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Tserofal's Grimoire Of Forgotten Folklore
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Contents
Races
Andran / page 3
Chimian / page 5
Eplihati / page 6
Orc Kin / page 7
Rodentfolk / page 8
Subclasses
Barbarian / page 9
Path Of The Corrupted / page 9
Bard / page 9
College Of Extraplanar Voices / page 9
Druid / page 9
Circle Of Mutation / page 9
Warlock / page 10
The Living Plane / page 10
Backgrounds
Raised / page 11
Items
Items / page 13
Spells
Spells / page 14
\columnbreak ## Credits ___ **Pictures Made With** *[HeroMachine3](http://www.heromachine.com/heromachine-3-lab/)* ___ **Thanks to** *[u/5ash](https://www.reddit.com/user/5ash/posts/)* **for** *[The Scroll of Strange Races : Living Heirloom](https://www.dmsguild.com/product/226339/B5-The-Scroll-of-Strange-Races)* **which is the inspiration for the Eplihati race (so check it out).** ___ **Written by** *[u/Biozard01](https://www.reddit.com/user/Biozard01).* ___ **Special Thanks** **to** [u/nathirwalowsky](https://www.reddit.com/user/nathirwalowsky/posts/) **for allowing me to work on his own concept.** ___ **Big Thanks To The OG Boys !** *[u/SamuraiHealer](https://www.reddit.com/user/SamuraiHealer "title")* *[u/WeirdoWhoever](https://www.reddit.com/user/WeirdoWhoever "title")* *[u/Manorian](https://www.reddit.com/user/Manorian "title")* *[u/90sMemelord](https://www.reddit.com/user/90sMemelord "title")* *[u/Mheros](https://www.reddit.com/user/Mheros "title")* *[u/yazatax](https://www.reddit.com/user/yazatax "title")* *[u/Malkezial](https://www.reddit.com/user/Malkezial "title")* \pagebreak # Races ## [Andran](https://www.gmbinder.com/share/-LKlNgi_skBSpiYY3YW6) ##### "Andrans are fascinating people, with a deep history and a lot of mysteries." — Tserofal, Apostle of the Sun. ### History ___ They appeared from The Far Realm a long time ago, sent by Elder Gods in an attempt to prepare for the colonization of the prime Material Plane. In so, andrans are known adventurers, they roam the lands fascinated by all the other creatures and cultures and will often be seen mimicking local traditions. Recently, all contact with their creators was abruptly lost for some unknown reason, causing big changes in andran tribes behavior, this change might encourage bold andrans to finally leave their tribe to live their own adventure. ### Appearance ___ Andrans are gender-fluid they can choose or not to be male or female (or both) most of them take a definitive gender when they reach adulthood, although exception exist. Their skin can go from bright flashy pink to deep dark purple. ### Andran Names ___ Andran names are various and diverse like andrans, but here are some exemple of typical andran naming. **Neutral Names:** Torrad, Sylliar, Larenar, Thanis, Trent, Ambrosa, Emilly, Corakaia, Nysalis, Lilera, Orinielle, Kelyra, Delona ### Andrans Traits ___ Your andran character has the following racial traits. **Ability Score Increase.** Your Strength score increases by 2. **Age.** Andrans age slowly after reaching adulthood in the first month of their life. The oldest andrans reach 200 years old. **Alignment.** Andrans often tend to be neutral, not caring that much about the outside world, while still curious about it. **Size.** Andrans are medium in size, ranging from 5 to 7 feet tall. **Speed.** Your base walking speed is 30 feet. **Darkvision.** Your eyes give you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, you only see in shades of blue. **Survivor.** You gain proficiency with the Survival skill. **Alien Mind.** You have advantage on saving throws against the frightened and charmed condition. **Psionics Spellcasting.** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *dissonant whispers* spell once per day. When you reach 5th level, you can also cast the *crown of madness* spell once per day. Intelligence is your spellcasting ability for these spells. **Languages.** You can speak, read, and write Common, Deep Speech and you can read qualith. **Telepathy.** You can also speak andran telepathically in a 30 foot radius around you, creatures that don't speak andran hear distant whispers. **Subraces.** Many subraces of andrans populate the worlds of D&D. Choose one of these subraces.
#### Beholderkin. The beholderkin were made in the image of beholders, with eye tentacles and a large eye located in the middle of their forhead. **Ability Score Increase.** Your Charisma score increases by 1. **Watching.** Due to your many eyes you have proficiency with the Perception skill. \pagebreakNum #### Mindflayerkin The mindflayerkin are the results of Elder Gods attempt to copy the mindflayers psionic abilities. **Ability Score Increase.** Your Intelligence score increases by 1. **Tentacles.** You have a tentacle or several tentacles that you can control allowing you to hold and interact with multiple objects, this allows you to have advantage on checks to grapple targets.
