundings to any other creatures, they enjoy looking from a far and interacting with nature to give hints on where to go.
Ability Score Increase
Your Charisma score increases by 1.
#### Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
#### Magical Gift
You target one humanoid you can see within 5 feet of your location. The target gains a supernatural charm at random. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.
You can’t give another charm until the person that previously received their charm either uses it or takes a long rest.
You can use this ability a number of times equal to your charisma modifier, with a minimum of 1 uses a day.
### Cleaner Chwinga
The cleaners are the Chwingas that prefer to be more alone, preferring the company of nature and keeping it clean, they have the ability to always somehow know when people intend harm on nature.
Ability Score Increase
Your Wisdom score increases by 1.
Natural Spellcaster
You gain the following cantrips:
“Druidcraft” and “Guidance”.
You also gain the ability to cast “create or destroy water” or “Detect Magic” once a day, recharging on a long rest.
#### Blindsight
You have a blindsight of 60ft.
#### Quickend Traveler
You gain a additionel 5 ft of movement.
\page
## Half- Ettin Details
Half-Ettin’s are as the name might suggest, half human and half Ettin’s.
While this creatures are rarely seen, being a combination of creatures that doesn’t usually get along, the Half-Ettin’s are a combination race where 2 players pick a head each.
Half-Ettin’s often tend to hide one head or just hide in general, being easy to detect and often feared, however they do tend to be both friendly and easy to approach.
### The Giant of Human kind, And How to Play It.
Half-Ettin’s are played like this:
Half-Ettin’s have 2 heads, the right head and the left head we will call Head 1 and Head 2.
Head 1 will be the “primary head”, they control the creature’s movement and the right arm.
Head 2 is the “secondary head” though losing a bit of control, the Half-Ettin’s strength comes from cooperation, and the secondary’s head wont only be the supporter, but they will combine with the primary head to create a much stronger living lifeform, trying to overcome the flaws of the Ettin monster.
___
Being a Half-Ettin means that you both share the same body, roll stats for the 3 physical stats: Strength, Dexterity and Constitution, the 2 players will have to agree where to place the 3 rolled states.
Hereafter both individual players roll individually stats for the mental stats: Intelligence, Wisdom and Charisma.
___
When a stat is increased, either by leveling up or with the racial stat boosts, when adding them to the 3 physical stats, both players get the same boost, while if any player add them to the mental stats, only that player get the stat boost.
___
Both players need to thing as Head 1 and Head 2 as one creature, so if either pick a feat, both have access to the same pool of feats, so if one of you pick Lucky, both players can use the luck points.
This only works if both heads meat the prerequisite to utilize specific feats, like Ritual Caster.
___
In the same way both of your physical saving throw proficiency, skill checks and when having to use them is shared.
While both of your mental proficiency’s are individually and doesn’t totally affect each other.
___
Both players combine their health pool to determine your health and AC, since you are 1 creature, if head 2 takes damage, it wouldn’t be different then if head 1 did.
But not Imitative.
##### Optional rule
Your max skill cap goes from 20 to 24 if skill caps are used in your game.
### Half-Ettin Names
Ettin’s have personal names given at birth.
A childhood name is often used among the people that they grew up with, but they tend to come up with their own name for when other creatures.
Head 1 determine the first half of the name, while head 2 determine the second half, this leads to a name like 1’2: Anc’lang, Cho’Sim, Ran’Tho.
Or just a standard Human name.
___
Head 1 Male Names: Runi, Altor, Ast, Yamo, Taku, Cho, Mak, Hak, Ane, Ran
Head 2 Male Names: Lang, Srim, Tho, Kasy, Gaw, Bewr, Kqe, Øve. Sed, Gem
___
Head 1 Female Names: Gpolia, Borli, Jwi, Jbia, Are, Worlia, Bike, Poifia, Gwudil, Erios
Head 2 Female Names: Ast, Lumi, Ali, Eri, Yuben, Luna, Tiana, Kafka, Lumen, Darum
### Ettin-Kin Traits
Your Giant heritage manifests in a variety of traits you share with other giants.
While still being partially human, both of your will have different traits that can be a mix of both Giant-kin and human kind.
Half-Ettin’s look very much like Ettin’s, but with a more human like form.
Though the primary head often lagging the defining Ettin features, it’s not impossible for both heads to have 1 or 2 eyes, sharp teeth, weird facial hair, the slightly bigger mouths or just straight up looking human with a weird neck.
Both heads tend to have their own personality, goals and expertise, they can even be so different that they don’t see each other as the same creature, which some of the smartest Ettin’s sometimes end up seeing.
Unlike Full blood Ettin’s, the Half-Ettin’s can be Female AND Male on both sides or individually, the secondary head determines the body’s gender.
### Head 1:
___
##### Ability Score Increase
Two ability scores of your choice increase by 1.
___
##### Age
Young Half-Ettin’s grow up slowly but tend to age fast after coming of age. They reach adulthood at the age of a 30 and live to around the age of 80.
Alignment
Half-Ettin’s don’t tend to have a specific alignment, being half human means that they aren’t forced into one alignment nor are they pushed more towards one then the other.
Size
Half- Ettin’s are taller and heavier than humans, standing well over 7 feet tall and averaging almost 400 lbs. Your size is Medium.
___
##### Speed
Your base walking speed is 30 feet.
___
##### Primary Head
Being the Primary head, it has always been your job to move your body around, you are the only one that can move both of yours body.
\page
##### Ogre Hide
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d6. Add your proficiency to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
##### One Armed Creature
Only being able to control 1 of your 2 arms can be a pain, you are no longer able to wield 2 handed weapons and you can only use a shield if you are ok with not being able to attack in any other way.
Languages
You can speak, read, and write 2 languages of your choice between Common, Giant and Orc.
### Head 2:
____
##### Ability Score Increase
Three ability scores of your choice increase by 1.
____
##### Age
Young Half-Ettin’s grow up slowly but tend to age fast after coming of age. They reach adulthood at the age of a 30 and live to around the age of 80.
Alignment
Half-Ettin’s don’t tend to have a specific alignment, being half human means that they aren’t forced into one alignment nor are they pushed more towards one then the other.
___
##### Size
Half- Ettin’s are taller and heavier than humans, standing well over 7 feet tall and averaging almost 400 lbs. Your size is Medium or Large depending on what rules the DM want to use.
Speed
You can’t move.
___
##### Secondary Head
Being a creature unable to move has always left you more time to think and take more info in, you gain proficiency in perception checks and once each combat encounter you gain 1 extra bonus action.
___
##### One Body
Since there are 2 heads on 1 body, only 1 of you need to sleep at a time, if the Primary head is asleep, you can take over the movement until it wakes up, not being able to walk for most of your life does mean you have less control, you have disadvantage on all physical ability checks and your movement speed is halved.
___
##### Ogre Strength
Once between each long rest, when you hit a enemy with a melee weapon, you can chose to change it to a critical hit, after you know if it would have hit or not.
___
##### One Armed Creature
Only being able to control 1 of your 2 arms can be a pain, you are no longer able to wield 2 handed weapons and you can only use a shield if you are ok with not being able to attack in any other way.
___
##### Languages
You can speak, read, and write 2 languages of your choice between Common, Giant and Orc.
\page
# Fauna of The Dragon Archipelago
### Aberration:
- Lawbeksin (CR 4)
- Dream Piper (CR 5)
- Cerebrum (CR 16)
- Parietal (CR 17)
- Swarm of Light Eaters (CR 18)
- Ir-Nazul Spawnling (CR 9)
- Ir-Nazul (CR 19)
- Aspect of Averna, Last Mother of Chul (CR 20)
### Beast:
- Halflight (CR 0)
- Hobo-Hulk (CR 2)
- Manticore-Shrimp (CR 3)
### Celestial:
- Reflector (CR 4)
- Watcher (CR 7)
- Libram Daner (CR 10)
- Black Rose Dragon (CR 17/19)
- Soul Appraiser (CR 17)
### Construct:
- Origami Golem (CR 4/9)
- Coral Golem (CR 8/11)
### Dragon:
- The Seadrake (CR 1/2)
- Archipelago Wyvern (CR 6)
- Rust Wyrm (CR 7)
- Stained-Glass Wyvern/Cathedral Wyvern (CR 8)
- Sand Dragon (CR 9)
- Yellowjacket Wyvern (CR 14)
- Twin-Head Dragon (CR 18)
- Adult Coral Reef Dragon (CR 17)
- Ancient Coral Reef Dragon (CR 23)
### Elemental:
- Crysmal (CR 3)
### Fey:
- Genie Pig (CR 0)
- Tooth Fairy (CR 1/4)
### Fiend:
- Rottakin Hounds (CR 10)
- Lazila, Shunned Duchess of The Hells/Lazila, The Emancipated Auditor (CR 21)
### Monstrosity:
- Sand Napper (CR 1/2)
- Phase Horse (CR 3)
- Gibberer (CR 3)
- Bullygrung (CR 3)
- Broodmother Bullygrung (CR 3)
- Shumera (CR 5)
- Jugula (CR 7)
- Sludge Ogre (CR 7)
- Laimera (CR 7)
- Leeches of Slothmoar (CR 9)
### Ooze:
- Black-Powder Pudding (CR 5)
- Purple Pudding/Queen's Candy (CR 5)
- The Elephant's Foot (CR 20)
### Plant:
- Bush Finger/Grass Finger (CR 5)
- Peanut Giant (CR 6)
- Ancient Petrified Treant (CR 13)
### Undead:
- Swollen Vermin Host (CR 1)
- Lichdom Hydra (CR 23)
\page
# Aberration
\page
___
> ## Lawbeksin
>Medium aberration, unaligned
> ___
> - **Armor Class** 14
> - **Hit Points** 59(7d8 + 28)
> - **Speed** 30ft, climb 35ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|14 (+2)|14 (+2)|6 (-2)|6 (-2)|6 (-2)|
>___
> - **Damage Immunities** acid
> - **Vunerabilitys** cold
> - **Condition Immunities** blinded
> - **Senses** truesight 20ft, passive Perception 8
> - **Languages** -
> - **Challenge** 4 (1,100 XP)
> ___
> ***Corosive Blood*** Any non-magical weapon that hits the Lawbesksin loses a permanent -1 to damagerolls, ranged attacks of non-magical origins is destroyed on hit against the Lawbeksin and will deal no damage.
>
> ### Actions
> ***Slash.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage.
> ### Reactions
> ***Freakout.*** If the Lawbeksin is hit by a critical hit, it will make a earpiercing scream and any creature within 10ft must make a DC 12 Inteligence Savingthrow or lose half of their remaining Hit Points.
Whatever this creature is, it’s not from here, it has no organs being filled with mud and its head is hollow yet still bleeding, saying it’s an aberration doesn’t even fully fit cause some spells and rituals involving aberrations doesn’t seem to work on it:
This Creature is from a twisted world of reality based on powerful creatures nightmares, which only exist as long as the creature is sleeping, it can somehow escape this nightmare but it’s not known how and stay alive for up to 1 month outside of it before it dies.
The mud inside them can be used for perfumes, but if not refined correctly it will be corrosive.
Credit: Zdzislaw Beksinski
(All his art is un-named by his own choice, so you have to find it yourself.)
\page
Credit: Iwritemonsters
___
Art from game: Brawl of Cthulhu
___
**The Dream Piper** is a aberration from deep within the farrealms, they are some of the most inteligent creaturs in the known univers, but being unable to think longterm means that their inteligence is limeted to what is going on now, wanting to use it mostly to mess with people, making them do stuff to creat chaos in the world, like making people jump out of their window while asleep to make it look like suicide, they are belived to not needing to eat and only surstains themselves on their own mental power.
___
The Dream Piper does need to eat, however it dosen not consume food like many other creaturs, instead feasting on the despair that it creats by eating the frustrations of people that is affected by its actions.
They are unable to think past the curent day, but their huge inteligence means that they always are able to figure out something to do.
Most Dream Pipers creats their own Pipes, but they are able to use any mortals musical pipes or flutes for their power, disliking their sound, they will only do this if they have to.
\page
___
> ## Cerebrum
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 24 (Natural armor)
> - **Hit Points** 120 (10d20 + 20)
> - **Speed** 35ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|25 (+7)|8 (-1)|21 (+5)|16 (+3)|8 (-1)|15 (+2)|
>___
> - **Damage immunities** thunder, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine or silvered.
> - **Vunerabilitys** psychic.
> - **Condition Immunities** frightened.
> - **Senses** passive Perception 9
> - **Languages** Thinks in Deep Speach but cant speak.
> - **Challenge** 16 (15,000 XP)
> ___
> ***Spider Climb.*** The Cerebrum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
>***Reckless Rampage.*** The Cerebrum has advantage on all melee weapon attack rolls it makes during it's turns, but attack rolls against it have advantage aswell.
>
>If the Cerebrum takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
>
> ### Actions
> ***Gore.*** Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
>
> ***Draining Gore.*** Melee Attack: + 12 to hit, reach 5 ft., one creature. *Hit:* 14 (2d6 + 7) piercing damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
___
Big hulking creatures, they are the brute force of the Far Realms, they arent large but if the far realm ever were to use "attack dogs" thies creatures would deffently be the ones they would use.
___
They come in a plethora of forms, some giant some only large, some with spikes some smooth.
Not a single one looks alike.
___
Like the Astral Dreadnought the Cerebrum is also capable of seeing and breaking the silver-line that connects a person to their body, so dont leave your body if thies creatures are near.
\page
___
___
> ## Parietal
>
>*Medium aberration, chaotic evil*
> ___
> - **Armor Class** 16
> - **Hit Points** 204 (19d12 + 90)
> - **Speed** 50 ft., climb 45 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 16 (+3)| 22 (+6)| 8(-1)| 16 (+3)| 16 (+3)| 6(-2)|
>___
> - **Skills** Perception +12, Stealth +18
> - **Damage Immunities** force, bludgeoning
> - **Senses** Darkvision 120 ft., Passive Perception 14
> - **Languages** Common, Deep Speach, Giant
> - **Challenge** 17 ( XP)
> ___
> ***True Immortal.*** The Parietal fully regains its form after 1d4 + 2 weeks whereafter it regaining 1 hit point a day until it regains its full strength.
>
> *** Spider Climb.*** The Cerebrum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
> ***Innate Spellcasting.*** the Parietal's innate spellcasting ability is Inteligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
>
> at will: Dancing Lights, Darkness, Magnify Gravity, Invisibility, Sapping Sting.
>
> 5/day each: Pulse Wave, Arms of Hadar, Blur.
>
> 1/day each: Dark Star, Chain Lightning, Gravity Fissure.
>
> ***Patient by Default*** Always goes last on iniative.
>
> ### Actions
>
> ***Multiattack.*** The Parietal makes two slashing attacks.
>
> ***Burst Wall Jump (Recharge 3–6)*** If the the Parietal is clinging to a wall and can see another one it instantly jumps to the other wall, if a single creature is in the way it will have to make a DC 18 Dexterity Saving Throw or get grappled and dragged along until they hit the wall, taking 36 (6d12) bludgeoning damage + 18 (3d12) force damage on a failed save, this attack dosent provoke oppertunity attacks.
