Half Mortals Player's Companion Created by @Extra_Legs /u/inanotherextraverse Do not repost

Valkynes They are the very last thing you will ever see, so you had better pray you don't. They are the children of the choosers of the slain. They posess the touch of death. Children of the Shieldmaidens, the Valkyries themselves. If you fall at their hands, whether it be by magic or blade, it is said they have the power to decide your soul's final resting place. Your best chance is to fight them honourably. This, they will respect, and with good enough luck you may end up in Valhalla. I cannot wish you luck if you are to fight one, but I can wish you a glorious death, and pray that Brynhildr takes mercy upon your soul.

-- General Christopher Emmering, Justice and Honour Valkynes are the children of the 12 Valkyrja or Valkyries. These are women of great power, who conduct slain warriors of honour and glory from the battlefield to Valhalla, a place where they are blessed to an enless feast with Odin, the Allfather, and to prepare for battle in the fated Ragnarök. The Valkyne come about if a Valkyrie mates with a hero or other powerful mortal, a rare occurance, meaning Valkyne are very uncommon. They will nearly always live lives of battle, the instincts of their mothers driving them towards glory. It is the aim in many a Valkyne's life to to ascend into Valhalla, or even one day either attempt to join the ranks of their mother themselves. Of Heroes and Angels The Valkynes tend to look, on the whole, like their mortal fathers. They will share most physical characteristics with them, such as height and build, though tend towards 6'. However, some features will vary. Their hair, for example, is invariably pure white, black or a crimson red, matching that of their mother. They also tend to be quite light, due to a hollow bone structure. Even though Valkyries are all women, Valkyne can be of any sex and gender. Their personalities are as varied as those of all mortals, though there are several instinct-driven tendancies they all have. Primarily, they are driven towards professions or ways of life which are heavily linked to death. This more often than not leads to adventure and battle, although it has been known for them to end up as doctors or undertakers in some rarer cases. Brave and Adventurous A Valkyne, especially in their younger years, does not feel content if settled. They have a thirst for adventure and battle, and are constantly looking to improve and show their strengths. They are ambitious too, with many having vey bold aims. Some may wish to join their mother in Valhalla, to become a legendary hero, or to even to cure a widespread deadly plague. As such, they can often be overambitious or headstrong, and can get in above their head easily. These moments do not phase or worry them however, rather they are filled with determination Similar to the Genasi, it is possible for the Valkyne to go an entire lifetime without seeing another of their kind, however it is more likely than not for them to meet as they tend to try to make a name for themselves. As such many heroes thought to be of other races can oftentimes turn out to in actual fact be Valkyne. They may also end up forming adventuring parties together, especially if they know their heritage. Valkyne Names Valkyne use the names given to them by the people by whom they were raised. If they learn of their heritage, they may choose a name to reprsent their values, like their Valkyrie mothers. The following are examples of names of Valkyries from Norse Mythology. Names: Eir (Mercy), Geirdriful (Spear-Flinger), Göll (Tumult), Göndul (Wand-Wielder), Gunnr (War), Herfjötur (Army Fetter), Herja (Devastate), Hildr (Battle), Hjalmþrimul (Helmet-Clatterer), Alvitr (All-Wise or Strange Creature), Hlökk (Noise), Hlökk (The Quaking One), Hrund (Pricker), Kára (The Wild One), Sanngriðr (Very Violent), Sigrdrífa (Victory Inciter), Skalmöld (Sword Time) Skögul (Shaker), Þögn (Silence), Þrima (Fight). Valkyne Traits Your Valkyne character has a plethora of natural abilities, coming from their immortal, deathly ancestors. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Valkynes mature at the same rate as human until they reach the age of 18, and then stop ageing visually. On average, they live about 120 years, but will more often than not die in battle before then. Alignment. Most Valkynes are lawful, adhering strongly to the rules of war no matter which side they find themselves on. Whether they end up good, neutral or evil is heavily dependant on the influence of their human father. Size. Valkynes are typically between 5’6” and 6’6” feet tall, and average about 120 pounds, not being as heavy as humans due to their light bone structure. Speed. Your base walking speed is 30 feet. Lesser Darkvision. You have superior vision in dark and dim conditions, due to the bird like eyes inherited from your Valkyrie ancestors, used to see while flying at night. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Morbid Origins. As a descendant of a guardian of the dead, you have resistance to necrotic damage. Instinctual Prowess. Your ancestral links to war give you proficiency with longswords and shortswords. Languages. You can speak, read and write Common and Celestial. Fate's Decider. You know the spare the dying cantrip, and you can use it at a range of 15 feet. Once you reach 3rd level, you can cast false life once per day as a 2nd-level spell. At 5th level, you can cast either of the spells from this feature as a bonus action. Wisdom is your spellcasting ability for these spells.