#### Chullkin Chullkin are the results of the evolution of andrans that lived underwater for centuries, they have two additional arms, the hand on these arms are crab-like pincers. **Ability Score Increase.** Your Constitution score increases by 1. **Natural Armor.** You have tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. **Amphibious.** You can breathe air and water. **Pincers.** Because of your pincers, you can't hold items or weapons in those additional arms. Your pincers are natural weapons, which you are proficient with, you can use them to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
--------------------------------------------------------------------------------------------------- \pagebreakNum ## [Chimian](https://www.gmbinder.com/share/-L_wtInu3Cfx5uapft7b) ##### "Every fourteenth day of the third month since the beginning of the new year, my God mourns, and the light of the sun dims for the day." — Tserofal, Apostle of the Sun. ### Origin ___ Chimian history is a complicated one. It starts ages ago, when the lonely God Of The Moon and Eternal Night, Cuhmis, fell in love with the God Of The Sun and Eternal Light, Cydros. Cuhmis idolized Cydros, but could never admit it, due to their very different divine domain, and swore to never confess his feelings to him. But one fateful night he broke his pledge, Cuhmis waited for dusk to catch Cydros before the night hits, he told him the truth, and Cydros embraced him. A couple of days went by, and they were happy together, all was good. Until Okenta, Goddess Of Conquest who was rejected by Cydros in the past learned of their idyll. For he, stole her love, she proceeded to curse and banish to the lower planes Cuhmis, cursing all of his worshipers and their descendants at the same time. He who lived in the night would now be forced to fear it, transforming at dusk into a monstrous creature killing innocent passerby. He then became the first chimian to ever live. ### Appearance ___ Chimian have tanned skin and more often then not long jet-black hair. They also have overall rough and bulbous facial features or the polar opposite, and can often be seen wearing tribal makeup. ### Chimian Names ___ Chimian take their name from various sources: **Male Names:** Madra, Dhavash, Attuhish, Tubar, Armugeptush, Jihukugant, Tajnarmey, Gubhraviha **Female Names:** Smoeyrbe, Taokephale, Paosippe, Kleduthyia, Deiyrbe, Clistocyra, Biloeytie, Fyphilete, Andreomache, Hoetayle ### Chimian Traits ___ Your chimian character has the following racial traits. **Ability Score Increase.** Your Constitution score increases by 2. **Age.** Chimian reach adulthood in their late teens and live less than a century. **Alignment.** Chimian tend toward extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by the Tamed and the Wilds, respectively). **Size.** Chimian are between 7 and 8 feet tall and weigh between 280 and 340 pounds while in their humanoid shape. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. **Darkvision.** Because of your race origin, your race kept some of the divine features. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern colors in darkness. **Diurnal Shape.** You choose one CR 0 beast that as a maw and claws. You can use an action to either turn into a giant version of this beast or into a humanoid hybrid version of this beast. You can only do so a number of times equal to your proficiency bonus and only for 10 minutes, the transformation lasts for the duration, or until you drop to 0 hit points or dies. You regain all uses of this trait on a long rest. If you revert to your normal form because you dropped to 0 hit points, excess damage carries over to your normal form. If the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. If you decide to turn into a giant beast, your statistics are replaced by the statistics of the chosen beast. You retains your alignment and personality. You are limited to the actions of this new form, you can't take any action that requires hands or speech. Your gear melds into the new form and you can't benefit from any of your equipment. You also take the hit points of your new giant beast form. When you reverts to your normal form, you get your original hit points back. If you decide to turn into a humanoid hybrid beast, your statistics other than AC remain the same. Any equipment you are wearing or carrying isn't transformed. You also benefit from the following traits while in your humanoid hybrid beast form : * **Divine Protection.** You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks that aren't silvered while in your Diurnal Shape. * **Keen Hearing and Smell.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. * **Natural Armor.** You gain a +1 bonus to your AC while in giant animal or hybrid form if you are not wearing heavy or medium armor. * **Natural Weapons.** You gain the following Strength-based natural attacks, with which you are proficient: * ***Bite (Giant Animal or Hybrid Form Only).*** *Melee Weapon Attack:* Reach 5 ft., one target. *Hit:* 1d10 + your Strength modifier piercing damage. * ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* Reach 5 ft., one target. *Hit:* 2d4 + your Strength or Dexterity modifier slashing damage. \pagebreakNum **Languages.** You can speak, read, and write Common and Sylvan. **Subraces.