>
> ***Slashing.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 9) slashing damage + 8 (4d4) poison damage.
Credit: Ben Greene
___
Link: https://cdnb.artstation.com/p/assets/images/images/004/086/213/large/ben-greene-phoenix-08.jpg?1480231345
___
If you see a Parietal you basicly have one option, run.
___
What makes the Parietal so feared is that they are basicly the rats of the far realms, going from place to place without any natural creatures addapted to take them down, they have to abilitys that makes them almost impossible to deal with their immortality and their jumping speed, they are with one of their abilitys jump with a speed of 110 mph with a acceleration from 0 to 100 in 1 second, if a creature is hit by most will die instantly.
___
But their most dangerous feature is their immortality, unlike other semi-immortal creatures this one dosent have a real soul and because of that when they "die" their essenss will remain around any remaining flesh, magically growing it until its able to return to its body.
___
Thies creatures dont reproduce, their numbers are fianied and its unknown when they came to be or how.
\page
___
> ## Swarm of Light Eaters
>*Gargantuan swarm of tiny aberration, unaligned*
> ___
> - **Armor Class** 21 (natural armor)
> - **Hit Points** 200 (23d8 + 100)
> - **Speed** 2 ft., fly 50 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)| 19 (+4)| 19 (+4)| 15 (+2)| 15 (+2)|8 (-1)
>___
> - **Saving Throws** Dex + 10
> - **Damage Immunities** radiant, fire, poison.
> - **Damage Resistances** force; bludgeoning, piercing, and slashing from nonmagical weapons.
> - **Vunerabilitys** acid, cold.
> - **Condition Immunities** charmed, exhaustion, paralyzed.
> - **Senses** passive Perception 12
> - **Languages** -
> - **Challenge** 18 (22,000 XP)
> ___
> ***Swarm*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a 2 inches. The swarm can't regain hit points or gain temporary hit points.
>
> ***Eater of Aura*** Any healing done to any creature occupying the same space as the Swarm of Light Eaters will find the healing to have no effecct, instead it will restor health to the nearest Swarm of Light Eaters.
> Examples include: Any healing spells, magical items, potions or class abilitys aswell as any other form of healing.
>
> ***Acclimated*** When hit by cold damage the speed of the Swarm of Light Eaters are halved.
>
> ***Magic Resistance.*** The Swarm of Light Eaters has advantage on saving throws against spells and other magical effects.
>
> ### Actions
> ***Bite and Stings.*** Melee Weapon Attack: +10 to hit, reach 0 ft., up to three creatures in the swarm's space. Hit: 10 (10d4) piercing damage and 20 (10d8) poison damage, or 5 (5d4) piercing damage and 10 (5d8) poison damage if the swarm has half of its hit points or fewer.
>The targets must succeed on a DC 20 Constitution saving throw or take 8 (2d8) poison damage that cant be reduced by any means aswell as getting a -2 to their Charisma score for the next 24 hours.
>
> ### Reaction
>
>***Food Seaker*** If a creature is healed within 100 ft of the Swarm of Light Eaters they can then move up to half its movement speed towards the healed creature without provoking opportunity attacks.
Credit: Official Starcraft Art (license holder Blizzard)
_____
While the creatures known as light eaters are disgusting and vile looking far away, its nothing compared to what they look like up close, their sharp teeth, stingers and pincers is either insect carapace like or covered in a extreamly sticky slime that has a multituted of uses for them, they use it to drastically decrease the sound they make when flying, meaning the swarm is basicly soundless while moving, they also use it to stick to the creature they are trying to eat of and mark a specifik creature as a target for a specifik swarm.
___
Unlike any normal creatures from other realms, Light Eaters are giant swarms of a few billion of these little drones that is by all means a hivemind, anything one sees is mentaly shared to the queen and then redistributed to the rest of the swarm.
The swarm has 1 queen, if the queen dies a new random drone will transform and take its place, if on the other hand a swarm gets to big a new queen will form and take about 40-45% of the drones with it.
___
The Swarm of Light Eaters feed on the flow of aura in other creatures, only inflicting extream pain that most of the time lead to death in the hopes that the aura will flow which they then consume.
This leads to them going to any source that manipulate and fix aura like divine healing spells.
___
The queen which is a 1ft long and 0.5ft thic worm that will be located in their hive, the hive will be any possible creature that will be carved out and petrified by the queens present after a long periode of time where the creature is still alive.
Holding onto a queen will lead to the swarm either trying to get it back or making a new drone become a queen. The creature holding the queen will slowly find themself turn to stone where after the queen will try to make them a new hive with a 0.5% chance without any drones.
\page
___
___
> ## Ir-Nazul Spawnling
>*Medium aberration, chaotic neutral*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 133 (14d10 + 56)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 18 (+4)| 11 (0)| 18 (+4)| 8 (-1)| 3 (-4)| 1 (-5)|
>___
> - **Saving Throws** Dex +7, Con +7
> - **Skills** Perception +2
> - **Damage Immunitie** psychic, cold
> - **Condition Immunities** stunned
> - **Senses** blindsight 90 ft., passive Perception 12
> - **Languages** Deep Speach
> - **Challenge** 9 (5,000 XP)
> ___
>***Cold Aura.*** At the start of each of the spawnling's turns, each creature within 5 feet of it takes 4 (1d6) cold damage. A creature that touches the spawnling or hits it with a melee attack while within 5 feet of it takes 4 (1d6) cold damage.
>
>***Bonechilling Cold.*** Cold damage dealt by the the spawnling ignores cold resistance.
>
> ***Maddening Hunger.*** Once a turn before the spawnling takes any action, it will use one of the following effects, roll a d10 and pick the corosponding effect.
>
> ****1-2 (Spawnling Burst)**** The spawnling deals 22 cold damage to any creature within 5ft of its location, all rolls has +1 from now on for the effects of Maddening Hunger.
>
> ****3-4 (Rush)**** The spawnling moves 5ft and makes a claw attack.
>
> ****5-6 (Hunger)**** The spawnling move up to a item within 10ft and tryes to eat it, if no item is on the ground within range it can try to make a contestet grapple check against a creature within the range, on a failed the creature is restrained.
>
> ****7-8 (Wild Lash)**** The spawnling makes a single Pre-Stage Tentical attack with disadvantage.
>
> ****9-10 (Escape)**** The spawnling moves 10 ft away from a target which dosent provoke oppertunity attacks, all rolls has -1 from now on for the effects of Maddening Hunger.
>
>***Legendary Resistance (3/Day).*** If the spawnling fails a saving throw, it can choose to succeed instead.
>
> ### Actions
>***Claws.*** Melee Weapon Attack. +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6+4) slashing damage.
>
> ***Pre-Stage Tenticals*** Melee Weapon Attack. +7 to hit, reach 5 ft., one creature. Hit: 17 (3d8+4) bludgeoning damage, any creature hit must make a DC 16 Constitution saving throw, on a fail the creature takes cold damage depending on their size, 1d8 for small, 2d6 for medium and 5d4 for large, any creature of a size larger or smaller will have no effect.
A smaller version of the fully grown Ir-Nazuls, rarely seen since they grow up to full size in a few weeks, but doing the "larva" state they are much more hungry and will blindly eat basicly anything they find.
\page
___
___
> ## Ir-Nazul
>*Large aberration, chaotic neutral*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 207 (18d12 + 90)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 21 (+5)| 16 (+3)| 20 (+5)| 22 (+6)| 16 (+3)| 15 (+2)|
>___
> - **Saving Throws** Dex +9, Con +11, Cha +8
> - **Skills** Athletics +11, Perception +9
> - **Damage Immunitie** psychic, cold
> - **Condition Immunities** stunned
> - **Senses** blindsight 120 ft., passive Perception 26
> - **Languages** Deep Speach
> - **Challenge** 19 (20,000 XP)
> ___
>***Cold Aura.*** At the start of each of the Ir-Nazul's turns, each creature within 5 feet of it takes 7 (2d6) cold damage. A creature that touches the Ir-Nazul or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage.
>
>***Bonechilling Cold.*** Cold damage dealt by the the Ir-Nazul ignores cold resistance.
>
>***Legendary Resistance (3/Day).*** If the Ir-Nazul fails a saving throw, it can choose to succeed instead.
>
> ### Actions
> ***Grasping Tenticals.*** Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) slashing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Ir-Nazul can't use Grasping Tenticals on another target as long as a creature is grappled.
>
>***Claws.*** Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
>
>***Dying Cold-Pulse (1/day).*** If the Ir-Nazul is under 40 remaining Hit Points it releases a large burst of psychic energy all around it. Each creature within 45 feet of the Ir-Nazul must succeed on a DC 20 Wisdom Saving Throw, taking 45 (10d8) psychic damage. For the next 3 rounds, at the start of the Ir-Nazul's turn, the psychic energy pulses around it in a 30-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much on a successful one.
>
> ### Legendary Actions
> The Ir-Nazul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The varghulf regains spent legendary actions at the start of its turn.
>
> **Mental Hunger.** The Ir-Nazul moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
>
> **Blue Gace.** One creature that the Ir-Nazul is grappling is forces to gace into its eye and takes 18 (4d8) cold damage. The target's hit point maximum is reduced by an amount equal to the cold damage taken, and the Ir-Nazul regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the Ir-Nazul kills a creature with its Blue Gace, it gains an additional action on its next turn.
>
___
Credit: Scebiqu
___
Link:https://i.pinimg.com/564x/a0/c2/63/a0c2634ee0be74563a1863d0c09aa184.jpg
The garbage men of the Far Realms, thies creatures are few and far between but they will literally eat anything, without careing what it is.
Because of this they naturaly produce a lot of cold since they try to keep their outer temperatur extreamly low, though on the inside they are about 2,500 °C, this leads to them having a extream resistance to be cold, almost to the point of immunatiy, but if any creature were to somehow find a way to cold down its inside they would find out it would die instatly.
___
That said they despice eating anything alive, doing what ever they can to kill any living creature before eating them.
___
They are extremely dangerous to other aberrations, being known to clean out mind flayer bases, though having a extream disgust of the Elder Brain for some reason, which means that its possible for them to come back later and do it all over again, this has lead to mind flayers inventing specific tools to hide from the Ir-Nazul, in the hope to never be found.
\page
___
___
> ## Aspect of Averna, Last Mother of Chul
>*Huge aberration, chaotic evil*
> ___
> - **Armor Class** 20 (Natural Armor)
> - **Hit Points** 243 (17d20 + 64)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|10 (+0)| 26 (+8)| 30 (+10)|8 (-1)| 10 (+0)|
>___
> - **Saving Throws** STR +9, CON +12, INT +16
> - **Damage immunities** cold, radiant, force
> - **Damage Resistances** bludgeoning, piercing, and slashing done by melee and ranged attacks from magical and non-magical weapons wielded by chaotic or neutral creatures.
> - **Vunerabilitys** bludgeoning, piercing, and slashing melee attacks from magical and non-magical weapons wielded by Lawfull creatures.
> - **Condition Immunities** charmed, frightened, petrified, restrained, stunned, unconscious
> - **Senses** Truesight 120 ft.
> - **Languages** She can learn any language if she hears it spoken for atleast 30 seconds, but only remembers it for 1d4 +1 days.
> - **Challenge** 20 (25,000 XP)
> ___
> ***Legendary Resistance (3/Day).*** If the Averna fails a saving throw, she can choose to succeed instead.
>
>***Mother of The Voices*** Any Creature with 500 ft of Averna with a wisdom score of 8 or lower will be unable to rember anything for longer than 40 seconds at a time, being constantly confused.
>
> **Inate Spellcasting**. Avernal innate spellcasting ability is Wisdom (spell save DC 22). Averna, Lost Mother of Chul can innately cast the following spells, requiring no material components:
>
> At will: Eldritch Blast, Frostbite, Poison Spray.
>
> 4/day each: Hex, Ray of Sickness, Earthbind.
>
> 3/day eacch: Fear, Mirror Image, Call Lightning.
>
> 2/day each: Tether Essence, Mental Prison.
>
> 1/day each: Time Ravage, Healing Spirit, Fireball (6th level).
>
> ### Actions
>
> ***Multiattack.*** Averna makes 3 Bite attacks and 2 Lashing Claw attacks
>
>***Bite*** +9 to hit, reach 5 ft., one target. Hit: 6 (1d12) piercing damage, the target must make a make a DC 13 Constitution saving throw.
If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
>
>***Lashing Claw.*** + 9 to hit, reach 15 ft., one target. Hit: 6 (2d6) piercing damage.
>
>***Spray of Madness (Recharge 5–6).*** Each Creature within 40ft of Averna must make a DC 18 Dexterity savingthrow, on a sucess nothing happens except that they get wet, on a fail they their wisdom score is reduced by 7 points until they finish a long rest.
>
>
>***Corupt World.*** Averna lets out scream of pure chaos, any area within 30ft of Averna's location becomes difficult terrain and starts to deal 2d12 cold damage to any creature that ends its turn in the area, the area last until Averna falls asleep.
>
>
> ### Legendary Actions
>Averna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Averna regains spent legendary actions at the start of its turn.
>
>***Scream of Coruption (3 charges.)*** Any creature that can hear Averna must make a DC 16 Wisdom Saving Throw or attack the nearest creature if they are within range.
>
>***Bite Attack*** Averna makes a bite attack.
>
>***Share Visions (3 charges)*** A Single Creature within 20ft of Averna must make a DC 14 Wisdom Saving Throw, on a failed they take 6d12 Psychic damage and half as much on a sucess.
Averna is a long lost old one, she is belived to be the mother of The Ocean Madness; Chul/Chuul’loch, but that fact is forgotten, even by herself since she is insane, constantly tearing herself apart and forever being unable to fully regenerate herself.
She is curently located in a vault in the far realms, even other aberrations dosent want anything to do with her or her madness.
___
If a person were to want to use her as a patreon, they would have to syphon power from her since she is unable to stay sane for more than minutes at a time.
___
Her followers are often canibals, self mutilating people and screaming mad creatures of any races, unable to think clearly herself they try to make themself go insane aswell.
She is a shapeless form made of mouths and teeth with 6 legs and arms growing around her body, if a arm grows long enough and she dosent like it she will try to eat it, if she ever were to fully grow her body over a few thousind years she would be considered a gargantuan creature.
It is belived that Telos is to some extend tied to Averna but how has never been discovered.
___
\page
# Beast
\page
___
___
Credit: mamaru
___
Link: https://www.wallpaperup.com/uploads/wallpapers/2016/10/16/1026604/9c73e61b70c8badf4968bc9f2589671e-1400.jpg
___
The Beast known as a Half-Light, is a weird rarely seen creature that likes to eat the harvest of farmers on the country side near larger or medium sized forests.
Though rather gentle, only being able to cast sleep, they often are cowardly and run away since they have no other form of protection other than that and their size they can use to intimidate.
They hate garlic and will avoided it at all cost.
The only meat they seem to eat is fish, which they do tend to go out of their way to get if they notice it, as long as it doesn’t seem to dangerous.