Huldra You walked through the forest of Autumn, a landscape of vibrant reds and oranges, all the colours of the flame. Your feet trod lightly upon the damp leaves. You stopped, and saw something fleetingly, like a face, peering around the the side of a tree not far in front of you. Carefully, now on edge, you drew your shortsword. You slowly approached the tree, backing up against it. After taking a moment to pause, you turned quickly around the tree, sword ready to strike. The moment you went to swing it though, you stopped in your tracks, sword hanging in the air as though stuck there. In front of you was the most beautiful woman you had ever seen, wearing a soft dress of the same Autumn leaves. I gestured to you with a single finger to come to me as I slowly started to step backwards. You, mouth agape, started to follow, overcome by my sheer beauty. I lead you slowly back to the grotto. The sunlight shone down through a gap in the canopy upon the rest of my tribe, all sitting together where all of us were waiting for you. "Our newest guest is here," I told them, leading you to sit in the center of us "Let us help them feel at home here." We all smiled widely, and so did you. -- Bjartr Vænn, Herfang The Huldra were the 'Ladies of the Forest', fey spirits living between the Feywild and Mortal Plane. Creatures of the forests, they took the form of tall human women with long, flowing hair, with hollow backs, and fox tails. They were well known for luring mortals with seductive charm into their grottoes or into the Feywild itself, where they would be kept as anything from slaves to lovers to workers. However, after generations of this occurring, the bloodline started to become mixed with that of the mortals, and their magics began to wane. The majority of the Huldra are now unable to return to the Feywild, with far weakened magics, while the Pure Huldra exist back in the Feywild, not wanting to risk contamination of their bloodlines. Tribal Folk The Huldra live in tribes in forested areas, far away from other societies. The tribe will tend to have about one thousand members at most, spread throughout the whole forest, though some may have less. Within the tribes, they will form family groups of around two-dozen who live near or with each other. They are very close to people within their family, and very protective too. Often, one tribe will lay claim to a single forest, so it is not uncommon for fights to ensue between them if one tries to expand their territory. Kin of Nature and Man The appearance of a Huldra is closest to that of Half-Elves; they range from 5 to 6 feet tall. The men, known as Huldrekarl, will often grow facial hair, though are slightly smaller than the women on average. Skin colour varies as much as in humans, but the hair colour is always blonde or brown. However, there are two very notable differences; they posess fox tails, and their backs are hollow, looking like a rotted tree if viewed. Due to the panic this can cause, they do all they can to hide them when not around either their own tribe, or those they trust entirely. There are several personality traits which are common to Huldra. They, more often than not, turn to their minds or magical abilities to solve problems over using physical skills. However, this is much less the case with younger Huldra, who tend to be much more physically active. If trained in fighting however, they easily learn to trust in their own abilities. As such, they are confident in themselves, trusting in their own strengths, while making sure to know their own weaknesses. Huldra Names The Huldra's names are taken from a flower or animal which that Huldra particuarly likes, which will be chosen when they are about ten such as Badger, Beetle, Bluebell, Daffodil, Daisy, Eagle, Fox, Holly, Rose, Thorn, Wolf or Worm, or variations upon those words. Huldra Traits Your Huldra character has a variety of abilities derived from their nature-intwined ancestry. Ability Score Increase. Your Wisdom, Intelligence and Charisma scores each increase by 1. Age. The Huldra age far slower than humans, only reaching physical maturity at 70, and typically live as long as 1100 years. Alignment. The alignment of the Huldrafolk tends towards true neutral, however they can oftentimes vary, depending on their tribe as they grow up. Most Huldra in the same tribe will be of the same alignment. Size. Huldra look are similar to half-elves in build, and range from 5-6 feet tall. Speed. Your base walking speed is 30 feet. Attuned To Nature. You gain proficiency in the Nature skill. Languages. You can speak, read and write Common and Sylvan. Unearthly Charm. You can cast either the charm person or animal friendship spell with this trait as a 1st-level spell once per day. In addition, and once you reach 3rd level you can also cast enthrall once per day. Wisdom is your spellcasting ability for these spells. Child of the Forests. You are instinctually familiar with forests, and as such when you make a Wisdom or Intelligence about them or the flora and fauna within them you have advantage. Nature's Deceit. While your tail, or the hollow of your back cannot be seen, felt or otherwise sensed, you have advantage on any Charisma (Deception) check to pass as any race who's size is equal to your own, and who's general description you match. For example, you could attempt to pass as a Human or Elf, but could not attempt to pass as a Genasi, as their skin colours are so vibrant and not in the colour range of the Huldra, or as a Half-Orc, as they have tusks. As soon as your tail or the hollow of your back is seen, felt or otherwise sensed, this effect ends.