** Chimian organize in two tribes, the Tamed who pass rituals to gain control over their bestial heritage and organize themselves in groups going into the world to better it and spread love like their god did. And the Wilds who don't know or reject the rituals to live free, without bounds or masters, at the risk of endangering the life of others, in hope to break the curse that haunts them. Choose either one of these subraces. #### Tamed **Ability Score Increase.** Your Wisdom score increases by 1. #### Wilds **Ability Score Increase.** Your Strength score increases by 1. ## [Eplihati](https://www.gmbinder.com/share/-LZzI80uTVp_eVHcrV71) ##### "My main archpriest is an eplihati, they're the only person I could trust my life with." — Tserofal, Apostle of the Sun. ### History ___ The eplihati people were created by the goddess of metallurgy and smithing, Belisama. At first, they were people made of flesh and bones, and they were for millenniums, creating giant cities and being an overall dominating race. However, they got wiped out from history by a mysterious disease. Belisama, in an attempt to save her creation, turned them into nearby objects, giving life to sets of armors and statues. After this event, she feared that the disease would come back if she turned them back to flesh. And in so, she had to keep making new eplihati, as they are not capable to reproduce. When an eplihati is born it "awakes" in a temple of Belisama, free to live its life to the fullest. ### Eplihati Names ___ An eplihati is often given a name after it has awoken, according to the race or culture it has awoken around. ### Eplihati Traits ___ Your eplihati character has the following racial traits. **Ability Score Increase.** Your Wisdom score increases by 2. **Age.** Eplihati reach full sentience after 3 years. An eplihati's body can be cared for and repaired, therefore they don't age. **Alignment.** Eplihati serves to the best of their ability. They tend towards lawful alignments. **Size.** Depending on what they have awoken in, an eplihati can stand anywhere from 4 feet to 7 feet tall and weigh upwards of 150 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Languages.** You can speak, read, and write Common and Primordial. **Sentient Construct.** Even though you are made from nonorganic material, you are a sentient lifeform. You are immune to diseases and you don't need to eat or breathe. You don't require sleep, but you must enter an inactive state for 8 hours to gain the benefits of a long rest. You only regain half the hit points you would regain from anything that isn't Hit Dices (you still regain all your hit points from a long rest). **Bloodless.** You are immune to poison damage and the poisoned condition. **Subraces.** Many subraces of eplihati populate the worlds of D&D. Choose one of these subraces. #### Statue You have awoken within a stone statue. For a statue to awake, it must have a head, body, arms, and legs. **Ability Score Increase.** Your Strength score increases by 1. **Skillful Depiction.** You gain proficiency in one skill of your choice. **Stony Exterior.** Your body is completely made from stone, granting you a +1 bonus to your Armor Class if you are wearing light armor or not wearing armor. #### Mannequin You gained your consciousness in the body of a mannequin. You have sat idly through the years, modeling hundreds of articles of clothing and wigs of all kinds. **Ability Score Increase.** Your Charisma score increases by 1. **Confidence.** You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. **Masquerade.** You can cast the disguise self spell with this trait, using Charisma as your spell casting ability for it. You can cast this spell a number of times equal to your proficiency bonus. After you use this trait, you can't use it again until you finish a long rest. #### Armor Set You awoke in a suit of full plate armor. For a suit of armor to awake, it must be complete. **Ability Score Increase.** Your Constitution score increases by 1. **Innate Combat Prowess.** You gain proficiency with either two martial weapons of your choice or shields. **Fully Armored.** Due to the fact that you are a sentient set of armor, you cannot wear additional armor. However, you have a base AC of 13 and disadvantage on Stealth checks, if you are using a shield, you can apply the shield's bonus as normal. --------------------------------------------------------------------------------------------------- \pagebreakNum ## [Orc Kin](https://www.gmbinder.com/share/-La1_JXbksx6Cqpl1Kj6) ##### "Orcs are crazy." — Eddie The Coward. ### History ___ Ettins were created by a two-faced god named Galblag. This god was in legends split in half by a powerful creature, creating the gods Galb and Blag. Orcs usually worship one or the other. ### Appearance ___ Orcs have green skin, long pointed ears and prominent lower canines that resemble tusks. ### Orc Kin Names ___ Here are some examples of orcish naming : **Male Names** Gorlag, Urgran, Wumkbanok, Cruknis , Knaraugh, Mergigoth, Kharag **Female Names** Bula, Dulug, Gashnakh, Ugor, Rihka, Rirzi, Mezniha ### Orc Kin Traits ___ Your orc kin character has the following racial traits. **Ability Score Increase.** Your Strength and Constitution scores increases by 1. **Age.