They are normally alone but once every 3rd year they group up to mate in a giant group, they will often be up to 40 of them at a time, and they will get up to 6 Half-Lights baby’s after this, known as Chin-lings.
___
___
> ## Halflight
>*Large beast, unaligned*
> ___
> - **Armor Class** 11
> - **Hit Points** 20(8d4 + 4)
> - **Speed** 40ft, 20ft climb.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|12 (+1)|10 (0)|4 (-3)|10 (0)|12 (+1)|
>___
> - **Saving Throw** Dex +1
> - **Skills** Stealth +10.
> - **Senses** passive Perception 10
> - **Languages**
> - **Challenge** 0 (25 XP)
> ___
> ***Keen Smell.*** The Halflight has advantage on Wisdom (Perception) checks that rely on smell.
>
> ***Natural Protection.*** The Halflight has a natural defence where it produce feromonas that put creatures to sleep aswell as maging metal or silver items glow.
>
> When 10ft around metal the "Light" canttrip will be cast on it.
>
> (4 slots): Sleep.
\page
___
> ## Hobo-Hulk
>*Gargantuan beast, unaligned*
> ___
> - **Armor Class** 16
> - **Hit Points** 46 (8d10 + 6)
> - **Speed** 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|6 (-2)|10 (0)|4 (-3)|6 (-2)|6 (-2)|
>___
> - **Skills** Survival +1.
> - **Damage Vulnerabilites** lightning
> - **Senses** passive Perception 8
> - **Languages** -
> - **Challenge** 2 (450 XP)
> ___
> ***Concentration on Eating*** While this creature is eating, it will totaly ignore anything else.
>
> ***Amphibious.*** The crab can breathe air and water.
>
> ### Actions
> ***Slam.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (4d4 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Credit: 000Fesbra000
___
A type of huge crabs known as Hobo-Hulks, thies extreamly dumb crabs are known to trabel in large groups and traveling all around the world often tending to travel back to the Dragon Archipelagos doing spring times to procriate, which was one of the original reason the series of islands was found.
___
They dont tend to do anything to hurt other creatures on purpose, they only really think about food and focus only on that when eating, to the detriment of their own health when doing so.
___
Though not often used as food, they are rather tasty and can fetch a lot of gold.
\page
___
> ## Manticore-Shrimp
>*Medium beast, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 64 (8d10 + 20)
> - **Speed** 5 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|22 (+6)|6 (-2)|12 (+1)|6 (-2)|
>___
> - **Senses** Darkvision 60 ft., Passive Perception 11
> - **Languages** -
> - **Challenge** 3 (700 XP)
> ___
> ***Water Breathing.*** The Manticore-Shrimp can breathe only underwater.
> ### Actions
> ***Multiattack.*** The Manticore-Shrimp makes three attacks: one with its bite and two with its claws.
>
> ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage + 2 (1d4) poison damage.
>
> ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Credit: Kiana Hamm
___
Link: https://i.pinimg.com/originals/f8/fb/7e/f8fb7efe2c0c623db3dcd8c9f58206a5.jpg
___
Thies giant excotic shrimp are native creatures to the Dragon Archipelagos, they are rather uncommon outside the small east cost of the eastern islands, but for the islanders there it's a extreamly hard catch with a high reward, a feast for the ages when achived, this has later lead to multiple nobles trying to seak out vendors that want to secure them.
___
Their taste is rather sour compared to normal shrimps, but the meat much quicker will be cooked to perfection and is much harder to spoil over time.
___
A female gets around 200 eggs which takes 6 years to mature onse hatched.
\page
# Celestial
\page
___
> ## Reflector
>*Medium celestial, lawfull good*
> ___
> - **Armor Class** 10
> - **Hit Points** Half the health of the creature fighting it + 1d20
> - **Speed** 30ft., fly 25ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|11 (+0)|14 (+2)|11 (+0)|11 (+0)|20 (+5)|
>___
> - **Damage Vulnerabilites** thunder
> - **Damage immunities** radiant
> - **Senses** passive Perception 10
> - **Languages** Celestial, Giant, Primordial, Draconic
> - **Challenge** 4 (1,100 XP)
> ___
> ***Innate Spellcasting.*** It can innately cast the following spells, requiring no material components:
>
> 1/day each: Mirror Image and Fear
>
> ***Mirror Movement*** If a creature hits the Reflector with a hit roll of 17 or above the reflector can uses it's reaction to copy any damage delt to it, mirroring the movement of the creature and dealing the damage to the attacker equal to the damage delt with a automatic hit.
>
> ### Actions
> ***Glass Sword*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 4 (1d8) slashing.
>
>**Or**
>
>***Glass Glaive*** *Melee Weapon Attack:* +2 to hit, reach 10ft., one target. *Hit* 1d10 slashing.
>
> ### Reactions
> ***Reflekt.*** If the Reflector is targeted by a spell attack in either a line or a cone, the Reflector does not need to make a saving throw, instead the person that casted the spell will have to the saving throw instead doing its next turn as the spell is cast back at them.
___
Reflektor is celestial creature that is created by the goddess Sune, she created this angelic creature with mirrors for faces to always seek out the most beautiful people in the world, so she could see through them and spectate on her followers.
___
If you ever find a mirror that no one know how ended up in your possession, it is said to be a gift by a reflector.
___
The reflector being a servant of beauty itself, often tend to find beauty a curiosity, when it finds a creature it likes it will often bring it gifts in form of reflecting materials so the person or creature always can view its own beauty.
Credit: pathfinder art
___
Link: https://db4sgowjqfwig.cloudfront.net/campaigns/69163/assets/491384/mirrormen.jpg?1438876211
\page
___
> ## Watcher
>*Medium celestial, lawfull good*
> ___
> - **Armor Class** 14
> - **Hit Points** 84 (8d10 + 40)
> - **Speed** 25ft., fly 40 (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 12 (+1)| 21 (+5)| 13 (+1)| 8 (-1)| 18 (+4)| 21 (+5)|
>___
> - **Skills** Insight +7, Perception +7
> - **Damage Vulnerabilities** poison
> - **Damage Resistances** psychic, ranged non magical attacks
> - **Condition Immunities** charmed
> - **Senses** darkvision 120 ft., passive Perception 11
> - **Languages** Celestial
> - **Challenge** 7 (2,900 XP)
> ___
> ***Magic Resistance.*** The Watcher has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>
>***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
>
> ***The Judges Gaze*** When a creature that can see the Watcher's eyes starts its turn within 30 feet of the it, the Watcher can force it to make a DC 13 Constitution saving throw if the Watcher isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
>
>***Whispers of The Jury.*** The Watcher chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.
>
> ***Auro of The Executioner*** The Watcher can activate or deactivate this feature as a bonus action. While active, the aura deals 5 psychic damage to any creature that ends its turn within 30 feet of the it. Celestials and Plants this effect.
Credit: Blazemalefica
___
Link:https://i.pinimg.com/236x/dd/7b/01/dd7b01f53be0dd7472da57f075277e8c--character-reference-character-concept.jpg
___
Normaly the upper planes are not for travelers, but if you do manage to find yourself somehow in one of them, you will easily be able to notice that you constantly is being watched by unkown creatures known as "Watchers", they are the most neutral of the good creatures, only taking actions if they are required by a higher being.
Instead they are the higher planes curriers that constantly spy on guests or intruders.
\page
Alissa1010 AND Neytirix
___
Libram dancers are the entertainers of the upper planes, their mesmorising dance rutines are a wonder for anyone to beholde, many travelers that see them preforme descripe them as if a Kirin had been studeing under the mortal planes most magnificent dance instructers.
___
They do however have temper, and just like the dances they preforme, a Libram Dancer's soul is made of pure burning passion, they fight with the entend to win if it comes to it and will not stop at any cost unless ordered to by another celestial.
___
This is all though mostly never used, they tend to focus all of their time on perfecting their preformances, which the practice infront of other Libram Dancers.
___
Libram Dancers tended to ally mostly with Milil, as well as with Oghma. But that dosent mean that they arent seen in company of other gods, for some reason the god Asgorath, the dragon god of creation, is often associated with the Libram Dancers, though they seem to have no connection.
___
___
> ## Libram Dancers
>*Large celestial, neutral good*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 178 (17d10+85)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|14 (+2)|14 (+2)|14 (+2)|20 (+5)|
>___
> - **Skills** Preformance + 20
> - **Damage Resistances** fire, radiant; bludgeoning, piercing, and slashing from magical attacks within 10ft.
> - **Condition Immunities** charmed, exhausted
> - **Senses** passive Perception 12
> - **Languages** Celestial
> - **Challenge** 10 (5,900 XP)
> ___
> ***Legendary Resistance (3/day)*** When a Libram Dancers fails a saving throw, she can choose to succeed instead.
>
> ***2/4 Dance Tempo.*** When at 88 hit points or lower the Libram Dancer gets advantage on saving throws against spells and other magical effects.
>
> ***3/4 Dance Tempo.*** When at 44 hit points or lower the Libram Dancer starts to crit on a 17 or higher
>
> ***Elusive Dancer.*** As a bonus action, the Libram Dancer can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
>
> **Magic Weapons.** The Libram Dancer's attacks are magical.
>
> ### Actions
>
> **Multi Attack.** The Libram Dancer makes three attacks of its choice.
>
> ***Feather Step.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage + 8 (4d4) fire damage, the Libram Dancer pushes the target 5 ft., back and enters its space.
>
> **Heel Turn** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2 (1d4) slashing damage, the target must make a DC 16 Dexterity or DC 14 Constitution Saving Throw or be paralyzed, if the target is paralyzed the Libram Dancer moves 5 ft,. away.
>
> **Box Step** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.
\page
___
___
> ## Black Rose Dragon
>*Large celestial (also a plant), lawful good*
> ___
> - **Armor Class** 19 (Natural Armor)
> - **Hit Points** 241 (18d12 + 124)
> - **Speed** 40 ft., climb 30 ft., fly 100 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|25 (+7)|27 (+8)|10 (0)|13 (+1)|23 (+6)|
>___
> - **Saving Throws** Dex +12, Con +13, Cha +11
> - **Skills** Insight +11, Intimidation +11, Persuasion +11, Survival +6
> - **Damage Vulnerabilities** fire, poison
> - **Damage Resistances** cold, lighting, psychic; bludgeoning, piercing and slashing from nonmagical attacks
> - **Condition Immunities** charmed, petrified, stunned
> - **Senses** blindsight 60ft., dark vision 30 ft., tremorsense 100 ft., passive Perception 11
> - **Languages** Celestial, Draconic, Primordial, Sylvan, Terran, Blink Dog, Sphinx, Giant Eagle
> - **Challenge** 17 (18,000 XP)
> ___
> ***Legendary Resistance (3/day)*** If the Black Rose Dragon fails a saving throw, it can choose to succeed instead.
>
> ***Petal Storm.*** The Black Rose Dragon has a permanent aura around it for 50ft sphear, when a hostile creature ends its turn in this area it takes 10 (2d10) magical slashing damage, if the target is restrained it takes max possible damage, the creature cant be healed doing their next turn if they take damage from the Petal Storm.
>
> ***Desperate Auroma*** If the Black Rose Dragon is under 50 Hit Points, it will realese pheromones that reaches out in a 10000 ft sphear, if any other Black Rose Dragon finds within this radious it will rush over to assist.
>
> ### Actions
>
> **Multi Attack.** The Black Rose Dragon can use its Reacching Vines attack. It then makes two attacks of its choice.
>
> **Bite.** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 11 (2d10 + 1) piercing damage + 8 (2d8) poison damage.
>
> **Claw.** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 7) slashing damage + 6 (2d6) radiant.
>
> **Tail.** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 14 (2d6 + 8) bludgeoning damage.
>
> **Reacching Vines.** The Black Rose Dragon creates difficult terrain in a 40 ft area around itself that dosent affect the Black Rose Dragon, any creature within this area must make a DC 14 Dexterity saving throw aswell or be grappled, if they fail they are considered Restrained, they can redo the save on of their turn as a action.
>
> **Breath Weapons (Recharge 5–6).** The Black Rose Dragon uses one of the following breath weapons.
>
> **Radiant Breath** The Black Rose Dragon exhales an radiating blast in a 60 ft cone. Each creature in the affected area must make a DC 20 Consitution saving throw, taking 62 (14d8) radiant damage on a failed save, and half as much damage on a successful one.
>
> **Sweet Breath** The Black Rose Dragon exhales a sweet sented steam of gas in a 60 ft cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be charmed by the Black Rose Dragon for 10 minutes.
While charmed the creature sees the Black Rose Dragon as their friend and will try to protect them by the means they normaly would use if a friend was in danger, doing this time the creature also learns one language the Black Rose Dragon knows.
This effect ends for the affected creature if it takes damage two turns in a row or someone uses an action to talk them out of the condition.
>
> ### Legendary Actions
>
> The Black Rose Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
>
> **Detect** The Black Rose Dragon makes a Wisdom (Perception) check.
>
> **Tail Attack** The Black Rose Dragon makes a tail attack.
>
> **Heal Self (Cost 2 Actions)** The Black Rose Dragon restors 70% of any damage it has taken since the Black Rose Dragons last turn rounded up, but in return it loses its action for its following turn.
\page
Credit: Pixiv
___
Link: https://static.zerochan.net/Black.Rose.Dragon.full.2070056.jpg
Unlike its name might suggest, the Black Rose Dragon isn’t a dragon, but a celestial that also counts as a plant.
___
The Black Rose Dragon is a Lawful/Good creature that guards the gardens of the gods, they are so rare cause they are never or extremely rarely seen outside of areas, unlike other creatures like Unicorns, which is little but still existent evidence for existing, the Black Rose Dragon is only seen in other plains of existence if something has messed up, causes the balance of nature to be squared or if its summoned by a Guardian of the Black Rose.
___
It petals are red with black lines and covers the majority of its body, the smell of the petals are often said to be something that will give you a taste of the gardens of heaven.
___
Though the creature is lawful good, it is extremely protective of its ground, vengeful and its ferocious temper unlike any other creature in the heavens.
___
Being cut by the petals is said to cause a permanent scar on your soul, leading to a harsh judgment ones your time comes, forever marking you as a creature that entered the heavens and hurt the gardens.
> ##### Black Guardian Rose Dragon
> While the Black Rose Dragon is in its layer it has a series of additionel effects.
> ___
> **Increas Challengerating and Health:** CR: 19 and + 80 Hit Points
> ___
> **Layer Actions:**
>___
> *** Power of The Higher Plains *** As a layered action, the The Black Rose Dragon will for free cast either Haste, Silence or Zone of Truth.
>___
> *** Help of The Gods *** As a layered action a random Cr 1 to 4 celestial will come and assist it doing combat.
>___
> *** Refreshing Air *** The Black Rose Dragon regains its Breath Weapon and instantly uses its Sweet Breath action.
