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# CreatorWorks Custom Content ## Hello! My name is Caleb but you can CallMeCal. I played D&D 3.5 in high school, World of Darkness and Exalted in college, then mostly Pathfinder for several years, though I dabbled in other systems as well. Then Loading Ready Run's _Dice Friends_ and Geek and Sundry's _Critical Role_ got me into D&D 5e and I fell completely in love with it. It has swiftly become my favorite system. Here is a list of my homebrew content. Starred items require DM approval; everything else is fair game in my campaigns. ## D&D 5th Edition ([House Rules](https://drive.google.com/file/d/1X0UnGL8dsbCyPMs30BQAv3PKTs7dJZUL/view?usp=sharing))
### Classes and Subclasses __[The Martial Artist Pack](https://www.dmsguild.com/product/263785/The-Martial-Artist-Pack)__ contains the following classes: - __[Argent Fist](https://www.dmsguild.com/product/265167/Argent-Fist)__, a Monk/Paladin Hybrid Class based on the Prestige Class of the same name from 3.5 - __[Battle Dancer](https://www.dmsguild.com/product/265171/Battle-Dancer)__, a Monk/Bard Hybrid Class based on the Base Class of the same name from 3.5. - __[Metamorph](https://www.dmsguild.com/product/265175/Metamorph)__, a Monk/Druid Hybrid Class based on the Shifter class from Pathfinder. - __[Ninja](https://www.dmsguild.com/product/265177/Ninja)__, a Monk/Rogue Hybrid Class. - __[Samurai](https://www.dmsguild.com/product/265179/Samurai)__, a Monk/Fighter Hybrid Class. - __[Spelldrinker](https://www.dmsguild.com/product/265181/Spelldrinker)__, a spell-stealing Monk/Warlock Hybrid Class inspired by Mord-Sith from the Sword of Truth series by Terry Goodkind. - __Way of Four Elements Monk: Caster Edition__, a reworking of the Monk subclass to make it work more like Arcane Trickster and Eldritch Knight. ___ - __[The Ancient Dragon](https://www.gmbinder.com/share/-LmV4E_WTE1eBDNKaoRd)__, a draconic Warlock subclass. - __[Alchemist](https://www.dmsguild.com/product/266132/Alchemist)__, an Intelligence-based spellcaster who creates spells in liquid form called Extracts. - __[Circle of the Beast](https://www.gmbinder.com/share/-Mbu4tB1yFsZIAlv3Qyd)__, a Druid circle with a beast companion - __[Cloistered Cleric](https://www.dmsguild.com/product/265090/Cloistered-Cleric)__, a variant Cleric that uses Intelligence and a spellbook instead of weapons and armor. - __[Dealer](https://www.dmsguild.com/product/317592/The-Dealer-Class)__, a spellcasting class that uses a deckbuilding minigame for learning and preparing spells. - *__[Noble Scion](https://www.dmsguild.com/product/315618/Noble-Scion)__, a class whose superpower is being rich. - __[Oath of the Crusader](https://www.gmbinder.com/share/-M4G6Fg56qgBw4FK-jiA)__, a Paladin subclass for playing a classical Arthurian monster-slaying questing knight. - __[Oracle](https://www.dmsguild.com/product/317605/Oracle-Class)__, a Cleric/Monk/Sorcerer Hybrid Class - __[Psionic](https://drive.google.com/file/d/1fVTGKqu1cHNUoSs_ZIxUQLHYKnGSTiH4/view)__, a class for playing a master psychic. - *__[Saiyan](https://www.gmbinder.com/share/-MIkm1_h5laGc83Ihtp3)__, a Monk/Sorcerer Hybrid Class. - __[Shaman](https://www.dmsguild.com/product/281019/Shaman-Class)__, a Cleric/Druid/Warlock Hybrid Class. - __[Slayer](https://www.dmsguild.com/product/311389/Slayer-Class)__, a Ranger/Barbarian/Fighter/Rogue Hybrid Class. - __[Summoner](https://drive.google.com/file/d/16RQRQx-uB1uM6k9JOiub2RQrGs4wv4a3/view)__, a conjurer spellcasting class. - __[Swashbuckler](https://www.dmsguild.com/product/280866/Swashbuckler)__, a Fighter/Rogue/Bard Hybrid Class. ### Races ___ - *__[Awakened Animal](https://www.dmsguild.com/product/265503/Awakened-Animal)__, a race for playing as an animal that has had the _awaken_ spell cast on it. - __[Fluidic](https://www.dmsguild.com/product/300882/Fluidic-Race)__, a race for playing as a slime person. - __[Graveborn](https://www.dmsguild.com/product/266178/Graveborn)__, a half-undead race. - __[The Odyssey Race Pack](https://www.dmsguild.com/product/311099/Odyssey-Races)__ contains seven subraces of Nymph (Aurad, Dryad, Maenad, Naiad, Nereid, Oread, and Photiad) in addition to Medusas, Sirens, and