** Although orcs reach physical maturity at about the same age as humans, like elves, the understanding of adulthood goes beyond physical growth to encompass worldly experience. An orc typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old **Alignment.** Orcs don't really care about conflict not related to them, but they will go to many length to achieve vengeance on those who wronged them. They usually have no mercy for elves. Orcs are usually chaotic neutral **Size.** Orcs are between 6 and 8 feet tall and weigh between 230 and 280 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Menacing.** You gain proficiency in the Intimidation skill. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Languages.** You can speak, read, and write Common and Orc. **Subraces.** Many subraces of orc kin populate the worlds of D&D. Choose one of these subraces. #### Full-Blooded Orc Full blooded orc are the most basic and common form of orcish representation. **Ability Score Increase.** Your Strength score increases by 1. **Aggressive.** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. #### Orog Orogs are orcs blessed with a surprisingly keen intellect. **Ability Score Increase.** Your Intelligence score increases by 1. **Tactical Slash.** When you hit a creature with a melee weapon attack, you can attempt once per short rest to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach, If the original attack roll would hit the second creature, it takes damage equal to half the original damage. The damage is of the same type dealt by the original attack. #### Half-Orc Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs. **Ability Score Increase.** Your Wisdom score increases by 1. **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. **Other Half** You choose your other half between : human, tiefling, elven. ##### Human ___ **Skills** You gain proficiency in one skill and language of your choice. ##### Elf ___ **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic cannot put you to sleep. ##### Tiefling ___ **Hellish Resistance.** You have resistance to fire damage. #### Half-Ogre (Ogrillon) Half-ogres are the result of ogres mating with orcs. **Ability Score Increase.** Your Constitution score increases by 1 **Giant Tongue** You can now speak and read Giant. **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. > ##### Villainous race options > The race option below let you create a specific villainous archetype: an evil berserker creature. Talk to your DM before choosing this option. \pagebreakNum #### Tanarukk Tanarukks are orcs corrupted by abyssal magic, serving as bodyguards for evil spellcasters. **Ability Score Increase.** Your Constitution score increases by 1 **Abyssal Tongue** You can now speak and read Abyssal. **Unbridled Fury.** As a reaction to being hit by a melee attack, you can make one melee weapon attack against the attacker. You can use this trait only once per short rest. --------------------------------------------------------------------------------------------------- ## [Rodentfolk](https://www.gmbinder.com/share/-LOraaog4dptz5LKhl7y) ##### "I didn't honor a debt I owed to M.M, and look at what this mousefuck did !!! He cut my ear off !!!" — Eddie The Coward. ### History ___ Rodentfolks have always lived secluded from other races, mostly humans and elves, focusing themselves on their traditions and history. With the years passing by, more and more younger rodentfolks started the adventuring life, often looking to make their society evolve and be more accepting of other races despite their conflicted past. ### Appearance ___ Has the name implies, rodentfolks look like different types of rodents, beaverfolks looks like humanoid beaver, etc... ### Rodentfolk Names ___ Most rodentfolk carry a nickname often given in accord with their looks (Most rodentfolk have human or elven names). **Nickname.** Peanut Butter, Ozzie, Honey, Buttercup, Zoom, Hammy, Skiwee, Ganondorf ### Rodentfolk Traits ___ Your rodentfolk character has the following racial traits. **Ability Score Increase.**. Your Dexterity score increases by 2. **Age.** Rodentfolks reach adulthood at age 5 and can live up to 60 years but rarely do so. **Alignment.** Rodentfolk society rely on loyalty, bravery and hierarchy making common rodentfolks tend toward lawful alignments, though, some rodentfolk decide to live in the underground of major cities and in doing so, tend more toward chaos and are generally on the "evil" side of things. **Size.** Rodentfolks are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. **Speed.** Your base walking speed is 30 feet. **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. **Rodenticide** You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9 of the PHB). **Languages.** You can speak, read, and write Common and Undercommon. **Subraces.** Many subraces of rodentfolks populate the worlds of D&D. Choose one of these subraces. #### Beaverfolk Beaverfolks camps can be found near forests and rivers. **Ability Score Increase.** Your Wisdom score increases by 1. **Speed.** You now also have a swimming speed of 30 feet. **Hold Breath** You can hold your breath for up to 30 minutes at a time. **Bite.** Your beaver fangs serves has a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You also deal double damage to wooden objects. #### Mousefolk Mousefolks establishment can be found near big cities and are often working with wizards and other magic users. **Ability Score Increase.