\page
___
___
> ## Soul Appraiser
>*Medium celestial, neutral good*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 220 (13d12 + 133)
> - **Speed** 40 ft., fly 60 ft.,
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 18 (+4)| 18 (+4)| 12 (+1)| 14 (+2)| 14 (+2)| 24 (+7)|
>___
> - **Saving Throws** CON +13, Int +8, WIS +8, CHA +13
> - **Skills** , Perception +14, Intemidation +13, Stealth +8
> - **Damage Immunities** Necrotic
> - **Condition Immunities** Frightened, Paralyzed
> - **Senses** Truesight 120 ft., Passive Perception 12
> - **Languages** Common, Celestial, plus up to two other languages
> - **Challenge** 17 (18,000 XP)
> ___
> **Legendary Resistance (3/Day).** If the Soul Appraiser fails a saving throw, it can choose to succeed instead.
>
> **Undead Hunter** If a Undead is located within 80 ft,. of the Soul Appraiser any spells will fail or miss.
>
> **Aura of Counterspell** The Soul Appraiser will automatically cast Counterspell 4 times a day on the first spells cast within range without using any reaction.
>
> ***Simple Goal*** The Soul Appraiser has disadvantage on attacks against celestials.
>
> ### Actions
> ***Soul Scythe*** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 8) slashing damage + 10 (1d20) damage of any one element the creature is vulnerabile to, if its vulnerabile to no specific type of damage, then the damage is considered slashing damage.
>
> ***Cantrips*** The Soul Appraiser can cast "Fire Bolt" and "Ray of Frost" at will as if its a 11th level player.
>
> ***Soul Cage*** If a creature dies within 60 ft of the Soul Appraiser it can then cast the "Soul Cage" spell without components or expanding a spell slots.
>
> ### Legendary Actions
>The Soul Appraiser can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Gold Dragon regains spent legendary actions at the start of their turn.
>
> ***Shower of Light (Costs 2 Actions).*** The Soul Appraiser cast a rain like condition on a open area for 1d4 turns, any blinding effects are cleared even if magical, any creature that isn't a celestial takes 1d10 radiant damage at the start and end of their turn.
>
> ***Wide Scythe Slash*** The Soul Appraiser makes a Soul Scythe attack, if the attack could hit a creature at 10 ft,. range and 5 ft,. range the creature in the 5 ft,. range also take damage if the attacks hit the creature at the 10 ft range.
___
___
Credit: Angelarium
___
Link: https://i.pinimg.com/originals/0a/d4/d7/0ad4d7278ef5c7e683669d85a2b674b7.jpg
___
The Soul Appraisers are a elite form of celestial that focuses on one thing and one thing only, searching for and the destruction of souls that has cheated their lifetime.
___
Being the only known creature on any plane that can see the lifeforce of any creature, knowing how long a creautre always has left of their life, but never sharing this information, means that any creature that want to become immortal has to always look over their shoulders.
___
They are not aligned with any god, rather created to prevent any one mortal creature to ever become true immortals, if you ever manage to become a god, they you are seen as worthy and will no longer be hunted.
___
They dont have any real physical form, instead almost being gass like with a white/grey coat above that is left upon death, this coat is extremely flimsy and breaks easily, but can fetch for a extraordinarily high price.
\page
# Construct
\page
##### DM Note:
This monster is NOT ment for basic combat, its made to be extreamly hard and the challenge rating does not reflect the stats of the creature if used like that, if used in basic combat its ment to be Cr: 9.
Basicly a giant origami figure infused with magic, hovering over a magical field of sharp paper, this leads to them often being mistaken for a form of elemental, but if the same people would just take a few more seconds to look at them they would easily be able to identify that they are extreamly friendly, never attacking anything unless ordered, unless of course they go berserk.
___
Created by wizards of the Papyromancy school, they are rarely seen around the world, they only first resently was introduced to the Dragon Archipelago.
___
Little is there to say other then that they dont tend to last long, getting wet will quickly lead to their destruction.
\page
Thies golems are often created by islanders of the Dragon Archipelago, they tend to be rather brutish, even compared to other golems.
___
Their creation process is much similar to clay golems, but utalizing slime from a series of snails only found in this series of islands, other than that they are created with magic and a lot of coral infested shells along with a very powerfull magical arcane focus in form of a giant pearl that needs atleast 100 years of growth.
The rather crute looking, but often beautifull colors of them, often leads to them being created for protection of wizards that does like to have something to look at.
##### DM Note:
This monster is NOT ment for basic combat, its made to be extreamly hard and the challenge rating does not reflect the stats of the creature if used like that, if used in basic combat its ment to be Cr: 11.
Credit: Myth Lord
___
Link: https://i.pinimg.com/originals/22/a2/68/22a26806ab62ec63805cd4ef55e0cfb8.png
\page
# Dragon
\page
Credit: Roman Volodin
___
Link: https://i.pinimg.com/originals/65/5a/af/655aaf90851fc1808c61d394fc0bb7cb.jpg
___
___
> ## The Seadrake
>*Medium dragon, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 18 (5d6+1)
> - **Speed** 10 ft., fly 35 ft.,
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)| 14 (+2) | 12 (1) |5 (-3) |10 (+0)|10 (+0)|
>___
> - **Saving Throws** Con +3
> - **Skills** Perception +2, Stealth +4
> - **Condition Immunities** stuned, poisoned
> - **Senses** Darkvision 60 ft., Passive Perception 12
> - **Languages** -
> - **Challenge** 1/2 (100 XP)
> ___
>
> ### Actions
> ***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) slashing damage.
>
> ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage, if the target is a small creature or smaller it need to make a DC 8 Constitution saving throw, being paralyzed on a failed save.
Normally the Seagulls are known as the rats of the sky, if that is the case then rabbits of the sky since they like rabbits they reproduce extreamly fast and they are seen as a plauge on the land of the Archipelago, out compeating the seaguls for land.
___
Mainly being opportunistic, eating anything they find but finding and diving for fish, but when hungry enough they will go after human resources.
___
Normaly they are size of a calves but doing summortimes they eat more and grow to the size of a small horses.
\page
___
___
> ## Archipelago Wyvern
>*Large dragon, unaligned*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 99 (13d10+28)
> - **Speed** 25 ft., fly 70 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)| 12 (+1) | 16 (+3) |5 (-3) |10 (+0)|8 (-1) |
>___
> - **Skills** Stealth +4, Perception +3,
> - **Condition Immunities** Frightened
> - **Senses** Darkvision 60 Ft., passive Perception 13
> - **Languages** -
> - **Challenge** 6 (2,300 XP)
> ___
>
> ### Actions
> ***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its tail. While flying, it can use its claws in place of one other attack.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* (2d6 + 4) piercing damage + (7d6) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save and be blinded for 2d4 turns, or half as much damage and be blinded for 2d2 turns on a successful one..
>
> ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d8 + 4) slashing damage.
>
> ***Tail.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. Hit: 16 (4d6 + 4) slashing damage.
Credit: mr--jack
___
Link: https://i.pinimg.com/564x/3c/6c/02/3c6c0276bcd3aaa9ac1783578cded008.jpg
___
In many ways the wyverns of the Dragon Archipelago are just basic wyverns in almost any way except they have adapted to the tropical and more agresive nature of the islands, this has lead them to develop colors that scream "i am dangerous" aswell as sharper teeth, where the poison is being injected from and small spikes around the body to defend from smaller attackers, along with more sharp angles in its bone structre to discurige any other creature from picking a fight with them.
___
Their poison is normaly ment to make blood rush faster in the opponent, riling them up and making mistakes, but for smaller creatures then itself it will lead to temporarey blindness.
___
"When you see one you will almost always know that this Wyvern isn't like its mainland cousin, they are angrier and goes much more after fish, i once traveled with a group of adventures on the way to Sea Drake Port, but our ship had taken considerable damage, we almost sank and would have drifted towards the flying fighting wyverns we saw if it hadn't been for a nice possible fisherman that had saved us, we would not have been prepared to fight them at the point and if that had happend i would not be writing this part right now." - **Valandra Alhambra.**
\page
The name ”wyrm” can be given to 2 type of dragons, which can be a bit confusing for some adventures, there is the great wyrm, the last stage of a dragons life, and there is the wyrm, which is a draconic creature with no wings, arms or legs.
The Rust Wyrm comes from the plane of Acheron, the same location that rust dragons and rust monsters are from.
They are rather small for a huge creature, sometimes even only being of the large size category.
___
They prefer to rust away the armor of living creatures since they are rather soft skinned in the mouth and stomach, preferring anything metallic to be gone to prevent unmotorable feelings when eating a creature.
___
They are capable to balloon out their throat to almost 1/3th of its own body length, it also is able to unhinged its own jaw to take in larger creatures then it would be expected in 1 gulp.
Credit: Stéphane Gantiez
___
Link: https://cdnb.artstation.com/p/assets/images/images/003/878/485/large/stephane-gantiez-pres-dragon.jpg?1478171402
\page
Credit: K Zamana
___
Link: https://cdn.inprnt.com/thumbs/40/f1/40f18ff3b56c13183e18027e8d2b8afc.jpg?response-cache-control=max-age=2628000
> ##### Variant: Cathedral Wyvern
>___
> **Super Sized:** The wyverns Hit Points and it has + 2 AC and its size is now Huge.
>___
>
> **Glass Cuts** Slashing and bleeding damage is doubled.
>___
> **Destroyer** It gets the "Siege Monster" and "Blood Frenzy" abilitys.
>___
> **Heavy** The wyvern can only fly 20 ft but it gain 5 ft extra movement while on the ground.
Alike their rare dragon cousins, the elusive wyverns must constantly adapt to survive their surroundings, as humans onstantly encroach upon their homes. The Stained-Glass Wyvern is an elusive type that has learned to camouflage intself in the style of the stained glass found on many churches and places of worship for the civilised races.
Taking advantage of the many that worship their patrons fanatically, the creature could lay attached to the walls and windows for months at a time, only hunting their prey when they can be sure of not getting caught. The rare few that have sighted them (and lived to tell the tale) have said their wings were so majestic the sun's rays cast right through them, producing rainbow of otherworldly colours.
Occasionally, the creature may also mutate and grow its wings into mirrors, though little is known about this phenomenon.
___
Occasionally, should a town become a city, consequently a Stained-Glass Wyvern will become a Cathedral Glass wyvern. These variants have had the opportunity to grow significantly bigger by living near or on cathedrals that have been built, due
to their larger structural prowess. Citizens that live amongst these should definitely hope not to catch one in it's wake.
___
> ## Stained-Glass Wyvern
>*Large dragon, lawful neutral*
> ___
> - **Armor Class** 17 (Natural Armor)
> - **Hit Points** 200 (20d10 + 70)
> - **Speed** 30 ft., fly 80 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|21 (+5)|20 (+5)|8 (-1)|17 (+3)|18 (+4)|
>___
> - **Saving Throws** DEX +8, CON +8, WIS +6, CHA +7
> - **Skills Insight** Perception +6, Stealth +11
> - **Damage Immunities** Poison, Force
> - **Damage Vulnerability** Thunder, Bludgeoning
> - **Senses** Blindsight 30 ft., Darkvision 100 ft., passive Perception 13
> - **Languages** Only the main language of the place it lives.
> - **Challenge** 8 (3,900 XP)
> ___
> ***Easy to Break.*** If the wyvern took any damage it is vulnerable to it will at the end of its turn 3d6 damage.
>
> ### Actions
> ***Multiattack.*** The wyvern makes either two or four attacks: either one with its bite and one with its claws or three with its stingers and one shattering screach.
>
> ***Claws.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage.
>
> **Bite*.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. Hit: 3 (1d6) piercing damage.
>
> ***Stinger.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, the target must make a DC 15 Constitution saving throw taking 2 (1d4) bleeding damage at the start of each of their turns until the small pieces of glass like objects can be removed or greater restoration is cast upon them or until 2d6 rounds has passed, if they fail the save.
>
> ***Shattering Screach (Recharge 4–6).*** The wyvern lets lose a loud glass shattering screach in a 15-foot sphear. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature is pushed 20 feet away from the wyvern and deafened for 2d4 turns and takes 30 (10d6) force damage.
\page
> ##### Variant: Black-Sand Dragon
>___
> **Extra Immunity:** Cold
> ___
> **Innate Spellcasting:** 1/day and gains Counterspell and Fireball.
___
Sand dragons is a weird type of dragon, unlike other dragons, they basically never interact with higher intelligent creatures, meaning that their spoken languages still haven’t adapted to what is now known as “common”, preferring to speak older languages.
___
Sand prefer to spend their times in giant dessert, following any large creature eating their scraps and hiding behind the dunes waiting for them to finish.
When they do hunt for themselves, they can spend months eating of the same game for months at a time, since they have changed to not needing as much food or water.
They tend to sleep for years at a time only mating 3 times in their life getting between 1 to 6 eggs, leaving them just under the surface of the sand to heat them up, but the eggs being spiked and poisons means that no creature willingly want to eat them.
___
How the sand dragon can preserves their food for as long is by incasing them in glass without it cracking and letting air in,
This glass can on the black markets sells for a lot of gold and is often seen as a local wonder of the desert by any government where a sand dragon lives in the desert of, since its so rare to get the material.
The sand dragon is perfectly capable of eating this dragon-glass, since its mouth is addapted to handle broken glass, using it for weapons when it isent capable of shooting the liquid kind.
___
For a Sand Dragon becoming a Black-Sand Dragon it needs to have been hatched any location that isn’t sufficiently hot, but still somehow making it, which it only has a 1 in 50 chance of making.
___
___
> ## Sand Dragon
>*Medium dragon, true neutral*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 136(12d8 + 86)
> - **Speed** 40 ft., burrow 40 ft, climb 20 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|22 (+6)|11 (0)|16 (+3)|14 (+2)|
>___
> - **Saving Throws** Dex +8, Con +10
> - **Skills** Perception +7, Stelth +12, Survival +12
> - **Damage Immunities** fire, lightning; piercing and bludgeoning from nonmagical weapons
> - **Condition Immunities** charmed, blinded
> - **Senses** darkvision 30 ft., tremorsense 100 ft., passive Perception 14
> - **Languages** Draconic and Terran
> - **Challenge** 9 (5,000 XP)
> ___
> ***Tuneller.*** The dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot high tunnel in its wake.
>
> ***Innate Spellcasting.*** The dragons's innate spellcasting ability is either Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
>
> At will: Featherfall
> 2/day each: Wall of Sand, Heat Metal, Meld Into Stone, Blur.
>
> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead.
>
> ### Actions
> *** Multiattack *** The dragon makes three attacks; one with its bite and two with its claws.
>
> ***Bite*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 16 (2d10 + 6) piercing damage + 3 (1d6) fire damage.
>
> ***Claw*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 13 (2d6 + 6) slashing damage.
>
> ***Tail*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 15 (2d8 + 6) bludgeoning damage.
>
> ***Frightfull Presence*** Each creature of the dragons's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragons's Frightful Presence for the next 24 hours.
>
> ***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons.
>
> ***Shard Burst.*** The dragon exhalses a small burst of broken shards in a 20-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 32 (16d4) piercing damage on a failed and half as much on a successful one.