Barbarian Path of the Shieldmaiden These are barbarians who use the power of the Shieldmaidens, the Valkyries to aid them in battle. They may have gained the favour of one by performing a particuarly heroic feat, or showing great devotion to Odin. It is not often that the handmaids of the allfather give favour to mortals, though it is a blessing which many cobantants seek. The Valkyries themselves are winged women who possess great prowess in battle, and bring the most glorious of chosen mortal fighters to Valhalla to become Einherjar. Valkyrie’s Form At 3rd level, when you adopt this path, you start to gain the physiology of a Valkyrie, with parts of your back becoming feathered like wings which emerge fully in the midst of battle. While raging, when you take the attack action you can fly up to 10 feet towards an enemy either immediately before making your attacks or after them. This increases to 15 feet at 6th level and 20 feet at 10th level. This movement does not provoke oppurunity attacks. If at the end of turn you are in the air and nothing is holding you aloft you fall. At 14th level, you do not fall at the end of your turn as your wings become stronger. Fated Death Beginning at 6th level, with the blessings of the choosers of the slain you will refuse to succumb to death. Whenever you finish a short or long rest, you gain temporary hit points equal to your Barbarian level. In addition, while you're unconscious, any critical hit against you becomes a normal hit. When you reach 10th level, you can cast Commune with Valkyrie (as specified below) as a ritual once per day to attempt to commune with Brynhildr, leader of the Valkyries. Bringer of Death Once you reach 14th level, while raging and after taking the attack action, you can use your bonus action to attempt to grapple the target of your last attack and fly up to 20 feet in a direction of your choice. You suffer no penalties to this distance from the creature's weight. If the grapple is successful, you can cause the target creature to take 2d6 necrotic damage. Valkyries in Your Campaign Although this Player's Companion makes reference to Odin, or Valhalla, this may very well be different in your campaign. In many campaigns, there exists the plane of Ysgard. This is a very good substitute for the existance of Valhalla. Instead of Odin, there may be another powerful god in his place to rule over that plane. Choose a god who either has a position of leadership amongst the gods, or has links to war and battle. Ideally, this god will be aligned neutral-good like Odin, but any good or neutral allignment will do.