** Your Intelligence score increases by 1. **Perceptive.** You gain proficiency with the Perception and Insight skill. **Wizard Pupil** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. **Speech of The Small Beast.** You have the ability to communicate in a limited manner with beasts and you can fully talk to rodents. They can understand the meaning of your words, though you have no special ability to understand them in return, unless they are a rodent. You have advantage on all Charisma checks you make to influence them. #### Ratfolk Ratfolks tribes can be found in sewers or swamps. **Ability Score Increase.** Your Constitution score increases by 1. **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. **Relentless Endurance** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead. You can’t use this feature again until you finish a long rest. **Underground Environment** You have advantage on rolls to find your way if you are underground or in a cave, you also can't get lost (meaning that you always know which way is north), except by magical means. #### Hamsterfolk Hamsterfolks community can be found in small towns working has entertainers or maids. **Ability Score Increase.** Your Charisma score increases by 1. **Artist** You gain proficiency with either one Gaming set or one Musical instrument. You also learn one additional language. **Natural Charm.** You have advantage on saving throws against being charmed. **Nimbleness** You can move through the space of any creature that is of a size larger than yours. --------------------------------------------------------------------------------------------------- \pagebreakNum # Subclasses ___
##### These subclasses were made in collaboration with [u/nathirwalowsky](https://www.reddit.com/user/nathirwalowsky/posts/)
## Living Plane Lore ___ Those intelligent, timeless beings have a personality, but also bears all of the characteristics of a demiplane itself. Their amorphous bodies, floating in the silvery void of Astral Plane are imprisoned by their own nature. Unable to leave, they search for every opportunity to establish some kind of connection with outside worlds, even if that means an exchange of services with other beings. One of the most known and prominent sentient demiplane is Neth, named ‘The Plane That Lives’. A caprices one, willing to either explore or devour the other worlds, and is especially eager to acquaint itself with promising individuals. There is two ways a sentient demiplane interacts with other sentient lifeforms. These ways determine the way you follow their teaching and how you pursue your own goals. You may become a nefarious herald, causing havoc to help your world be devoured, or a brave explorer gathering information to fulfill the living plane’s curiosity. ## Barbarian ### [Path Of The Corrupted](https://www.gmbinder.com/share/-LbYwPCV7PHLEzBsmcJi) ___ You have been corrupted by a sentient demiplane powers. Becoming an alien amorphous entity, you explore the world following the ways of your living plane. #### Adhesive Skin ___ Starting when you choose this path at 3rd level, your skin becomes a powerful adhesive. You gain a climbing speed equal to your walking speed. You have advantage on all Grappling checks. #### Mutated Body ___ Beginning at 6th level, your viscous skin is now accompanied by bone protrusions that cover your body, you are immune to diseases, the poison condition and poison damage. While raging, your bone protrusions extend puncturing creatures grappled by you, when you grapple a creature it takes 1d6 piercing damage every time it fails to escape your grapple. #### Sentient Pseudopods ___ At 10th level, you body is covered in sentient semi-liquid matter. You can now grapple at the same time a number of creatures equal to your Constitution modifier (minimum of two). #### Dominating Position ___ At 14th level, your otherworldly body now gives you powers that go beyond this reality. While raging, any creature ending its turn 5 feet away from you takes 1d4 acid damage. ## Bard ### [College Of Extraplanar Voices](https://www.gmbinder.com/share/-LbYwPCV7PHLEzBsmcJi) ___ You have found an ancient collection of tales, talking about a great begin that lives beyond the planes. You decided to use those tales to your advantage and in so became the voice of a sentient demiplane. #### Bonus Proficiencies ___ When you join the College Of Extraplanar Voices at 3rd level, you gain proficiency with three languages of your choice. You can also hear whispers spoken by creatures up to 30 feet away from you. #### Otherworldly Screech ___ At 3rd level, you discover that your can utilize your voice to channel otherworldly powers in your spells. When you cast a spell of 1st-level or higher that as a vocal component and deals damage, you can deal an additional 1d8 psychic damage to affected creatures. #### Sinister Lullaby ___ At 6th level, you learn to install madness in the minds of others. Once per long rest, you can give one creature long-term madness for a number of hours equal to your Charisma modifier (minimum of one) if they fail a Wisdom saving throw. #### Extraplanar Aid ___ At 14th level, you learn the *summon greater demon* and *infernal calling* spells, they count as bard spells for you but don’t count