>
> ***Molten Glass Breath.*** If the dragon is surrounded by sand it can use its bonus action to consume it and heat it up inside of itself, at the start of its next turn it must use its action to exhale a breath of molten glass in a 50-foot cone.
Search instead for If the dragon is sourrounded by sand it can use its bonus action to consume it and heat it up inside of itself, at the start of its next turn it must use its action to exhale a breath of molten glass in a 50-foot cone.
>Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (12d8) fire damage on a failed save and half as much on a sucessful one. Any creature that failed the saving throw will be petrified until they take a ammount of damage equal to the damage done by the "Molten Glass Breath".
\page
Credit: Dragon-Thane
\page
The Yellowjacket Wyvern is known for its incredible color pattern, which differentiate it from normal wyverns more monotone colors.
What differentiate the Yellowjacket the most though is that it prefers to stay close to the ground, living in caves that it steals from other animals, living there until it lays it eggs and have protected its young’s until they reach maturity.
___
The Yellowjacket prefers to eat bigger animals but above all else, it is actually immune to other wyverns poison and will seek them out to hunt them down, if they are near its territory, just so its young’s has better chance of making it.
___
The Yellowjacket has been known to target other wyverns without reason, however because there has never been any signs of reason, it is believed to be a form of “insanity”, but in reality its cause they are able to eat wyvern meat, being immune to the poison within them, that means they are the perfect wyvern hunters, even if why they would chose to go after wyverns when it doesn’t have young’s was never figured out.
The Yellowjacket has thies almost unnatural vibrant colors cause they aren’t natural, they are a product of magical experimentation that later was realized into the wild by accident, they are able to cast magic, but doesn’t understand how to expand it beyond what they know, meaning they cant learn new spells from what they are thought by their parents.
\page
___
___
> ## Twin-Head Dragon
>*Large dragon, depends on the combination*
> ___
> - **Armor Class** 18
> - **Hit Points** 184(16d10 + 96)
> - **Speed** 50ft., fly 75 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|19 (+4)|22 (+6)|16 (+3)|15 (+2)|20 (+5)|
>___
> - **Saving Throws** Str +12, Con +12, Int +9, Cha + 11
> - **Skills** History +15, Intimidate +11, Perception +14
> - **Condition Immunities** Charmed, exhausted, paralyzed
> - **Senses** blindsight 10ft., darkvision 50ft., passive Perception 9
> - **Languages** Common, Draconic Primordial
> - **Challenge** 18 (20,000 XP)
> ___
> ***Two-Headed.*** The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
>
> ***Innate Spellcasting.*** The dragons's innate spellcasting ability is either Charisma or Inteligence depending on the combination (spell save DC 21, 21 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
>
> At will: Featherfall
> 3/day each: Lightning Bolt, Counterspell, Heat Metal and See Invisibility.
>
> ***Legendary Resistance (3/day).*** If the dragon fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance.*** The dragon has advantage on saving throws against spells and other magical effects.
>
> ***Whirling Winds.*** Heavy winds rages around the dragon. Ranged weapon attacks against the dragon is made with disadvantage.
> ### Actions
> *** Multiattack *** The 2 different heads makes a attack against 2 different creatures within range.
>
> ***Bite*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 17 (2d10 + 6) piercing damage.
>
> ***Claw*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 13 (2d6 + 6) slashing damage.
>
> ***Tail*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 15 (2d8 + 6) bludgeoning damage.
>
> ***Frightfull Presence*** Each creature of the dragons's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragons's Frightful Presence for the next 24 hours.
>
> ***Breath of ???*** The twin dragon has 2 heads, each of the different colors determines the different types of possible breath damage types, one of the 2 dragon heads spews out their breath attack in a 40 ft cone. Each creature must make a DC 20 Dexterity Saving Throw, takin 24 (4d12) ??? damage on a failed and half as much on a sucess.
>The different types of heads determins what damage type the breathattack is:
>
>- White and Silver: Cold
>- Red, Brass and Gold: Fire
>- Purple: Psychic
>- Copper and Black: Acid
>- Blue and Bronze: Lightning
>- Green: Poison
>- Sand and Rust:
> Go to either the Sand Dragon or the Rust Wyrm and pick either of the dragons unique effects for their attack, if either is picked the dragon loses its flying speed.
>___
>In addition they gain resistence to the element of their origin their origin.
>
> ### Legendary Actions
>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The dragon regains spend legendary actions at the start of its turn:
>
> ***Double Breath Attack (Cost 3 Actions)*** The dragon regains the breath attack weapon and both of the 2 heads simultaneously shoots their respective attack.
>
> ***Perceptive*** The dragon makes a Wisdom (perception) check.
>
> ***Wrathfull Rampage*** (Cost 2 Actions) The dragon deals double damage on its next attack that hits.
A rather odd creation that is the combination of 2 different types of dragon types, this creature only comes into excistence if both dragons are in extream need, since its basicly impossible to make crossbreed dragons, only a few examples of Twin-Head Dragons excist where for some reason the most common combination is Red and White, Gold and Silver and Purple and Copper.
Its belived that the Red/White combination is do to assault, but the others are basicly never seen and they do tend to live far apart so how it comes to past is extreamly confusing to most scholars.
___
Even if you somehow manage to somehow combine 2 different dragons and have them crossbreed, its extreamly hard to have the 2 different dragons not kill eachother after hatching if one or both of them are of the "evil" alignment.
___
One of the most famous twin-head dragons was a Silver/Blue dragon known as Wigmund, The Living Storm, he lived for around 1100 years before falling in battle, his body was burned and the soul collected, it is highly likely that he was used to form a soul blade, since the forges was operating at that point in history, but its now known for sure.
\page
The Coral Reef Dragons is a unique type of dragons that has adapted its wings to work as fins, if it wasn’t for the coral on its back it would still be able to fly, but the more it grows the harder it becomes for it to move its wings in a way that would make it functional for flying, limiting it to a water skipping motion when it reaches adulthood.
The Coral reef dragons prefers humanoid contact the early stages in its life, if you want to stay on its good side, you have to make sure its friendly to your city, if you don’t manage to do so it will in the later stages of its life see the people who enter its territory as threads.
If you befriend a coral reef dragon you will have a friend for life, since they are very forgiving ones they have learned to accept you, but extremely harsh to anyone it doesn’t know.
___
Being of a extreme size, the coral reef dragon need a exorbitant amount of food when it does feed, which is helped by the nymphs that lives in its layer.
The reason why nymphs live in a collected layer with the coral reef dragon underwater, is cause the coral reef dragon prefer natural treasures over metals and minerals, making the coral on its back just as much a part of its treasure as the wildlife, pearls and glowing fauna that is located in its layer.
The same way nymphs are naturally formed creatures that spawn in locations of pure beauty.
\page
\page
# Elemental
\page
___
> ## Crysmal
>*Small elemental, lawful*
> ___
> - **Armor Class** 18
> - **Hit Points** 33 (5d12 + 3)
> - **Speed** 20 ft., climb 5 ft., burrow 5ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|12 (+1)|6 (-2)|10 (0)|10 (0)|
>___
> - **Saves** Con +4, Dex +5, Wisdom +3
> - **Skills** Athlestic +5, Acrobatic +5, Stealth +8, Insight +1
> - **Damage Vulnerabilities** bludgeoning, acid
> - **Damage Resistance** psychic, lightning
> - **Damage Immunities** fire, cold
> - **Condition Immunities** Poisoned, Paralyzed, Stunned
> - **Senses** Tremorsense 60 ft., darkvision 30 ft., passive perception 10
> - **Languages** Understands Terran but can't speak.
> - **Challenge** 3 (700 XP)
> ___
> ***Rock Hard*** This creature isent affcted by criticals.
>
> ***Innate Psionics.*** The Crysmal's innate psyonic allows it to cast the following spells at will (spell save DC 10 and +4 to hit). It can innately cast the following spells, requiring no material components:
>
>At will: ego whip, mind thrust, thaumaturgy and detect thoughts
>
> ### Actions
> ***Multiattack.*** The Crysmal makes two attacks with it's stinger.
>
> ***Stinger*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 2) piercing damage and the creature must succede on a DC 12 Con save or be paralyzed for 1 round.
Credit: Official Wizard of the coast art
Crysmals were composed of a mixture of stone and crystal. They looked like cropped bunches of crystal measuring about three and a half feet high (105 centimeters) wide, and they roughly had scorpion-like shapes. Their coloration varied between individuals, but most appeared to exhibit a single color.
___
Due to their shape and material composition, edged or piercing weapons were highly ineffective against crysmals. They were also completely immune to damage from any weapon made from wood. Crysmals were clumsy creatures that ambled about on their appendages. If attacked, they attempted to lash out with the sharp edges of these appendages. Under dire circumstances, a crysmal could shoot one of their appendages up to 60 feet (18 meters), though by doing this they weakened the remaining appendages.
___
Fire- and cold-based magic was utterly useless against a crysmal. They were highly resistant to lightning-based magic and completely immune to all poisons or gases. Some effective spells against these creatures included stone to flesh, shatter, and glassee.
\page
# Fey
\page
Genie Pigs are a cruel joke by the Fae’s, they gift a rather ordinary animal with the power to fulfill simple wishes, puts them in a vessel like a lamp to make it look like a normal Djinn, sending them out in the world and creating rumors of a real Djinn trapped in a vessel around, hoping that adventures will be willing to set their life on the line to get their hand in it, only to figure out it’s a basically useless magical creature.
Credit: Piper Thibodeau
___
Link: https://www.artstation.com/piperthibodeau
\page
___
> ## Tooth Fairy
>*Small fey, chaotic neutral*
> ___
> - **Armor Class** 10
> - **Hit Points** 10 (1d12 + 4)
> - **Speed** 10ft., fly 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|18 (+4)|10 (+0)|14 (+2)|8 (-1)|4 (-3)|
>___
> - **Skills** Stealth +8
> - **Condition Immunities** Frightened
> - **Senses** passive Perception 11
> - **Languages** Common, Sylvan
> - **Challenge** 1/4 (50 XP)
> ___
> ***Pack Tactics.*** The Tooth Fairy has advantage on an attack roll against a creature if at least one of the Tooth Fairy's allies is within 5 ft. of the creature and the ally isn't incapacitated.
>
> ### Actions
> ***Tooth Rip.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 5 (1d2 + 4), on hit the target must make a DC 6 Constitution Savingthrow or lose a tooth.
>
> ***Consume Tooth*** The Tooth Fairy spends its action to eat a tooth if it has ripped one out of a target, regaining 1d4 Hit Points.
___
This small creature tends to hunt in packs, they live in urban areas and like to rip the teeth’s and nails of sleeping humans, but only when they are asleep, though when extremely hungry they will attack them while awake.
They seem to hate fire, but dont seem to have any reason for it since it dosent deal more damage to them than any other element.
___
They also tend to sleep much longer doing winters.
___
If they steal steal your teeth doing the night they might give you a few silver in return.
Credit: Daniel Herrera
___
Link: https://i.pinimg.com/originals/8c/6e/81/8c6e81aae2ea498d61fd7dc3274188c3.jpg
\page
# Fiend
\page
Credits: Tetramera
___
Link: https://i.pinimg.com/originals/0b/17/5a/0b175a042fc5b43f5126f12bd00f6103.png
Have you ever feared being hunted by wolfs? torn to pices and being unable to get away? The Rottakin hounds is a rather reacent devil creation which takes this fear to the highest possible level.
___
Being created from having a soul ripped into 3 and enchanted by demonic powers bound and corupted along with the flesh of hellhounds, they are a aggonising creation that is a twisted mix of fiend and human souls unlike any other devil.
___
Being secretly one they always hunt together, thinking they are one creature, but first unlocking their true power as the others start to die and the souls is once again torn apart and send to the 2 remaining Rottakin Hounds.
___
Their mouths all around their bodys close and breath constantly, only snearing to stop the constant expresion of pain they feel.
___
They do nothing but hunt on the wildplanes in the 9 hells when not being used as shock-troupers, tearing any creature apart they find except for humanoids which they take back in order for their creators to craft more Rottakin Hounds.
\page
### Lazila, Shunned Duchess of The Hells
Credit: ViciousNoir
___
Link: https://i.imgur.com/zohNG4M.jpeg
Lazila is one of many Dukes and Duchess of the hells, she finds herself being in a odd possision, trapped between having power and no one willing to follow her, sincec she is one of the illegitimate children of an unknown arch devil and a mortal.
Her inheritage has lead her to be shunned by other devils, but her powers and results prevents her being demoted.
___
The Adutior of the process of making Pit-Fiends, she is the devil who descided if a choosen or divine soul is ready to undergo the process of being turned into a Pit Fiend.
___
### Lazila, The Emancipated Auditor
Credit: ArtofTy
___
Link: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/8b92c598-a4c8-46f6-a45d-584bc5406523/d2x7nek-9c134738-b882-4fc6-b491-abaaf3a94128.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvOGI5MmM1OTgtYTRjOC00NmY2LWE0NWQtNTg0YmM1NDA2NTIzXC9kMng3bmVrLTljMTM0NzM4LWI4ODItNGZjNi1iNDkxLWFiYWFmM2E5NDEyOC5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.m8wpp1mxgU4htmBqJMFI3bRVWadLxZHEGUcsVnx0l7c
___
This crossbreeding between a mortal and a devil means that she sees herself as superior to other devils, looking down on them but being unable to do anything about it alone.
She knows that she has no way of overthrowing any of the other Arch Devils or Dukes and Duchess of the hells, even if she could no devil would ever fully follow a half-breed devil, mearly biting their time to stap her in the back.
___
One day in recent time while contemplating what to do, while spying on the mortal worlds she set her eye on a mortal and to some extend fell for him, her plan is for their now child to one day take over the Hells, this mortal name is Valandra Alhambra.
___
\page
___
___
> ## Aspect of Lazila, Shunned Duchess of The Hells
>*Medium fiend (devil), lawful evil*
> ___
> - **Armor Class** 17
> - **Hit Points** 117 (26d8)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 12 (+1)| 20 (+5)| 12 (+1)| 20 (+5)| 16 (+3)| 24 (+7)|
>___
> - **Saving Throws** Dex +11, Cha +13
> - **Damage Resistances** Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
> - **Damage Immunities** Force, Poison
> - **Condition Immunities** Poisoned, Frightened, Petrified, Charmed
> - **Senses** Truesight 120 ft., passive Perception 13
> - **Languages** Infernal, Sphinx, Gnoll, Halfling, Aquan, Auran, Ignan, Terran, Gnomish, Telepathy 120 ft.
> - **Challenge** 21 (3,000 XP)
> ___
> *Legendary Resistance (3/Day).* If the Lazila fails a saving throw, she can choose to succeed instead.
>
> ***Form of The Auditor.*** When Lazila would hit 1 Hit Points or lower, she will instead temporarily enter a state where she can take no damage, is affected by any spells and no creature can enter within 10 ft of her location, being pushed away upon entering the area.
>After two rounds she will become "Lazila: The Emancipated Auditor."