Satyrs. ### Feats ___ - __[Feats for Pseudo-Multiclassing](https://www.dmsguild.com/product/362373/Multiclass-Feats)__, feats for adding a splash of flavor or features from other classes. - __[Additional CreatorWorks Feats](https://drive.google.com/file/d/1zmDAvWsohtxsVBTe-o__k0tj5NJwb0b4/view?usp=sharing)__ \columnbreak ### Miscellaneous ___ - __[Linguistics](https://www.dmsguild.com/product/314065/Linguistics)__, alternate rules for language fluency - __[Simple Epic Level Progression](https://www.dmsguild.com/product/284429/Simple-Epic-Level-Progression)__, what it says on the tin - __[Social Combat Rules](https://www.dmsguild.com/product/266957/Social-Combat)__, rules for formal debates - __[Monk Vows](https://www.dmsguild.com/product/362226/Monk-Vows)__ for playing an ascetic - *__[Zelda Breath of the Wild](https://drive.google.com/file/d/1pop_Rf5Qjs2VwvBobFvAdpMExklI6yXt/view?usp=sharing)__ Setting Document - *__[Classic Monsters](https://www.drivethrurpg.com/product/364491/CreatorWorks-Classic-Monsters-RPG)__, a 5e World-of-Darkness-alike - *__[Exalted 5e](https://drive.google.com/file/d/1PM9unkoWaVwsm0eD1_m4gaLIPVGTdOTm/view?usp=sharing)__ Setting Conversion - *__[CreatorWorks Errata](https://www.gmbinder.com/share/-M3PeEXyfiLz7MjtQBJh)__ for [Planeshift: Equestria](https://www.gmbinder.com/share/-L-eIZ1r24Au11YfQBZC) ### Items † *= based on Critical Role.*
‡ *= based on Exalted.*
Δ *= based on the Legend of Zelda series.* #### Bag of Colding † *Wondrous Item, Rare* Rather a misnomer, this bag's enchantment has nothing to do with cold, but rather with time. This bag has all of the same game statistics as a Bag of Holding, except it can hold half as much weight or volume, and time passes more slowly in its extradimensional space. For every hour that passes outside the bag, only one minute passes inside the bag. This is most useful for preserving things that go bad or decay over time, such as food. As this is also the function of an icebox, this is likely where the item got its name. #### Boots of Haste † *Wondrous item (boots), Very Rare (requires attunement)* While you wear these boots, you can use a Bonus Action and click the boots' heels together. If you do, you gain the effects of a *[haste](https://roll20.net/compendium/dnd5e/Haste)* spell for one minute. You must finish a short or long rest before you can do this again. #### Cane of Somaria Δ *Weapon (quarterstaff), Uncommon* This magical staff can be used as an arcane focus. As an action while holding this staff, you can create a 5 foot cube of solid force in an unoccupied space adjacent to you. The cube looks like solid gold with copper trim around the edges. It weighs 200 lbs, but you can push, drag, lift, or throw it as though it were weightless. It is immune to environmental damage (such as from falling or lava), but can be attacked as any other object. It persists until it takes any damage, you dismiss it as a bonus action, or you create another cube. \pagebreak #### Chain of Returning † *Wondrous Item, Uncommon* This is a fine steel chain roughly one inch thick and one foot in length, with a manacle on each end which shrinks or grows to fit whatever it is fastened to. This chain can be used simply as a set of manacles, but that is not its purpose. When one manacle is fastened around your wrist and the other is fastened around the handle of a weapon held in the same hand, that weapon gains the *thrown* property with a range of 20/60 feet, the chain magically extending to up to 60 feet long to accommodate the throw. You can then retract the chain as a bonus action to pull the weapon back to yourself. If you throw a weapon that does piercing or slashing damage and the attack hits a creature or object, you can choose for the weapon to become lodged where it hits, pulling the target to you or you to the target (depending on which is lighter or less well secured) when you retract the chain. Anyone can dislodge the weapon as an object interaction on their turn. #### Current Tamer's Armor Δ *Armor (studded leather), Rare* While wearing this armor, you have a +1 bonus to AC. This bonus is in addition to the armor's normal bonus to AC. While wearing this armor, you have a