against the number of bard spells you know. ## Druid ### [Circle Of Mutation](https://www.gmbinder.com/share/-LbYwPCV7PHLEzBsmcJi) ___ Druids of the Circle Of Mutation are druids who believe that evolution by mutation is the only way the world should work. In so, they follow the signs left by living planes to go beyond their physical abilities and attain the peak of mortal evolution. #### Monstrous Teaching ___ When you choose this circle at 2nd level, on top of being able to turn into a beast, you can also turn into monstrosities or oozes. All other Wild Shape restrictions apply to you normally. #### (temporary name) ___ Starting at 6th level, \pagebreakNum #### Irreversible Mutation ___ At 10th level, you can use your Wild Shape to turn into any monstrosity or ooze with a CR of 2 or lower. #### (temporary name) ___ By 14th level, ## Warlock ### [The Living Plane](https://www.gmbinder.com/share/-LbYwPCV7PHLEzBsmcJi) ___ You have made a pact with a living plane. Giving you a small glimpse of the cosmic powers held by this entity, you now wield its magic to defeat your foes and aid your allies. #### Expanded Spell List ___ The living plane lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### The Living Plane Of Spells | Warlock Level | Spells | |:---:|:---:| | 1st | *grease, inflict wounds* | | 2nd | *melf's acid arrow, enlarge/reduce* | | 3rd | *aura of vitality, speak with dead* | | 4th | *phantasmal killer, polymorph* | | 5th | *planar binding, cloudkill* | #### Immense Hunger ___ Starting at 1st level, you gain the ability to devour creatures, which allows you to gain their strength. As an action, you open a small breach in reality located on your arm, from which emerges disgusting tentacles and a toothy maw, the maw can as apart of the same action eat a Small to Medium creature's corpse, which heals you a number of hit points equal to your Charisma modifier + your Warlock level. After consuming the corpse, the tentacles and maw re-enter the portal which closes leaving no trace of the corpse. Once you use this feature, you cannot use it again until you complete a short or long rest. #### Shapeless Form ___ Also starting at 1st level, you gain the ability to change your body into an amorphous mass as an action. While in this amorphous state, your walking speed is 20 feet and you gain 20 feet of climbing speed, you can also move through spaces as narrow as 1 inch. The amorphous state lasts for 5 minutes or until you drop it as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of one), you regain all uses after a short or long rest. #### Viscid Armor ___ Reaching 6th level, once per short or long rest, if you are hit by a melee weapon attack, you can use your reaction to cause the weapon to stick to your body. The attacking creature as to pass a Strength (Athletic) check or be disarmed, leaving the weapon stuck on your body. #### Corrosive Blood ___ Starting at 10th level, your patron enhances you with new defense mechanisms. When you take damage, you can choose to deal acid damage equal to your Warlock level to a creature 10 feet away from you. #### Endless Hunger ___ At 14th level, you gain the ability to introduce your patron to the plane you find yourself and bring a part of it here. As an action, you target a creature 30 feet away from you, it as to pass a Dexterity saving throw or translucent white tissues starts wrapping around the creature, slowly consuming it. For 1 minute, the creature is restrained and takes 5d6 acid damage, which it suffers from at the beginning of its turns. At the end of its turns, the creature can make another save. If successful, the creature frees itself, ending the feature effects. Once you use this feature, you can’t use it again until you finish a long rest. --------------------------------------------------------------------------------------------------- \pagebreakNum # Backgrounds ___ ## [Raised](https://www.gmbinder.com/share/-LPu2vfk12uZXGEPU663) ___ You have died. ___ Leaving aspects of your previous life you now roam the lands fulfilling unfinished business. You were raised from the dead by a creature or multiple creatures of the following types, why did they raise you ? Did they tell you what your new purpose was or do they let you roam around freely ? Are you an ancient fighter who never left the battlefield ? Did you attract evil forces to you in your pursue of undeath ? Or did your druid friend imbued you with the life of plants to keep you from dying ? Ask yourself these questions when picking a creature type. ___ When a creature or an effect can detect what type of creature you are, it detects you as an humanoid creature and also one of the following creature type. | d6 | Creature Types | |:---:|:-----------:| | 1 | Undead | | 2 | Celestial | | 3 | Fiend | | 4 | Fey | | 5 | Elemental | | 6 | Plant | ___ Depending on how long you have been dead your body might have decomposed a lot. Choose one of the following body looks or come up with an other one in accord with your DM (This is purely cosmetic, you don't gain anything from picking any of these body appearances). | d4 | Body | |:---:|:-----------:| | 1 | Fresh dead body | | 2 | Skeleton | | 3 | Body with plant life growing on you | | 4 | Ghostly transparent body | ___ When picking this background, talk with your DM to figure out the state of acceptance