Bardic College of Rebirth Music is eternal, it was there at the beginning of the universe when it blazed into being and will the there at the when it burns out. It is the sound of the creation and destruction of the multiverse. Bards of the College of rebirth understand that through it, music has the power to sustain and create new life, as well as destroy it. Wreathed in divine flame, and with a pseudophoenix companion by their side, members of this college are without a doubt a great companion to have. Fiery Spirit At 3rd level, the Control Flames, Produce Flame, Sacred Flame and Thaumaturgy cantrips are added to the list of bard cantrips you can know. You may learn one additional cantrip from these four. This does not count against your number of cantrips known. Spark of Life At 3rd level, whenever a creature expends a use of your Bardic Inspiration, it gains temporary hit points equal to the number rolled. In addition, you can inspire creatures that cannot hear you if they can see you. Alternatively, if a creature would regain hit points while they have a bardic inspiration die from you, they can expend their roll and regain additional hit points equal to the number rolled. They do not gain temporary hit points from expending a bardic inspiration die in this way. You also learn the find familiar spell. The spell doesn’t count against your number of spells known. If you cast the spell, you must choose a pseudophoenix as your familiar. Undying Flame At 6th level, the soul of a phoenix lives within you, and you will not succumb to death. When a creature within 60 feet of you that you can see makes a death saving throw, you can expend one usage of bardic inspiration as a reaction. That creature immediately gains hit points equal to the bardic inspiration die + your bard level. A creature can only benefit from this once per long rest. Flames of Purity At 14th level, the pure fire of a phoenix is at your command. As a bonus action, you can touch a creature and heal it. With each touch, a creature regains from 1d6 to a number of d6 equal to your Charisma modifier hit points. You have a total pool of 14d6 you can expend. Subtract the dice you use with each touch from that total. In addition, you can end one condition afflicting a creature by expending these dice, as according to the Flames of Purity Condition Table. If you do so, you can expend as many dice as you wish to at once, but cannot restore hit points using Flames of Purity this turn. Flames of Purity Condition Table Dice Condition 2d6 Blinded, Deafened 3d6 Charmed, Frightened, Poisoned 5d6 Cursed, Diseased, Paralyzed 8d6 Petrified, Reduced Hit Point Maximum You regain all expended dice from your pool when you finish a long rest. Pseudophoenix Small elemental, true neutral Armor Class 12

12 Hit Points 9 (3d4 + 2)

9 (3d4 + 2) Speed 10ft., fly 60ft. STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Skills Perception +3

Perception +3 Senses blindsight 10ft., darkvision 60ft., passive Perception 13

blindsight 10ft., darkvision 60ft., passive Perception 13 Languages Understands Common, Ignan and Celestial but doesn't speak

Understands Common, Ignan and Celestial but doesn't speak Challenge 1/4 (50 XP) Keen Sight. The Pseudophoenix has advantage on Wisdom (Perception) checks that rely on sight. Rebirth. If the pseudophoenix dies, it burns into a pile of ash. It will come back to life with all of its hit points 24 hours later from that ash. It has disadvantage on all attack rolls and ability checks for 24 hours after its ressurection. Illumination. The pseudophoenix sheds bright light in a 5 to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The pseudophoenix can alter the radius as a bonus action by dimming or brightening its flames. Limited Telepathy. The Pseudophoenix can magically communicate simple ideas, emotions and images telepathically with any creature within 100 feet of it that can understand a language. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. Flash. (1/Day) One creature of the pseudophoenix's choice that can see it within 60 feet must make a DC11 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Druid Circle of the Soulsculpters The circle of the Soulsculpters is much different to other Druid circles. They have learned to use their wild shaping in a very diferent way. They alter their own self, in body as well as mind and soul to fit their needs and enhance themselves. Hightened Self You are able to begin to sculpt your body into a hightened version of yourself. At 2nd level, you gain Adaptations as shown in the table below. Druid Level Basic Adaptations Greater Adaptations Enhanced Adaptations Supernatural Adaptations 2 2 1 - - 3 2 1 - - 4 3 1 - - 5 3 1 - - 6 3 2 - - 7 4 2 - - 8 4 2 - - 9 4 2 - - 10 4 2 1 - 11 4 3 1 - 12 4 3 1 - 13 4 3 2 - 14 4 3 2 - 15 4 3 2 - 16 4 3 3 - 17 4 3 3 - 18 4 3 3 1 19 4 3 3 1 20 4 3 3 1 Additionally, whenever you complete a long rest you can choose any of the adaptations you have and replace it with another Adaptation that you could learn at that level of the same type as it. You cannot take an Enhanced Adaptation more than once. You cannot change a Supernatural Adaptation once you have taken it. Your Adaptations may manifest themselves in a visual way. For example, if you take the Amphibious adaptation, you may develop gills. How, and whether this happens is up to you. You may grow or temporarily remove an adaptation that you have as a bonus action, and you can benefit from any of your adaptations while using Wild Shape unless otherwise specified. You can cast any spells granted to you by an Adaptation while in Wild Shape. Adaptable Alterations Starting at 6th level, you can cast Alter Self without using a spell slot once per short rest, and can cast Enhance Ability, targeting yourself, without using a spell slot once per long rest. At 10th level, you can cast Alter Self at will without expending a spell slot. Dynamic Soul With your mastery of the magic of souls, starting at 10th level you can swap the position of your soul and a willing target's. You can cast Transpose Soul or Magic Jar at will, without expending a spell slot. Once you have done so, you cannot do so again for another 7 days. In addition, you have advantage on saving throws against effects that would change your shape, such as the polymorph spell. Hyperevolution At 14th level, you can quickly adapt to any situation. You can change which Adaptations you have during a short rest. In addition, you can change up to three spells you have prepared. Basic Adaptations Animal Voices You can speak the language of any beast you are able to use your Wild Shape to transform into. Amphibious You can breathe on land and in water. You have a swimming speed equal to your walking speed. Bear's Might Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Bestial Snout You are have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. Compound Eyes Prerequisite: 6th level You have +3 to your Wisdom (Perception) skill. Eyes of the Eagle You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Feline Landing You don't take damage from falling 20 feet or less if you aren't incapacitated, and damage taken from falling 60 feet or less is halved for you.