swimming speed equal to your base walking speed (if you already have a swimming speed, it is doubled) and can breathe water as easily as air. Additionally, you can swim against currents and even up waterfalls as though they were standing water. #### *Eight-Scream Devil Whip ‡ *Weapon (whip), Uncommon (requires attunement)* This magical blood-red leather whip causes excruciating pain to any who touch it. Any creature who makes physical contact with the whip must succeed on a DC 15 Constitution saving throw or gain the *poisoned* condition for the duration of contact, and until the end of its next turn after contact is broken. Contact is effective even if made through clothing. On a success, the creature is unaffected, but repeats the saving throw at the start of each of its turns until it fails or contact is broken. As this *poisoned* condition is brought on by magically-induced pain rather than by a literal poison, it bypasses immunity to poison. The whip's effect is active even when unattuned, but a creature who is attuned to the whip is immune to its effects, allowing the creature to wield it effectively. The *detect evil and good*, *dispel evil and good*, and *protection from evil and good* spells and the *divine sense* feature treat this weapon as a fiend (except it can't be dismissed with *dispel evil and good*). #### Fire, Ice, or Shock Arrow or Bolt Δ *Ammunition (arrow or bolt), Common (25gp)*
A creature hit by one of these magic arrows or bolts takes an additional 1d4 fire, cold, or lightning damage, depending on the arrow or bolt type. This damage increases to 1d6 if fired from a magic bow or crossbow. \columnbreak #### Folding Ship ‡ *Wondrous Item, Rare* At first glance, this appears to be a fine wooden chest, one foot wide by one foot tall by six inches deep and weighing twenty pounds. Close inspection reveals an image of a Sailing Ship on one square side and a Longship on the opposing side inlaid into the wood in gold filigree. Its user can place the chest on a water covered surface such as a shore or riverbank with one of the two images facing up and perform a ten minute ritual. Over the course of the ritual, the chest opens and unfolds itself into a ship of the kind depicted on the upward face. When the ship is docked or beached and emptied of passengers, crew, and cargo, its user can perform a ten minute ritual to cause the ship to fold back into its chest form over the course of the ritual. Damage dealt to one ship form is also dealt to the other. Twelve consecutive hours in chest form repairs both ship forms of all damage. #### *Forgotten Blade ‡ *Weapon (longsword), Legendary (requires attunement)* As long as one does not look at this magic longsword, one cannot remember its appearance. In fact, no one but the person attuned to it can remember it at all when not in its presence. This magical mental influence can be resisted for one hour with a successful DC 20 Intelligence saving throw. The wielder uses Intelligence rather than Strength for its attack and damage rolls, and it deals Psychic damage instead of Slashing. When a creature takes damage from this blade, it makes an Intelligence saving throw, DC 10 plus half the psychic damage dealt. On a failure, the victim forgets 1d6 years of her life and how to use one Skill (all determined at random). Someone brought to 0 hit points by this weapon suffers complete amnesia. Skill use returns as the psychic damage heals, but lost memories are gone forever, shy of a *greater restoration* or *wish* spell. You can use a called shot (taking -2 or -5 on the attack roll depending on your intended effect) to cut away smaller chunks of memory or target specific skills or memories. #### Gauntlets of Distant Claws ‡ *Weapon (unarmed strike), Rare (requires attunement)* These fingerless gauntlets do not look like weapons, but as a bonus action a creature wearing and attuned to them can magically extend three sharp steel claws from depressions between the knuckles of one or both gauntlets. These magical claws can be used to make unarmed strikes; on a hit, they deal 1d8 slashing damage in place of the damage normal for an unarmed strike. The claws can be magically retracted as a bonus action on your turn. As an action while the claws are extended, a creature wearing and attuned to them can fire the central claw of either gauntlet as a projectile, which remains connected to the gauntlet by a fine steel chain. Treat this as throwing a Javelin with a Chain of Returning attached to it. \pagebreak #### Glider Staff *Weapon (quarterstaff), Mundane (400gp)