of undead creatures. ___ Are undead a functioning part of societies ? Are they accepted by everybody ? Is it taboo ? Do people often become undead ? ___ **Skill Proficiencies:** Intimidation, History ___ **Tool Proficiencies:** Disguise kit, a tool set of your choice ___ **Equipment:** A set of torn clothes, a disguise kit, a trinket from your past life, and a belt pouch containing 10 gp. ___ #### Feature: Raised From The Grave ___ As a raised, you cannot die of aging and you don't need to but you can still eat or breathe, if you are magically aged by half the maximum lifespan of your race, you die as normal. You know that some people see you has a omen of protection, while other can see you has an omen of death. You are welcome in some particular places of worship. You and your adventuring companions can expect to see anxious behaviours around you or the exact opposite, people might ask you to bless their old and young with a long life, or curse their enemies. Some raised are even asked to be apart of a secret royal court, providing advices to all future kings for ages. You can find a place to hide, rest, or recuperate among some commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. #### Suggested Characteristics ___ Raised were given life back, some see it as a curse, some as a benediction. Think about what it means to be undead, what it causes and what it says about life. Your flaws might be some things you are forced to do every day, an hideous secret or perhaps an unfinished task. | d8 | Personality Trait | |:---:|:-----------:| | 1 | I've been dead already, tales of bravery don't often impress me. | | 2 | People adore me because they think I have supernatural powers, they are crazy, at least I hope so. | | 3 | I enjoy the bustling of cities because they make me feel alive. | | 4 | People have trouble understanding me because I speak like their ancestor. | | 5 | I don't care about gods, but it seems they care about me. | | 6 | People think being undead is cool, it is, for the first 20 years. | | 7 | I wish I could return to my former life, but fate has decided otherwise. | | 8 | Family is the only thing that cannot die. | \pagebreakNum | d6 | Ideal | |:---:|:-----------:| | 1 | **Destiny.** I live on because I have more good to do in this world. (Good) | | 2 | **Power.** I wanted eternal power, so I became eternal. (Evil) | | 3 | **Freedom.** I can do whatever I want, forever. (Chaotic) | | 4 | **Balance.** Life or Death don't take sides, so I do the same. (Neutral) | | 5 | **Aspiration.** I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) | | 6 | **Protection.** I'll always protect what deserves to be protected no matter what. (Lawful) | | d6 | Bond | |:---:|:-----------:| | 1 | A lover of mine disappeared, I aim to discover what happened. | | 2 | I have to protect the person who found me and guided me when I came back. | | 3 | I was raised from the dead to protect a powerful artifact. | | 4 | My enemies don't know that I am still "alive". | | 5 | I am haunted by an undead hunter. | | 6 | My entire family got killed, I came back to avenge them. | | d6 | Flaw | |:---:|:-----------:| | 1 | I have trouble finding people to care about, they all die so fast. | | 2 | I am ashamed of how I became undead and no one must find out how it happened. | | 3 | I don't care about consequences, I have eternity. | | 4 | Sometimes, I feel like eating flesh. | | 5 | My body is horribly scarred. | | 6 | I have to repair mistakes I made while I was alive, no matter the cost. | > ##### Becoming a Raised after Character Creation. > If your DM allows it, you could bring a character back as a risen version of itself (for example, if you want resurrection to have a drawback), just replace your background with this one, you don't gain this background skills, proficiencies and features. --------------------------------------------------------------------------------------------------- \pagebreakNum # [Items](https://www.gmbinder.com/share/-L_bToiZqTOcCvvTmp6K)
### Devour ##### An amulet, bracelet or ring, Very Rare, attunement required, 40 000 gp
*This item has a dark past, and even darker powers. It must not fall into the wrong hands.* — Tserofal, Apostle of the Sun. ___ This item is made of black iron meaning that is durability is unaffected, any cloth or leather components are crafted from the hide of fiends, its warm to the touch and features leering faces and vile runes engraved on its surface. This item has 1d4 charges that you can spend to "steal" an other magical item effect for 1 hour (you can choose to lose the effect has an action), after which the original item regains the effect and his immune to this feature for 24 hours (you also lose the item effect). Once you spend a charge, you can't use any other magical item until the stolen ability is gone. The original item is no longer considered magical until it regains it's effects. If the targeted item has multiple magical effects, you choose which one you steal. This item has the shadow-well curse. **Shadow-Well:** Any damage inflicted by the wielder of this item is stored. When the last charge is used, you immediately take all the stored damage as necrotic damage which ignores resistance and immunity. The stored damage disappears after a short or long rest, or if you kill a good allined or Undead creature.