Frog's Leap Prerequisite: 6th level As part of your movement and without a running start, you can long jump up to 20 feet and high jump up to 10 feet. Illumination You shed bright light in a 15 foot radius and dim light for an additonal 15 feet. King of the Swingers You have advantage on Strength (Atheltics) and Dexterity (Acrobatics) checks made to climb or jump between trees, vines or rope. Midnight Eyes You gain darkvision up to 60 feet. If you already have darkvision, its range increases by 60 feet. Slippery Skin You have advantage on ability checks and saving throws to escape being grappled. Speed of the Wolf Your walking speed increases by 5ft. Steady Feet You have advantage on checks against being knocked prone or being pushed back and creatures have disadvantage to knock you prone or push you. Greater Adaptations Charge Prerequisite: 6th level If the you move at least 20 feet straight toward a creature right before hitting it with an attack from a natural weapon from Natural Weapon or Alter Self, the target must succeed on a Strength saving throw against your Strength check or be knocked prone. If the target is knocked prone, the you can take a bonus action to make one attack with a natural weapon against it. Dinosaur's Bulk Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category – from Medium to Large, for example. You cannot have the Insect's Size adaptation. Hare's Flight You can take the dash action as a bonus action on each of your turns, and have +3 to your initiative modifier. Insect Wings Prerequisites: 6th level You gain a flying speed of 10 feet. If you are falling, you cannot start flying immediately, and must slow to be falling at a speed of at most 10 feet. You can slow yourself by 15 feet per round Insect's Size Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category – from Medium to Small, for example. You cannot have the Dinosaur's Bulk adaptation. Natural Repellant You know the Poison Spray cantrip if you do not know it already (this does not count against your number of cantrips known), and you can use it as a reaction when damaged by a creature within 5 feet of you once per short rest. Natural Weapon Prerequisite: 6th level You grow claws, fangs, spines, horns or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing or slashing damagage dependant on the weapon. It is magical, and you have a +1 to attack and damage rolls with it. Night Hunter Prerequisite: 6th level Whilst in dark or dim light, you are considered proficient in can Dexterity (Stealth) checks, and can reroll any result of a 3 or lower. You must use the new roll. Polar Furs You are unharmed by temperatures as low as -50 degrees farenheight and have resistance to cold damage. Reptillian You are unharmed by temperatures as high as 120 degrees farenheight and only need to drink water once every month. You have resistance to fire damage. Savage Weapon Prerequisites: 6th level Whenever you roll damage on an attack with a natural weapon from Natural Weapon or Alter Self, you can reroll any die roll which is a 1. You must use the new result. Shell Armor You gain resistance to acid damage, and after you finish a short or long rest your Armor Class is increased by 2 until you first take damage which casuses your shell to shatter. Spinneret While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing. You can cast Web once per long rest, without expending a spell slot and requiring no material componenets. Speed of the Tiger Prerequisites: Speed of the Wolf, 10th level. Your walking speed increases by 10ft. Tough Hide You gain resistance to piercing damage, and your armor class while not wearing armor becomes 12 + Dexterity modifier. While in your wild shape, if your Armor Class would be more than 12 + Dexterity modifier, it does not change. Enhanced Adaptations Deadly Weapon Prerequisite: 14th level The damage die for attacks made by a natural weapon from Natural Weapon or Alter Self increases to 1d8.