Based on Avatar: the Last Airbender.* As an object interaction on your turn or as a reaction when you begin to fall, you can convert this quarterstaff into a glider, or from a glider back into a quarterstaff. It can't be used as a weapon in glider mode. While holding the glider in both hands, you have a flying speed of 45 feet, but you can't use this speed to gain altitude, and while using this speed you lose 5 feet of altitude plus any unused lateral movement at the end of each of your turns. (For example, if you fly 30 feet on a turn, you will fall 20 feet at the end of that turn. You can land safely this way.) #### Goggles of Eldritch Sight *Wondrous item (eyes), Uncommon* These goggles have 5 charges and regain 1d4+1 charges each dawn. While wearing them, a creature can spend a charge to cast *detect magic* without providing components. #### *Goggles of Superior Concentration *Wondrous item (eyes), Legendary (requires attunement)* These crystal goggles can be used as an arcane focus and have 7 charges. If you would lose concentration on an effect (such as by failing a concentration check or by concentrating on a second effect), as a reaction you can expend a charge to maintain concentration on that effect until the end of your next turn. You can't concentrate on more than 2 effects at once this way. The goggles regain 1d6+1 charges each dawn. #### Magic Potion Δ *Potion, Various* When you drink this potion, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than the result on the dice rolled, and none of the slots can be 6th level or higher. For example, if you roll a 3, you can recover either a 3rd-level Spell Slot, a 2nd-level Spell Slot and a 1st-level Spell Slot, or three 1st-level Spell Slots. If you are a Warlock (or similar), you regain a set number of Spell Slots instead, as shown on the table. Magic Potions have no effect if you have not finished a short or long rest since last drinking one.
| Potion | Rarity | Price | Slots | Warlock
Slots |:---:|:---:|:---:|:---:|:---:| |Magic |Common |50gp |1d4|1 |Greater Magic |Uncommon |100gp |2d4|1 |Superior Magic|Rare |500gp |4d4|2 |Supreme Magic |Very Rare|5,000gp|8d4|4 \columnbreak #### Mirror Shield Δ *Armor (shield), Rare* While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Any time you are targeted by a ranged attack, a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll while holding this shield, you can spend your Reaction to roll a d6. On a 1 to 5, you are unaffected by the attack or spell. On a 6, you are unaffected, and the effect is reflected back at the source as though it originated from you, turning the source into the target. #### *Perfected Kata Bracers ‡ *Wondrous Item (arms), Legendary (requires attunement)* These banded bracers appear to be made of solid bronze, with sacred sutras inlaid into the bands in gold filigree. They have no effect for a creature that can't spend Ki Points. As an action, an attuned creature can spend 8 Ki Points to activate the bracers. For the next minute, she can add her Wisdom modifier to all her attack rolls with unarmed strikes and monk weapons, and the price of all Ki Features is reduced by 1, to a minimum of 0. #### *Sorcery-Capturing Cord ‡ *Wondrous Item, Rare/Very Rare/Legendary* Sorcery-capturing cords come in three styles and three levels of power. One is made of colored jade threads; it is Rare, has 3 charges, and regains 1d4-1 charges each dawn. One is made of intertwining bronze and silver threads; it is Very Rare, has 5 charges, and regains 1d4+1 charges each dawn. One is made of gold thread; it is Legendary, has 9 charges, and regains 1d6+1 charges each dawn. The cord is about two feet long and immensely strong. When its owner is the target of or in the area of a spell, she can use a reaction and expend a number of charges to attempt to capture it in a