### Mirage ##### + 2 Trident, Very Rare, attunement required, 40 000 gp
*This is a trident of great power, I do not know who made it, but its really really old.* — Tserofal, Apostle of the Sun. ___ When you score a critical hit against a CR 2 or higher creature, you gain temporary hit points equal to the damage you dealt. The trident floats on water and other liquids granting the bearer with advantage on Strength (Athletics) checks to swim. This trident might have been created for an ancient order of spellcasters and bears the order's symbol, you can use this trident as a spellcasting focus. It periodically and randomly alters its appearance in slight ways and salt water seems to drip from it. The bearer has no control over these minor alterations, which have no effect on the trident's use. It's exquisitely crafted from the finest materials and glows with pale moonlight, shedding dim light in a 5-foot radius. The spiked end of the trident is silver.
### Oni Glaive ##### + 1 Glaive, Rare, attunement required by an evil aligned creature, 4 000 gp
*This is the blade of a now dead Oni, atleast I hope so.* — Tserofal, Apostle of the Sun. ___ The glaive deals an additional 1d10 necrotic damage on a hit, it also whispers warnings to its bearer if the bearer is of orcish or giant lineage, granting a +2 bonus to initiative if the bearer isn't incapacitated. However, the glaive magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours (you can apply it as a bonus action). It needs only a drop to activate so, making an attack and cutting a creature would activate it.
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### Seal Of Gruumsh ##### + 1 Greatsword, Rare, attunement required by an evil or chaotic aligned creature, 4 000 gp
*This sword was used by an orog who leaded an orc tribe, I saw this blade cut a dwarf in half after the orog whispered a prayer.* — Tserofal, Apostle of the Sun. ___ When you make an attack roll against a creature with the Seal Of Gruumsh, you learn if it has vulnerabilities to any type of damage. If it has any vulnerability, instead of dealing slashing damage, it deals one of the type of damage the creature is vulnerable to. When wielded by a Large or larger creature, the wielder can use this greatsword as if it does not have the two-handed property, this weapon counts as a longsword for the wielder for the purpose of any benefits that applies to the type of weapon. A non-orcish or giant bearer feels a sense of distaste when in contact with the Seal, and continues to sense discomfort while bearing it.
### Tharizdun Grimacing Shield ##### + 3 Shield, Legendary, attunement required by a chaotic creature, 50 000 gp
*I found this shield on the skeleton of an ancient creature in a haunted crypt.* — Tserofal, Apostle of the Sun. ___ While holding this shield, you can speak its command word to as an action and on a failed DC 18 Wisdom save, cause it to frighten any creature that has a line of sight 60 feet away from the shield. You can do so twice per long rest. After you expend the last use, roll a 1d20. On a 1, you suffer one level of short-term madness. This shield was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the shield shadowy flames seems to be moving. This item's magical properties function only if fresh blood from the bearer has been applied to it within the past 24 hours (you can apply it as a bonus action). It needs only a drop to activate but, the shield will subconsciously try to make you cut yourself more than needed.
--------------------------------------------------------------------------------------------------- # [Spells](https://www.gmbinder.com/share/-L_c64rHlkBiWksQ1Z7n) ## First-Level Spells ___ #### Yazatax's Puppet Show *1st-level Illusion* - **Classes:** Warlock, Sorcerer, Wizard, Bard - **Casting Time:** 1 action - **Range:** Any wall up to 30 feet away, 10 feet - **Components:** S - **Duration:** 1 minutes ___ You create an illusory puppet show on a near-by wall, the spells produces sounds and colored lights if necessary. You choose the exact nature of the puppet show. Creatures within 10 feet of the show have to make a Wisdom saving throw to resist the effect of the spell, they have advantage if they are in combat. On a fail, they are restrained until the spell ends or they take damage to them. Creatures affected by the spell don't know that they were restrained when the spell ends, unless the cause for the spell ending is damage. Humanoid creatures of age eight or younger automatically fail their saving throw. \columnbreak ## Second-Level Spells ___ #### Corrupt Shadow *2nd-level Necromancy* - **Classes:** Warlock, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pair of scissors) - **Duration:** Concentration, up to 1 minute ___ You cut the shadow of the target and it begins to take a semi-solid form. The target must succeed on a Constitution saving throw or take 2d8 necrotic damage as their shadow begins to attack them. This damage repeats on each turn you maintain concentration. You control what the target's shadow looks like during the spell. Typically it appears to be choking the target. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.