>
> ***Innate Spellcasting.*** Lazila's innate spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no material components:
>
> At will: eldritch blast, guiding bolt, hex, invisibility (self only)
>
> (4/Spell Slots Cast At 6th level:) hold monster, arms of hadar, dispel evil and good, enthrall, magic missiles, lightning bolt, scrying
>
> (2/day each:) finger of death, wall of force, chain lightning, reincarnate (she picks what they return as).
>
> ***Inescapable Destruction.*** Necrotic damage dealt Lazila ignores resistance to necrotic damage.
>
> **Soul Target** As a bonus action, Lazila choose one creature she can see within 60 feet of her location. The target is cursed for 1 minute. The curse ends early if the target dies, Lazila die, or Lazila are incapacitated. Until the curse ends, the creature gain the following effects:
>
> • Lazila deals + 7 bonus necrotic damage against the cursed target.
>
> • Any attack roll Lazila makes against the cursed target critics on a 19 and 20.
>
> • If the cursed target dies, Lazila regain hit points equal to the targets level, the target cant be revived while on the same plane as Lazila.
>
> • If the target cursed by Lazila’s Curse hits her with an attack roll, roll a d6. On a 4 or higher, the attack instead misses, regardless of its roll.
>
> **Grasping Hands (Recharges after a Short or Long Rest).** As a bonus action, Lazila makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature she can see within 15 feet of her. If Lazila succeeds, one handheld item of its choice that it can see on the target magically teleports to her open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
>
> **Form of Shadows** When Lazila hit a creature with an opportunity attack, she can move up to half her speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
>
> ### Actions
> ***Multiattack.*** Lazila makes three attacks: two with her Scythe of Reprisal and one "at will" spell.
>
> ***Scythe of Reprisal.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 35 (6d10 + 5) slashing damage that overcomes resistances, the target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
> ### Legendary Actions
> Lazila can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lazila regains spent legendary actions at the start of its turn.
>
> ***Detect.*** Lazila makes a Wisdom (Perception) check.
>
> ***Pommel Strike*** Lazila makes a Pommel Strike, reach 5 ft., one target. *Hit:* 3 (1d6) slashing damage, on hit the targets speed is reduced by 10 ft until their next turn.
\page
___
___
> ## Aspect of Lazila, The Emancipated Auditor
>*Huge fiend (devil), lawful evil*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 223 (13d10+168)
> - **Speed** 45 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 26 (+8)| 18 (+4)| 24 (+7)| 24 (+7)| 14 (+2)| 24 (+7)|
>___
> - **Saving Throws** Str +20, Int +13, Cha +13
> - **Damage Immunities** Fire, Psychic, Cold, Lightning
> - **Condition Immunities** Poisoned, Frightened, Petrified, Charmed, Stunned
> - **Senses** Truesight 200 ft., passive Perception 12
> - **Languages** Infernal, Sphinx, Gnoll, Halfling, Aquan, Auran, Ignan, Terran, Gnomish, Telepathy 120 ft.
> - **Challenge** 21 (30,000 XP)
> ___
> ***Legendary Resistance (3/Day).*** If Lazila fails a saving throw, she can choose to succeed instead.
>
> ***Runes of The Hells*** At the start of each turn Lazila uses a new rune as her prime one and places it infront of her seemingly exposed body, roll a d4 to determine what rune is used:
>
> - **Blood Rapture Rune:** Lazila is immune to: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine.
> - **Corruption Rune:** Lazila Unlocks: Aura of Decay and
> - **Stunning Deep Rune:** Lazila is resistant to: All Damage.
> - **Radiance Rune:** Lazila is immune to: Radiant, Necrotic.
>
> ***Revert Form*** If Lazila has been out of combat for atleast two days she will revert back to Lazila: Shunned Duchess of The Hells, she will regain 6d12 hit points at the start each day after that.
>
> ***Magic Resistance.*** Lazila has advantage on saving throws against spells and other magical effects.
>
> ***Aura of Decay (Only With The Corruption Rune).*** At the start of each of the Lazila's turns, each creature within 5 feet of it takes 6d6 necrotic damage. A creature that touches Lazila or hits her with a melee attack while within 5 feet of it takes 3d6 necrotic damage.
>
> ***Regeneration.*** Lazila regains 30 hit points at the start of her turn if she has at least 1 hit point. If Lazila takes radiant damage or damage from holy water, this trait doesn't function at the start of the Lazila's next turn.
>
> ### Actions
> ***Multiattack.*** Lazila makes four attacks: two with its "Claws" and three with the "Daggers of The Damned".
>
> ***Claw.*** *Melee Weapon Attack.* +14 to hit, reach 10 ft., one target. *Hit:* 28 (4d10 + 8) slashing damage.
>
> ***Daggers of The Damned*** *Melee Weapon Attack.* +10 to hit, reach 5 ft., one target. *Hit:* 26 (4d10 + 4) piercing damage, the target must make a DC 14 Wisdom saving throw on a Sucess they are cursed as if by the bestow curse spell for 1 minute on a failed save, while on a failed they take 12 (2d12) psychic damage instead.
>
> ***Bone Arrow*** *Ranged Attack:* +10 to hit, range 120 ft., one creature. *Hit:* 48 (8d10 + 8) piercing damage.
>
> ***Trail of The Hells (2/day).*** Lazila targets one creature, the creature is bombardet with hell energy and they will need to make four Wisdom or four Charisma Saving Throws of their choice and a of DC 21 with the following effects for failing different ammounts:
> - **0 Failed Saves:** The target takes 12 (2d12) psychic damage at the start of each of its turns until it reaches 1 hit point.
> - **1 Failed Saves:** The targeted creature can't move more than 60 ft away from Lazila for 1d12 turns; and all the previous effects.
> - **2 Failed Saves:** The targeted creature loses its Bonus Action until they finish a long rest; and all the previous effects.
> - **3 Failed Saves:** The targeted creature cant leave this planes for the next 2d4 days and is highlighted for any Fiends (Devils); and all the previous effects.
> - **4 Failed Saves:** A Pit Fiend is summoned within 10 ft of the targeted creature, it is under the control of Lazila; and all the previous effects.
>
> ### Legendary Actions
> Lazila can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Lazila regains spent legendary actions at the start of its turn.
>
> ***Daggers of The Damned*** Lazila makes a single "Daggers of The Damned" attack.
>
> ***Frightening Gaze (Costs 2 Actions).*** Lazila fixes her gaze on one creature she can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Lazila's gaze for the next 24 hours.
>
> ***Bile of Acursed Blood (Costs 3 Actions).*** *Ranged Spell Attack:* +10 to hit, range 60 ft., one creature. *Hit:* The creature is struck by a steam of boiling blood, the targeted creature will fail the next 2 saving throws they make no matter how high they roll or any other magical effect.
___
\page
# Monstrosity
\page
Credit: Christopher Balaskas
___
Link: https://cdna.artstation.com/p/assets/images/images/000/591/492/large/christopher-balaskas-ancient-dunewalker-as.jpg?1443927403
___
The Creature known as a Sand Napper is rarely spoken off cause they so useless, the live most of their life walking in deserts eating sand and spitting all non-organic materials out of holes on their back, their legs are only able to hold themselves up so they cant be used to travel on, nor are their meat particularly tasty.
Though they are often a target for older Sand Dragons, which for some reason find them easy prey.
They live for around 20 years and reproduce a-sexually, meaning that every one of them is genetically the same.
___
Being one of the most common monstrositys but one of the weakest, they often tend to be eaten by larger creatures and hunted by unknowing humanoids.
___
Being unable to filter gemstone particles out through the holes on their backs, you will be able to find diamond dust in their sacks inside of them, near their filter-holes, so far as they havent thrown them up in fully formed mixed gemstone clumps.
___
> ## Sand Napper
>*Huge monstrosity, unaligned*
> ___
> - **Armor Class** 12 (Natural armor)
> - **Hit Points** 30 (5d12 + 5)
> - **Speed** 15ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|6 (-2)|18 (+4)|4 (-3)|4 (-3)|4 (-3)|
>___
> - **Damage Immunities** Fire
> - **Senses** passive Perception 7
> - **Languages** -
> - **Challenge** 1/2 (100 XP)
> ___
> ### Actions
> ***Stamp.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 15 (2d12 + 5) bludgeoning damage.
>
> ***Eat Small Creature.*** The Sand Napper targets one small or tiny creature, the creature must make a DC 10 Dexterity Saving Throw, being engulfed for 1d4 turns before being thrown up. Doing this time they take 1d4 acid damage at the start of their turn, they are considered grappled doing the meantime.
\page
A rather odd monstrosity in the shape similar to that of a horse, just like the Phase Spiders they have the unique ability to walk between worlds.
___
They have dark blue hair and light blue markings along with a white main on their body.
___
It was ones belived that they were a sign of death to come, but in reality they are rather gental, trying to stay hidden and running away when they sence danger.
\page
___
> ## Gibberer
>*Tiny monstrosity, unaligned*
> ___
> - **Armor Class** 6
> - **Hit Points** 5
> - **Speed** 15 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|10 (0)|10 (0)|10 (0)|10 (0)|10 (0)|
>___
> - **Damage Resistances** Force
> - **Senses** passive Perception 10
> - **Languages** -
> - **Challenge** 3 (700 XP)
> ___
>
> ***Gibberer Duplication.*** If the Gibberer eats any kind of food it will spawn a second Gibberer within 5 ft of the original.
>
> ***Pack Tactics.*** The Gibberer has advantage on an attack roll against a creature if at least one of the Gibberer's allies is within 5 ft. of the creature and the ally isn't incapacitated.
>
> ### Actions
> ***Multiattack.*** The Gibberer makes two bite attacks.
>
> ***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 8 (4d4) piercing damage, the target must succeed on a DC14 Constitution saving throw or the Gibberer takes a bite and eats a small piece of their flesh, if the target has Medium or Heavy Armor on they automatically succeed.
It's certainly not civilized gibbering, but they do understand each other, that said... most of what they talk about is "food! food! food!".
___
They live in small caveins and eat anything they find, even each other from time to time.
___
*"Note to all citisens, DO NOT BRING GIBBERERS INTO YOUR HOUSE! if they dont eat you they will eat everything in your house, we no longer compensate people from having their stored food eaten by Gibberers.*
___
*If you fail to pay taxes cause of the unability to sell the eaten food, the problem is on your hands" - Senator Amida.
Credit: Anton Zemskov (Lincens holder: Blizzard)
\page
___
Credit: Laird Bruce Boughner
___
Link: https://i.pinimg.com/originals/76/d0/c5/76d0c5345aa2dc553d1016be031a0968.jpg
___
> ## Bullygrung
>*Huge monstrosity, unaligned*
> ___
> - **Armor Class** 13 (Hide Armor)
> - **Hit Points** 63 (7d10 + 24)
> - **Speed** 35 ft,. swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|8 (-1)| 18 (+4)|7 (-2)|10 (0)|7 (-2)|
>___
>
> - **Skills** Stealth +4
> - **Damage Immunities** Acid, Poison
> - **Condition Immunities** Poisoned, Frightened
> - **Senses** passive Perception 10
> - **Languages** Grung
> - **Challenge** 3 (700 XP)
> ___
> ***Amphibious.*** The bullygrung can breathe air and water.
>
> ### Actions
>
> ***Multiattack.*** The bullygrung makes two slam attacks.
>
> ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 14 (2d8 + 5) bludgeoning damage.
>
> ***Acid Covered Tongue.*** Ranged Weapon Attack: +2 to hit, reach 100/150 ft., one target. Hit: 12 (1d8 + 3) piercing damage + 2 (1d4) acid damage.
___
> ## Broodmother bullygrung
>*Gargantuan monstrosity, unaligned*
> ___
> - **Armor Class** 13 (Hide Armor)
> - **Hit Points** 84 (7d12 + 30)
> - **Speed** 30 ft,. swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|8 (-1)| 18 (+4)|7 (-2)|10 (0)|7 (-2)|
>___
>
> - **Skills** Stealth +4
> - **Damage Immunities** Acid, Poison
> - **Condition Immunities** Poisoned, Frightened
> - **Senses** passive Perception 10
> - **Languages** Slaad, Grung
> - **Challenge** 3 (700 XP)
> ___
> ***Amphibious.*** The broodmother can breathe air and water.
>
> ### Actions
>
> ***Multiattack.*** The broodmother makes three attacks: one with its bite and two slam attacks.
>
> ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) bludgeoning damage.
>
> ***Acid Covered Tongue.*** Ranged Weapon Attack: +2 to hit, reach 100/200 ft., one target. Hit: 12 (1d8 + 3) piercing damage + 4 (2d4) acid damage.
>
> ***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 8) piercing damage.
>
> ***Sprinkel Slime (1/day)*** The broodmother shakes its body and spreys sprinkels of stinking slime to any creature within 30 ft, any creature in the range takes 35 poison damage with no save or attack roll.
The Bullygrung's are rather simple monstrosities, they eat basicly anything and live in caves, in case they catch something alive they will kill them, stick them to the celling of their caves with the slime of their tongue until they one day are ripe enough for them to eat.
___
When a female Bullygrung is ready they will relase a auro of pheromones that will lead all males to its location, they will then fight to the death for a chance for the female, where after the deed is done she will kill and eat him, when the clutch hatches around 50 to 60 tadpoles will sprout out and eat the mother.
___
The Grungs hate the Bullygrungs, since they normaly like to feast on their kind, this is actually where they get their name, which is directly translated from Grung.
\page
___
___
> ## Shumera
>*Large monstrosity, unaligned*
> ___
> - **Armor Class** 14 (Hide Armor)
> - **Hit Points** 106 (12d10+40)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)| 16 (+3)| 18 (+4)| 5 (-3)| 14 (+2) |7 (-2)|
>___
>
> - **Skills** Perception +3, Stealth +5
> - **Damage Immunities** piercing
> - **Condition Immunities**
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** -
> - **Challenge** 5 (1,800 XP)
> ___
> ***Amphibious.*** The Shumera can breathe air and water.
>
> ***Aggressive.*** As a bonus action, the shumera can move up to its speed toward a hostile creature that it can see.
>
> ***Keen Smell.*** The shumera has advantage on Wisdom (Perception) checks that rely on smell.
>
> ### Actions
>
> ***Multiattack.*** The shumera makes three attacks: one with its bite, one with its horns, and one with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d6 + 4) piercing damage. If the biting head is the toad head the target is grappled (escape DC 15) Until this grapple ends, the target is restrained, and the shumera's toad head can't bite another target if its curently grappleing a creature.
>
> ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d6 + 4) slashing damage.
>
> ***Swallow.*** The shumera makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 20 (6d6) acid damage at the start of each of the toad's turns. The shumera can have only one target swallowed at a time.
If the shumera dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
The most dosile of the Chimera types found on the islands, the Shumera got the body of a Girallon but the body frame is much wider and the stomac boulges out in the shape of a Giant Toad which is found on the right side of the Girallon's head.