knot she ties in the cord. She makes a Dexterity saving throw at the spell's Save DC; if the number of charges expended is less than the level of the spell, or if the cord does not have room to store the spell, the saving throw automatically fails. On a success, the spell disappears into the knot in a dwindling display of power. A cord can hold total levels of captured spells equal to its maximum charges. As an action, a creature can untie a knot and expend a number of charges to release the spell captured within it. If the number of charges expended is less than the level of captured spell, it fizzles with no effect when released. Spells with multiple versions take the shape intended when originally cast when released. \pagebreak #### Singing Staff ‡ *Wondrous Item (staff/arcane focus/musical instrument),
Rare (requires attunement)* This six-foot long staff of white jade is carved in an irregular series of waves and swellings, with a knob at each end. It can be used as an arcane focus and as a magical quarterstaff, and when rubbed with a rosined bow it emits a sweet tone like a musical saw, with different parts of the staff playing different pitches and timbres. If an attuned creature plants the end of the Singing Staff on the ground and plays it correctly, the land responds to the music, rising and falling like waves or shaping itself like clay molded by unseen hands. This makes the singing staff precious as both a tool and a weapon: the staff can topple castle walls as easily as it digs canals. As an action, a creature attuned to the staff can attempt to cast one of a number of spells by making a Charisma (Performance) check and expending a number of charges from the staff equal to the level of the spell, requiring no other components. The Charisma (Performance) check is at a DC of 12 plus the level of spell attempting to cast; on a failure, the spell fizzles with no effect. The staff has 8 charges, and regains 1d6 charges each dawn. The spells that can be cast from the staff are as follows:
| Level | Spell | |:---:|:---| | 0th | Mold Earth | 1st | Earth Tremor | 2nd | Earthen Grasp | 3rd | Erupting Earth | Level | Spell | |:---:|:---| | 4th | Stone Shape | 5th | Transmute Rock | 6th | Move Earth | 8th | Earthquake
#### Steelsilk Armor ‡ *Wondrous item (body), Rare (requires attunement)* When unattuned, Steelsilk Armor has the game statistics of a suit of Hide Armor, though it has the appearance of an outfit of clothing made of fine silk. When attuned, however, the stiff, unyielding fabric becomes soft and fluid to the wearer, while remaining strong against the force of oncoming attacks. When wearing Steelsilk Armor you are attuned to, it has the game statistics of Bracers of Defense rather than a suit of Hide Armor, except it is worn on the body, not the wrists. #### Traveler's Staff ‡ *Weapon (quarterstaff), Uncommon* This gnarled staff is an enchanted branch from an apple tree that can be used as a druidic focus. It can be used as a magical quarterstaff in combat, but is more useful as a source of food, firewood, and shelter. Once per day, the user can plant the staff into the earth and perform a one hour ritual. The branch grows over the course of the ritual into a full-size apple tree that bears enough ripe fruit to feed six people for the day. The tree's canopy is wide and dense enough to provide shelter from rain or snow for up to six people, and its lower branches are easily gathered and burn readily as firewood. The user can find a large, straight branch that easily snaps off and becomes the original staff. Once this branch is removed, the tree dies and rapidly rots away, and after 24 hours no sign of its presence remains. \columnbreak #### Ultimate Document ‡ *Wondrous Item, Uncommon* This is a one foot long sheet of blank, slightly pearlescent parchment. It has 3 charges, and regains 1d4-1 charges each dawn. As an action, its owner can expend a charge and cause the Ultimate Document to become whatever document the owner imagines. It is flawless, written perfectly and in excellent calligraphy, with picture-perfect signatures in all the right places, but the writing fades after one hour; it is excellent for showing people and fooling them, but letting someone walk off with it is always a mistake. Those who do rarely see their Ultimate Document again. #### Ultimately Useful Tube ‡ *Wondrous item, Very Rare (requires attunement)* This is a foot-long bamboo tube that can be used as a spellcasting focus by any spellcaster. The lip of one end is faintly blue; the other lip is faintly red. It looks innocuous, but a creature attuned to it can use it in a wide variety of ways. As an object interaction, an attuned creature can twist the tube to reveal finger-holes and an embouchure, allowing it to be played as a flute. The flute is magical, granting advantage on any Performance checks made using it. Twisted back, no observer can find the holes. If used as a snorkel, the Ultimately Useful Tube keeps out waves and water spray and maintains an ideal length up to ten feet while the attuned creature changes depth. Used as a breathing tube it filters the air, granting the attuned creature advantage on all saving throws against airborne poisons and diseases. Twisting the tube the other way as an object interaction thins it to a half-inch diameter, allowing the attuned creature to use it as a straw which desalinates and filters any liquid imbibed through it in the same way as air. As an action, an attuned creature can place the tube on a flat surface and unroll it, revealing a set of your choice of Thieves' Tools or Tinker's Tools inside. The resulting flat bamboo mat can be rolled back up as an action, becoming the Ultimately Useful Tube again. If not replaced within it, the tools vanish one hour after the tube is rolled up, able to be found within the tube again the next time it is unrolled. By pulling on the ends as a bonus action, an attuned creature can change the tube's length by one foot, between its normal length of one foot up to a maximum of ten feet. At two feet in length it can be used as a prybar or a blowgun. The tube creates its own blowgun needles and has 5 charges: spending 1 charge when blowing a needle out the red end coats it with Serpent Venom; spending 1 charge when blowing a needle out the blue end coats it with Drow Poison. These needles are magical and fade away after one minute. The tube regains 1d4+1 charges each dawn. At three feet in length it can be used as a magical club; at six feet in length it can be used as a magical quarterstaff; and at ten feet in length it can be used as a ten foot pole. If any portion of the tube is broken off, a piece of the attuned creature's choice of at least 1 foot in length remains an undamaged Ultimately Useful Tube, while the rest becomes a mundane piece of bamboo. Lengths of bamboo created this way are sturdy enough for simple construction, but after 24 hours they rapidly rot away, leaving no trace. The Ultimately Useful Tube always looks like a mundane implement, even to magical senses or detection, though the blowgun needles shine with faint light in the color they were fired from and are obviously magical. \pagebreak
## Pathfinder 1st Edition ([House Rules](https://www.gmbinder.com/share/-LVCKgmvYJBKgvXy0IQl))
### Classes and Archetypes ___ - __[Argent Bloodline](https://www.gmbinder.com/share/-LVCzlGrbrUSY1JAgm3q)__, a Sorcerer bloodline based on the Argent Savant and Force Missile Mage prestige classes from 3.5 - __[Argent Fist](https://www.gmbinder.com/share/-LVD3mWmDURZViLRwtif)__, a Monk and Paladin Hybrid Class based on the Prestige Class of the same name from 3.5 - __[Battle Dancer](https://www.gmbinder.com/share/-LVDRzwULuggLbuG7qqd)__, an archetype of Unchained Monk based on the base class of the same name from 3.5 - __[Metamorph](https://www.dandwiki.com/wiki/Metamorph_(Pathfinder_Archetype))__, what the Shifter should have been. - *__[Mord-Sith](https://www.dandwiki.com/wiki/Mord-Sith_(Pathfinder_Class))__, a spell-stealing hybrid class inspired by the Sword of Truth series by Terry Goodkind. - __[Savage Hunter](https://www.dandwiki.com/wiki/Savage_Hunter_(Pathfinder_Archetype))__, an archetype of Barbarian based on the variant class from 3.5. - __[Scrivener](https://www.gmbinder.com/share/-LVDasmzoVrtauNoZCAv)__, a hybrid class of Wizard and Alchemist. - __[Succubus