___
On the left side of the Girallon head you will instead find the head of a black bear, the front legs are in the form of a Girallon, but it has the claws of a black bear, the back legs are big and powerfull and comes in the shape of a Giant Toad's, but it mostly uses it to get a starting jump when wanting to climb.
___
While dosile, dont mess with a Shumera that got cups, the black bear instincts will take over and it will kill anything it sees as a threat to its youngs.
___
The Giant Toad's head tend to calm it down, making it wait and take its time before pounching.
___
Unlike other Chimera types, the Shumera tend to stay in family groups like a Girallon, staying in familys of 6 to 7 units.
___
While the Shumera fights alone it is rather weak compared to other Chimera types, but when in groups they often are much stronger, they often like to live in the same areas as Limera's like to put up residents, which often lead them to fight.
\page
___
Credit: Maxa-art, link: patreon.com/maxapostrophe
___
___
> ## Jugula
>*Huge monstrosity, unaligned*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 126 (11d12 + 55)
> - **Speed** 40 ft,. climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|16 (+3)| 18 (+4)|6 (-2)|12 (+1)|7 (-2)|
>___
>
> - **Skills** Stealth +6, Perception +4
> - **Condition Immunities** Frightened
> - **Senses** passive Perception 11
> - **Languages** -
> - **Challenge** 7 (2,900 XP)
> ___
> ***Blood Frenzy.*** The Jugula has advantage on melee attack rolls against any creature that doesn't have all its hit points.
>
> ***Keen Hearing and Smell.*** The Jugula has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ### Actions
>
> ***Multiattack.*** The Jugula makes two Gore attacks.
>
> ***Gore.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
>
> ***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, the target must succeed on an DC 14 Strength (Athletic) saving throw or get knocked prone.
___
"It looks like a lizard and a elephant from the front... but it was neither, it had rows of teeth and a hunger for flesh, if we hadent seen it we would have been dead... it made no sound and we have never seen anything like them before" - Old Injured Hunter.
___
The Jugula's are a beast most people will never see, they are extreamly aggresive but only doing two moments will they ever attack, if one enters their rather meager teritory 15-20 km range or when the females leaves it to go hunt for a partner.
___
They do eat flesh, that part is true, but the rather scary looking teeth and fangs are mostly to force open the rather hard skin of any creature they find that is already dead, that said they are perfectly able to take down targets themself, which they will do with their tusks.
\page
___
> ## Sludge Ogre
>*Large monstrosity, unaligned*
> ___
> - **Armor Class** 16
> - **Hit Points** 126 (11d12 + 55)
> - **Speed** 25 ft., climb 10 ft., swim 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (0)|20 (+5)|2 (-5)|6 (-2)|8 (-1)|
>___
> - **Damage Immunities** fire, acid
> - **Condition Immunities** blind, charmed, deafened, exhauset, firhtened, prone
> - **Senses** passive Perception 8
> - **Challenge** 7 (2,900 XP)
> ___
> ***Amorphous.*** The sludge ogre can move through a space as narrow as 1 inch wide without squeezing.
>
> ***Spider Climb.*** The sludge ogre can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
> ***Targeter*** The sludge ogre will only go after a target that isent at "Stage 3".
>
> ### Actions
>
> ***Sludge Fist.*** *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 10 (1d8 + 6) bludgeoning damage + 8 (2d8) acid damage.
>
> ***Clay Smuther.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target, *Hit:* 8 (4d4) bludgeoning damage.
> If a creature is hit by the "Clay Smuther" attack, they will get the status effect listen bellow, increasing the stage of the condition every time they are hit.
> - Stage 1: The target loses its Bonus Action and only has half movement, to remove the effect the creature needs to wash off the Clay to get rid of the effect.
> - Stage 2: The target loses all movement and loses its Bonus Action, to remove the effect the Clay need to be hardened over 10 hours where the target cant move where after it need to be broken off with a CR 18 Strength (Athletics) check.
> - Stage 3: The target can no longer use a action and is unable to use Somatic components, to remove the effect the targeted creature needs to be used a higher level water spell on like Control Water, Storm Sphere or Tsunami.
Maybe the closest thing to a Ooze that cant be called one, thies slimy clumbs of sludge and clay are normaly shapeless but takes on a shape in form of an shape much similar to a Ogre, henche its name.
___
The Sludge Ogre is known for 2 things mainley, their horrible smell that should be unlike any other with an smell that is described as if: "A person were to have their blader replaced with ementaler and peed."
___
The second one of its so called calling cards is why its dangerous, when attacking it can leave a part of itself behind on the target, causing a
\page
___
___
> ## Laimera
>*Large monstrosity, chaotic evil*
> ___
> - **Armor Class** 15 (Natural Armor)
> - **Hit Points** 150 (18d10+48)
> - **Speed** 30ft., Swim 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|17 (+3)|6 (-2)|10 (0)|8 (-1)|
>___
> - **Skills** Stealth +4, Insight +3, Perception +3
> - **Damage Resistance** bludgeoning, acid, cold
> - **Senses** passive Perception 13
> - **Languages** Understands Common And Draconic But Can't Speak
> - **Challenge** 7 (2,900 XP)
> ___
> ***Sence Magic.*** The Laimera senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
>
> ***Petrifying Gaze.*** If a creature starts its turn within 30 ft. of the laimera's basilisk head and the two of them can see each other, the laimera's basilisk head can force the creature to make a DC 13 Constitution saving throw if the laimbera isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
>
>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the laimera's basilisk head until the start of its next turn, when it can avert its eyes again. If it looks at the laimera's basilisk head in the meantime, it must immediately make the save.
>
>If the laimera's basilisk head sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
>
> ***Avoidance.*** If the laimera is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .
>
> ***Displacement.*** The laimera projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the laimera is incapacitated or has a speed of 0.
>
> ### Actions
> ***Multiattack.*** The Laimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its rust breath is available, it can use the breath in place of its bite or tentacle.
>
> ***Tentacle.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* (2d6 + 4) piercing damage.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* (2d6 + 4) piercing damage.
>
> ***Rust Breath. (2/day)*** The Laimera exhales rust breath in a 25-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a sucessful one.
>Any nonmagical equipment made of metal that is hit by this attack corrodes. The equipment if weapon takes a permanent cumulative -2 penalty to damage rolls, shields and armor takes a permanent -1 to AC and any tiny metalic items are instantly turned to rusty dust. If the items penalyu drops to -5, the equipment is destroyed. Magical items made of metal need to roll a d4, on a 1 they take a -1 penalty to damage or a -1 to AC.
___
The Laimera is a type of Chimera that was first seen around the same time, though over the years their population has basicly turned into non-excistance, for some reason they are on the rise on the Dragon Archipelago.
___
The Laimera differenciates itself from the normal Chimera by having different animal parts instead of the basic Chimera having the body of a lion, 2 heads of an Ram and a Red Dragon, the legs bag legs of the Ram and the Tail of the dragon.
___
The Laimera got the basic body of a Basilisk, the scaley body and its 4 first legs is still of the Basilisk, but on the top of the back out sprouts the head of a Rust Wyrm while the head of a Displacer Beast can be round in between the Basilisk head and the base of where the Rust Wyvern sproutes from, its hind 2 legs are a Displacer Beast while the second last set of legs are of a basilisk, but furry like a Displacer Beast.
Out from back on the creature, right over the tail area 2 displacer beast tentacles can be found, but instead of fur, they are slightly connected to the Rust Wyrm and therefor covered in brow almost rust looking scales.
___
This is the least common of the five Chimera types on the Dragon Archipelago, often fightning with the Shumera.
\page
In the beds of Slothmoar delta, its warm and forgiving waters birthed a genetic mutation of hive synapses, enlarged size, and more volatile blood lust for the leeches that lived there.
Now spreading like a water disease through the archipelago, the Slothmoar Leeches are clusters of symbiotic leeches that lurk in bodies of water, both fresh and salt, of those who enter. Known to the locals as 'Thousand Mouths', the only giveaway of a creatures' impending demise would be the small silent, and suspicious ripples that rise from the waters it is
about to enter.
___
Their unique feeding style includes them first suck out any fluid found in the creatures that find them in their grasp, here after the leeches will leave the corps to go through a process of natural mummification under the swamps mud, if they dont rise to the surface.
This however leads to them having a symbiotic relationship with the Corpsflower, often being found in the same area they live in a give and take relationship, where once the leeches are done with the corpses the Corpsflower will take them.
The same goes the other way around since its harder for a Corpsflower to use corpses that got a lot of fluid, which often happens if they die in swamps.
Credit: Official wizard of the coast art.
___
> ## Leeches of Slothmoar
>*Large monstrosity, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 124 (40d2 + 104)
> - **Speed** 10 ft., swim 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|14 (+2)|26 (+8)|2 (-4)|12 (+1)|7 (-2)|
>___
> - **Damage Vulnerabilities** Fire, Cold
> - **Condition Immunities** All Conditions
> - **Senses** They cant see but is instead drawn to warm blooded creatures within 60 ft.
> - **Languages** -
> - **Challenge** 9 (5,000 XP)
> ___
> ***Ambush Clue.*** The Leeches are ambush creatures, they can be spotted in the water by any creature with passive perception of 13 or higher or a DC 10 Perception check, the creautre will make ripples in the water to indicate its location.
>
> ***Natural Habitat.*** While in water the Leeches has advantage on all attacks, if the creature takes damage half of the damage cant be restored until they finish a long rest, to a minimum of 1/6th the creatures original health.
>
> ***Reform.*** If the Leeches ever reach 0 Hit Points the can reform at the start of their turn with 2d10 Hit Points if they havent taken Fire, Cold, Psychic or Force damage.
>
> ***Panic Flight.*** The Leeches has negative health, if they ever reach -30 Hit Points they wont reform and they will scatter instead.
>
> ### Actions
> ***Body Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 30 (10d4 + 2),if the Leeches aren't in water and the target was hit, the targeted creatures maximum hit points will be reduced by 1d4 at the start of their turn until the scrape of the any leeches on them using a action or they take Fire or Cold damage.
>
>***Sneak Attack.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit* 42 (20d4 + 2), the Leeches can only perform this attack if the target hasn't noticed their presence, if the target has noticed the leeches the attack will always miss.
\page
# Ooze
\page
___
Like other oozes, Black-Powder Pudding desire warmth and sense their prey through movement. While the creatures seek living and breathing targets, they will feast on animal guts, slime, and mushrooms.
While normally black puddings will eat anything, they undergo a minor transformation if they consumes corpses that is either being processed into gunpowder or a similar situation, that will make the Ooze’s body into a ticking timebomb, just waiting for a chance for a spark to set off the combination of potassium nitrate, charcoal and sulfur that has accumulated in its body.
___
Not being able to ever determine if a ooze is sick is a huge benefit to the ooze, but don’t be fooled, they can be sick and this is technique a sickness, since the pudding is unable to process this chemicals at a normal rate, they slow down and become more docile, as well as being heavier, dumber and more smelling then their non-ill counterpart the black-ooze.
___
Credit: Dieter Miller
___
Link: https://66.media.tumblr.com/c258bf6e64ab8c0aaafbdc74901a9d99/tumblr_inline_ohjh81Jro81r8h8wh_500.jpg
\page
___
> ## Purple Pudding/Queen's Candy
>*Medium ooze, unaligned*
> ___
> - **Armor Class** 10
> - **Hit Points** 133(14d8 + 70)
> - **Speed** 30ft., climb 20 ft., swim 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|20 (+5)|3 (-4)|6 (-2)|8 (-1)|
>___
> - **Damage Immunities** fire, acid, psychic
> - **Condition Immunities** blind, charmed, deafened, exhauset, firhtened, prone
> - **Senses** Blindsight 90 Ft. (Blind Beyond This Radius), passive Perception 8
> - **Challenge** 5 (1,800 XP)
> ___
> ***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing.
>
> ***Spider Climb.*** The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
> ### Actions
> ***Multiattack.*** The pudding makes two slashing attacks.
>
> ***Engulf.*** The pudding moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the pudding enters a creature's space, the creature must make a DC 17 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the pudding. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the pudding enters the creature's space, and the creature takes 21 (6d6) acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 21 (6d6) acid damage at the start of each of the pudding's turns. When the pudding moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the pudding.
>
> ***Slashing.*** *Melee Weapon Attack:* +8 to hit, reach 15ft., one target. *Hit* 15 (4d6 + 3) slashing + 10 (2d10) acid damage.
>
> ### Reactions
> ***Split.*** When the pudding that is Medium or larger is subjected to slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
___
The Type of Ooze known as Purple Pudding is sometimes also goes by its second name, The Queen's Candy.
It gets this name for being used in an assignation attempt against a queen that almost succeeded, if it hadn’t woken up to early.
___
When it moves around, it releases a sugar smelling stench, but slightly more acidic smelling, this stench is known to attract other types of ooze.
They use this natural stench to be able to identify each other, this is one of the only signs of intelligence standard Ooze's has been known to show.
___
the Purple Pudding is unlike other types of ooze, its movement are much faster ones it gets close enough to its target, as well as being able to form blade like forms with its slime that cuts.
So if people somehow misses its purple color they will have plenty of chances to identify it.
___
Credit: WillOBrien
___
Link: https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7aa9d383-2837-41aa-b7b7-8f831c00ddef/dcop7qz-5ade030e-5097-47d9-beef-e672da83a746.jpg/v1/fill/w_900,h_1050,q_75,strp/purple_slime_by_willobrien_dcop7qz-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTA1MCIsInBhdGgiOiJcL2ZcLzdhYTlkMzgzLTI4MzctNDFhYS1iN2I3LThmODMxYzAwZGRlZlwvZGNvcDdxei01YWRlMDMwZS01MDk3LTQ3ZDktYmVlZi1lNjcyZGE4M2E3NDYuanBnIiwid2lkdGgiOiI8PTkwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.k1heApIMFuUwESoToacJxf8bInHjbF53mKlaVyl2L1w
\page
A horrible creature deep underground in tombs and caves, basicly entombed, what it is isn’t fully known nor how it was created, only that its extreamly dangerous.
___
Every time it finds its way out multible people die, people borne will have birth defects hundred of years later if it spends to long time on the surface, if one is found adventures is always called, most dont make it, since basicly nothing is known about them.
\page
# Plant
\page
Credit: EnseiSong or Ensei, Link: https://66.media.tumblr.com/62ed1310eb17be4ae6984d6b5be03e4b/tumblr_mjrp70afnb1rtdsh3o9_1280.jpg
___
A rather simple plant found in the southern regions of the Dragon Archipelago.
___
They tend to have rather soft leafs but the spikes at the side excreats a organic fluid that normaly is ment to help it get rid of miner pest, though for some reason on larger creatures it works as a mild nerve toxin that slows down the target by upon entering the body, inhibits the normal actions of acetylcholinesterase; a chemical within the body whose normal function it is to break down the chemical acetylcholine.
Large amount of this substance are not something one should fear since they by nature, only produce enough to immobilize the target, that said if one were to fight multible and get stuck the toxins will completly break down the connections to the nerves, permanently paralyzing the targeted creature.