Bloodline](https://www.gmbinder.com/share/-LVDZEw-DfBFWenL7O8X)__, a Sorcerer bloodline based around Charm and Domination effects. ### Races ___ - *__[Confessor](https://www.gmbinder.com/share/-LVCfm6RekXBqEutSeKl)__, a humanoid race based on the Sword of Truth series by Terry Goodkind. - __[Dryad](https://www.gmbinder.com/share/-LVCJC5xqmMMTK4KULXH)__, a race for playing as a tree fey. - *__[Hross](https://www.gmbinder.com/share/-LVCc0xp06wy_g2a9OFH)__, a race of outsiders based on Out of the Silent Planet by C.S. Lewis. - *__[Sorn](https://www.gmbinder.com/share/-LVCfs9HziumzmpC2um_)__, a race of outsiders based on Out of the Silent Planet by C.S. Lewis. - *__Races of Hyrule: [(Ocarina of Time)](https://docs.google.com/spreadsheets/d/10mC5ttMLnFCfSSFmr1juUJpDcukQoyqVum1eEPMcbKo/edit?usp=sharing), [(Breath of the Wild)](https://docs.google.com/spreadsheets/d/1jiwuSMQ1_UADbLLZZKtsfJ4jg1f16HycV4gov0MS8YM/edit?usp=sharing)__, for playing races from Legend of Zelda games. - *__[Races of Nirn](https://docs.google.com/spreadsheets/d/1-O9fT0LjCqb6DuMqhb3B3MWJaA5RwSeraPl-uK_ttOA/edit?usp=sharing)__, for playing races from Elder Scrolls games. ### Feats, etc. ___ - __[Advanced Potion Making](https://www.dandwiki.com/wiki/Advanced_Potion_Making_(Pathfinder_Alternate_Class_Feature))__, an Alchemist Discovery or Witch Hex for making higher level potions. - __[Educated](https://www.dandwiki.com/wiki/Educated_(Pathfinder_Feat))__, a feat like Toughness but for skill points. - *__[Vow of Peace](https://www.gmbinder.com/share/-LVCGMe2zEiVlSWYuIve)__, a feat based on the Exalted feats Vow of Nonviolence and Vow of Peace from 3.5 - *__[Vow of Poverty](https://www.gmbinder.com/share/-LVCBQ2beoNE8F35qYAD)__, a feat based on the Exalted feat of the same name from 3.5 \columnbreak ## World of Darkness
20th Anniversary Edition ### ___ - __[Classic World of Darkness Mixed Game Rules](https://www.storytellersvault.com/product/337535/Classic-World-of-Darkness-Mixed-Game-Rules)__, rules for combining the 20th Anniversary Editions of Vampire, Werewolf, Mage, Wraith, and Changeling with Hunter, Mummy, and Demon in a way that functions as smoothly and with as much internal consistency as possible. - __[Mixed Game Rules 4.5 Update](https://www.storytellersvault.com/product/343078/Classic-World-of-Darkness-Mixed-Game-Rules-45e-Update)__, bringing some of the better features of Vampire 5th Edition into my Mixed Game Rules - __[Draco: The Hoarding](https://www.storytellersvault.com/product/337619/Draco-The-Hoarding-for-Mage-Changeling-or-Werewolf)__, for playing a Dragon in a game of Mage, Changeling, or Werewolf (or a Mixed Game). - __[Alternative Hunter: The Reckoning](https://www.storytellersvault.com/product/361803/Alternative-Hunter-the-Reckoning)__, rebuilding Edges and Virtues from the ground up; designed to work with my Mixed Game Rules. - __[Demon Custom Apocalyptic Forms](https://www.storytellersvault.com/product/337231/Demon-Custom-Apocalyptic-Forms)__, for using a Point Buy system to customize your Visage. ## Exalted ### ___ - __[A Brief History of Creation](https://www.storytellersvault.com/product/343311/Exalted-A-Brief-History-of-Creation)__, from the formation of the Shinma to the disappearance of the Scarlet Empress in seven pages or less! Based primarily on 2nd Edition lore but technically edition agnostic. ### 2nd Edition - __[Colossus and Metropolis Charms](https://www.storytellersvault.com/product/337204/2e-Alchemicals-Collosus-and-Metropolis)__ for Alchemical Exalted of Essence 6 and higher - __[Gaian Exalted: Ascended Terrestrials](https://www.storytellersvault.com/product/343454/Gaian-Exalted-Ascended-Terrestrials)__, rules for taking a Dragonblooded through a pan-elemental apotheosis to full Celestial status - __[Xenomorphic Exalted: Infernal Lunars](https://www.storytellersvault.com/product/343261/Xenomorphic-Exalted-Infernal-Lunars)__, Lunar Exalted who have given themselves to the Yozis, taking twisted demonic forms in place of beast forms - __[Machinical Exalted: Infernal Alchemicals](https://www.storytellersvault.com/product/343077/Machinical-Exalted-Infernal-Alchemicals)__, magitech sorcerous constructions of the Yozis based on a perversion of Autochthon's perfect design