___
The Bush fingers got a cousin type of plant rather than a subspicies, this is a water based version that often grows a bit larger and is much more of a amnush creature.
The Grass Fingers as they are called grows a small pearls like orb that they use to lure targets in, this pearls also emits a small shine to give its location away.
___
> ## Bush Finger
>*Medium plant, unaligned*
> ___
> - **Armor Class** 14 (Natural Armor)
> - **Hit Points** 85 (10d10 + 30)
> - **Speed** 20 ft., swim 5 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 8 (-1)| 18 (+4)| 16 (+3)| 6 (-2)| 16 (+3)| 13 (+1)|
>___
> - **Skills** Stealth +10
> - **Damage Vulnerabilities** Poison
> - **Damage Resistance** Force, Radiant
> - **Condition Immunities** Blinded, Deafened
> - **Senses** passive Perception 13
> - **Languages** -
> - **Challenge** 5 (1,800 XP)
> ___
> ***Grappler.*** The Bush Fingers can grapple up to two targets at a time,
>
> ***Nerve Toxins*** If a creature is grappled by the Bush Fingers it will at the end of the Bush Fingers turn get a -1 modifier to dexterity until they finish a long rest.
>
> ### Actions
> ***Multiattack.*** The Bush Finger's makes two Root Grab attacks.
>
> ***Root Grab.*** *Melee Weapon Attack.* +7 to hit, reach 40ft, one target.. Hit: 9 (2d4+4) bludgeoning damage and the target must succeed a DC 16 Dexterity saveing throw or become grappled.
>
> ***Razor Vines.*** If a creature is grappled by the Bush Fingers, the creature takes 13 (2d8 + 4) piercing damage with no roll, if the target isent grappled the attack has +7 to hit, Reach 10ft, one target.
___
___
> ## Grass Finger
>*Large plant, unaligned*
> ___
> - **Armor Class** 13 (Natural Armor)
> - **Hit Points** 105 (10d10 + 50)
> - **Speed** swim 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 8 (-1)| 17 (+3)| 18 (+4)| 6 (-2)| 16 (+3)| 13 (+1)|
>___
> - **Skills** Stealth +10
> - **Damage Vulnerabilities** Poison
> - **Damage Resistance** Fire, Radiant
> - **Condition Immunities** Blinded, Deafened
> - **Senses** passive Perception 13
> - **Languages** -
> - **Challenge** 5 (1,800 XP)
> ___
> ***Grappler.*** The Grass Fingers can grapple up to two targets at a time,
>
> ***Nerve Toxins*** If a creature is grappled by the Grass Fingers it will at the end of the Grass Fingers turn get a -1 modifier to dexterity until they finish a long rest.
>
> ### Actions
> ***Multiattack.*** The Grass Finger's makes two Root Grab attacks.
>
> ***Root Grab.*** *Melee Weapon Attack.* +6 to hit, reach 40ft, one target.. Hit: 8 (2d4+4) bludgeoning damage and the target must succeed a DC 16 Dexterity saveing throw or become grappled.
>
> ***Razor Vines.*** If a creature is grappled by the Grass Fingers, the creature takes 13 (2d8 + 4) piercing damage with no roll, if the target isent grappled the attack has +6 to hit, Reach 10ft, one target.
\page
___
___
> ## Peanut Giant
>*Huge plant, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 67 (9d10 + 18)
> - **Speed** 35ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|10 (+0)|14 (+2)|5 (-3)|5 (-3)|6 (-2)|
>___
> - **Saving Throws** Str +9
> - **Damage Vulnerabilities** Bludgeoning
> - **Damage Immunities** Piercing
> - **Condition Immunities** blinded, frightened
> - **Senses** tremorsense 40ft., passive Perception 7
> - **Languages** Terran
> - **Challenge** 6 (1600 XP)
> ___
> ***Pack Tactics.*** The Peanut Giant has advantage on an attack roll against a creature if at least one of the Peanut Giant's allies is within 5 ft. of the creature and the ally isn't incapacitated.
>
> ***Rampage.*** When the Peanut Giant reduces a creature to 0 hit points with a melee attack on it's turn, the Peanut Giant can take a bonus action to move up to half it's speed and make two Slam attacks against one creature.
>
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., up to two targets. *Hit* 8 (2d6 + 2) bludgeoning damage.
They are pretty much what their name suggests, giant peanuts with legs, they use their massive bodies to slam creatures with since they nave no arms.
___
They dont really sleep, but stay in a sleep-like state 90% of their life but sometimes wakes up for unknown reasons.
___
They are edible but has a extreamly bitter taste if eaten raw, if boiled they taste just like a normal peanut... just a lot bigger.
___
"The weirdest thing happend the other day, somehow we were being rushed down by one of thies things, took some time but we did take it down, what confused everyone was that inside seemed to be a male human monk with mangeled ears.
___
I am writing this as we are talking to him and aperently he is deaf, i wonder if this is the effect of the peanut or a earliere damage, his name seems to be Chow and he has already shown some odd behaviors by constantly looking at me... maybe cause i ate some of the peanut he seemed to be trapped in." - **Valandra Alhambra.**
\page
___
___
> ## Ancient Petrified Treant
>*Huge plant (Also undead), chaotic good*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 144 (12d12+66)
> - **Speed** 25ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|6 (-2)|22 (+6)|10 (0)|10 (0)|18 (+4)|
>___
> - **Vulnerabilities** Force
> - **Damage Resistance** Bludgeoning, Piercing, from non magical weapons; Necrotic, Fire
> - **Damage Immunities** Slashing from non magical weapons
> - **Damage Immunities** Petrified.
> - **Senses** passive Perception 13
> - **Languages** Druidic, Terran, Sylvan, Primordial, Giant Elk
> - **Challenge** 13 (10,000 xp)
> ___
> ***Natural Petrified.*** The Ancient Petrified Treant being naturaly petrified it can be cured by greater restoration, if done roll a d4, on a 2-4 it becomes a normal treant with the languages of the Ancient Petrified Treant, but on a 1 it dies.
>
> ***Siege Monster.*** The Ancient Petrified Treant deals double damage to objects and structures.
>
> ***Primal Ancient Magic.*** The Ancient Petrified Treant's innate spellcasting ability is Charisma (spell save DC 17). The Ancient Petrified Treant can innately cast the following spells, requiring no material components:
>
> At will: darkness, magic missile, mold earth, earthbind, crown of madness.
>
> (3/day): erupting earth, speak with plants, speak with dead.
>
> (1/day): nose noise of the north (homebrew), charm monster, grasping vine, conjure animals.
>
> ### Actions
>
> ***Multiattack.*** The Ancient Petrified Treant makes two slam attacks.
>
> ***Petrifing Song.*** The Ancient Petrified Treant uses its action to sing a song, each creature within 30 ft. of the Ancient Petrified Treant that can hear the song are force to make a DC 14 Constitution saving throw if the Ancient Petrified Treant isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can cover its ears to avoid the saving throw at the start of its turn, but in return be deafened for aslong as they do, if they have any item in their hands they have to drop them. If it does so, it can't hear or attack the Ancient Pertified Treant until the start of its next turn, unless its Verbal-only based spells.
>
> ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* 18 (4d6 + 6) bludgeoning damage.
>
> ***Hurl Petrified Bark*** *Ranged Weapon Attack:* +10 to hit, reach 60/180 ft., one target. *Hit* 31 (5d10 + 6) bludgeoning damage.
>
> ### Legendary Actions
>
> The Ancient Pertified Treant can take 1 Legendary Action a turn. Only at the end of another creature's turn can this legendary action be taken. The spent legendary Action are regained at the start of each turn.
>
> ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* (3d6 + 6) bludgeoning damage.
>
This is what happens if a sentient plant goes through the natural form of petrification, this long process takes hundred of thousind of years or even up to a few million years, this means that the Treant that goes through this are ancient, they dont know everything that the mordern day Treant would know and they have different primal skills.
___
This process leaves the Treant in a state between undead and alive, they are still rather friendly but they have a much more primal way of seeing creatures, being out of its time it sees new things as bad and would prefer things to stay as they were when it was still a sproutling, failing to see that time changes and refusing to change with it.
___
Its rather easy to tell the difference between a petrified treant up close but from far away it would look much like a dead tree with no leaves.
___
Its also no longer possible for it to seed any new young treant's, since its no longer fully alive.
___
___
Credit: Aaron McConnell
___
Link: http://site.pelgranepress.com/wp-content/uploads/2013/02/EnragedTreant_ThumbA.jpg
\page
# Undead
\page
Credit: Lost artist
___
> ## Swollen Vermin Host
>*Medium undead, chaotic evil*
> ___
> - **Armor Class** 8
> - **Hit Points** 40 (5d8 + 17)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|10 (0)|18 (+4)|3 (-4)|3 (-4)|3 (-4)
>___
> - **Damage Vulnerabilities** fire
> - **Damage Resistance** poison, force, thunder
> - **Condition Immunities** charmed, poisoned,
> - **Senses** darkvision 60 ft., passive Perception 6
> - **Languages** -
> - **Challenge** 1 (200 XP)
> ___
> ***Feast of The Rats*** Upon death the host will spawn three "swarm of rats" within 10 ft of its location.
>
> ***Consumeing Rats*** If a humanoid creature within 25 ft of the host is slain they are revieved as a Swollen Vermin Host on its next turn.
>
> ### Actions
>
> ***Claw*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 6 (d12) slashing damage.
>
> ***Spew Vermin*** 1d4 rats jump out of the mouth of the host towards a target within 10 ft of the host, each rat has +0 to hit, reach 5 ft., one target. *Hit:* (1d2) piercing damage, where after they run away.
Nasty viel zombies, returned to life only to be eaten from the inside by rats, they dont often "live" for long since they are eaten out, but that said they carry the vermin around for the duration.
___
They have a strong set of rot and excrement that almost always will give their location away.
\page
___
___
> ## Lichdom Hydra
>*Gargantuan undead, chaotic evil*
> ___
> - **Armor Class** 19 (Natural Armor)
> - **Hit Points** 234 (12d20 + 108)
> - **Speed** 35 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|28 (+9)|18 (+4)|28 (+9)|8 (-1)|10 (0)|9 (-1)|
>___
> - **Skill** Perception +14, Intimidation +7
> - **Saving Throws** Str +17, Con + 17
> - **Damage Vulnerabilities** psychic; silver weapons doing the day.
> - **Damage Resistance** cold, lightning
> - **Damage Immunities** force, necrotic, poison; bludgeoning, piercing, and slashing from non-adamantine weapons.
> - **Condition Immunities** blind, charmed, exhaustion, frightened, petrified
> - **Senses** darkvision 70ft., tremorsense 50 ft., truesight 200ft,. passive Perception 10
> - **Languages** To angry to think more than simple terms, but thinks in draconic.
> - **Challenge** 23 (50,000 XP)
> ___
> ***Legendary Resistance (3/day).*** If the Lichdom Hydra fails a saving throw, it can choose to succeed instead.
>
> ***Rejuvenation.*** If the Lichdom Hydra has a phylactery, a destroyed Lichdom Hydra gains a new body in 3d10 days, regaining all its hit points and becoming active again. The new body appears within 100 feet of the phylactery.
>
> ***Multiple Heads.*** The Lichdom Hydra has five heads. While it has more than one head, the Lichdom Hydra has advantage on saving throws against being deafened, stunned, and knocked unconscious.
Whenever the Lichdom Hydra takes 80 or more damage in a single turn, one of its heads dies. If all its heads die, the Lichdom Hydra takes 40 (9d10) damage and regrows 1d4 + 1 heads.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn, in which case 1 head will grow out in 1d4 turns. The Lichdom Hydra regains 20 hit poins for each head that regrows in this way.
>
> ***Reactive Heads.*** For each head the Lichdom Hydra has beyond one, it gets a extra reaction that can be used only for opportunity attacks.
>
> ***Turn Resistance.*** The Lichdom Hydra has advantage on saving throws against any effect that turns undead.
>
> ***Undead Fortitude.*** If damage reduces the lichdom hydra to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the lichdom hydra drops to 1 hit point instead and regrows a head if it has non left.
>
> ***Lichdom.*** The Lichdom Hydra does not need to breathe, eat or sleep.
>
> ***Parding Gift.*** Upon the Lichdom Hydra's death, each creature withing 40 ft of the Lichdom Hydra need to make a DC 13 Dexterity savingthrow or take 30 (6d10) poison damage.
>
>
> ### Actions
> ***Multiattack.*** The LichdomHydra makes as many bite attacks as it has heads.
>
> ***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. Hit: 14 (d10 + 9) piercing damage, 5 (d10) cold damage and 2 (1d4) poison damage.
>
> ***Magic Burst Beam (Recharge 5-6)*** Unable to utalize magic, the Lichdom Hydra insteads let the arcane energy spew out in beams from 1d4+1 of its heads towards different targets.
Each of the Lichdom Hydra's heads exhales a beam of either: Fire, Lightning, Cold, Necrotic, Poison, Acid or Force.
The beam's is shot out in a 90-foot long, 10ft wide line. Each creature in the affected areas must make a DC 21 Dexterity saving throws, taking 64 (18d8) damage from the beams with a random of the before mentioned damage types on a failed save, or half as much damage on a successful one.
>
> ### Legendary Actions
>The Lichdom Hydra can take 2 legendary actions, choosing from the options below. The Lichdom Hydra regains any spend legendary actions at the start of its turn:
>
> ***Targeted Beam (Costs 2 Actions).*** If the Lichdom Hydra has atleast 3 heads left, 1 of it's heads will target a creature within 20 ft of its and deal 20 (5d8) Fire, Lightning, Cold, Necrotic, Poison, Acid or Force damage to the creature, this damage can not be blocked.
>
> ***Eat Head.*** The Lichdom Hydra can attack its own heads, killing it and dealing 25 damage to itself. The Hydra regrows 2 heads at the start of its turn.
\page
##### DM note
Try to use this monster indoors and have the later stages outside, the Lichdom Hydra is most deadly if multiple targets can be hit with it's Burst Beam.
The question was simple, what if a creature unable to accept nor denied the effect of undergoing the ritual of the creation of a lich and were to undergo the process? Normally a creature has to be willing for the creation of a lich to be formed, but if the creature doesn’t know what is going on, they are neither able to accept nor denied it.
The Lichdom Hydra is what would happen if a Hydra were to undergoe the process.
___
Whether it's a cult that did it or a mad mage that just want to experiement, creating or transforming oneself into a lich is seen as madness, but if one is created from a creature without goals and ideals, a creature that in life is only about survival and the power to keep itself alive, is to undergoe the transformation and be gifted with the power to immortality, it will create a being of pure hate and destruction, with the sole goal of killing and destroying everthing it sees.
___
Unable to cast magic, the creature will let it out in the only way that will come natural for it, beams shooting out of it's head or heads, destroying anything in sight.
The process will also greatly enhance it's physical abilities and size, as well it's intelligence, making it really unintelligent rather then extremely so.
Credit: Sandra On
___
Link: https://comicvine1.cbsistatic.com/uploads/original/11118/111186462/4047745-5519223123-hydra.jpg