Elephant's Constitution Your hit point maximum increases by an amount equal to your Druid level. Echolocation Prerequisite: 14th level You have blindsight up to 20ft while you can hear. Falcon's Flight Prerequisite: 14th level You gain a flying speed of 40 feet. Heightened Immunity You cannot be poisoned or diseased, and have resistance to poison damage. Multiattack When you take the attack action to attack with the natural weapon you recieved from the Natural Weapon adaptation or from Alter Self only, you can make a second attack with the the same natural weapon. Poisoned Weapon Prerequisite: 14th level When you deal damage with a natural weapon from Natural Weapon or Alter Self, once per round you can force a creature to make a Constitution saving throw against your spell save DC. On a failed save, it becomes poisoned for one round. Speed of the Jaguar Prerequisites: Speed of the Tiger, 14th level. Your walking speed increases by 10ft. Spider Climb You gain a climbing speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler You gain a burrow speed of 10ft. Supernatural Adaptations Dragonsflame As an action on your turn, you exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw agianst your spell save DC, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Once you have used this ability, you cannot use it again until you have finished a long rest. You can choose when you take this adaptation instead to exhale a cloud of poison in the same area, which causes the creatures to make a constitution saving throw and take poison damage instead. You can choose when you take this adaptation instead to exhale a cone of of ice in the same area, which causes the creatures to make a constitution saving throw and take poison damage instead. You can choose when you take this adaptation instead to exhale lightning in a 5 by 120 foot line, which causes the creatures to make a dexterity saving throw and take lightning damage instead. Dragonscale Your armor class becomes 15 + Dexterity modifier while not wearing armor (unless it would be higher otherwise, due to Wild Shape). You have resistance to nonmagical slashing, piercing and bludgeoning damage. In addition you have resistance to fire, cold, lightning, poison or acid damage (your choice). Fey Charm As an action, you target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw against your Spell Save DC or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you die, are on a different plane of existence from the target, or end the effect as a bonus action. If a target's saving throw is successful, the target is immune to the your Fey Charm for the next 24 hours. If a beast remains charmed by you for one week continuously, it will remain charmed until you end the effect as a bonus action. You can have no more than three creatures charmed at one time. Fey Teleport As an action on your turn, you magically teleport, along with any equipment you wearing or carrying, up to 40 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack with a natural weapon. Incorporeal Movement You can move through other creatures and objects as if they were difficult terrain. You take 27 (5d10) force damage if you end your turn inside an object, and must attempt to maintain concentration on it as if you were concentrating on a spell. If you become corporeal inside a creature or object, you take 55 (10d10) force damage and are pushed into the nearest unnocupied space. Flames of Rebirth When you are reduced to 0 hit points, you can immediately burst back into life in a blaze like a phoenix. Make a Constitution saving throw of DC equal to 5 + Damage Taken. On a successful save, you immediately regain half of your maximum hit points. Once you have done so, you cannot do so again until you have finished a long rest. On a failed save, you fall unconscious as per usual. The Soulsculpters The Soulsculpters are a group of ancient druids. The first was a High Elf named Ein. She taught herself the natural magics. In the past, she had been a devout acolyte. However, she began to reject her god. In her eyes, her god had been holding her back, stopping her growth into the powerful druid she had become. She realised that her true power comes from oneself, and not from a god. Because of this, near all of the Soulsculpters have an intense distain for gods, clerics and paladins. They teach independance, self-reliance and adaptability in all things.

Paladin Oath of the Einherjar The Oath of the Einherjar is not a path many walk. Even the choice to take it is not something just anyone can receive. Those who take this oath are given the oppurtunity to do so upon death. The Valkyries descend upon them if they have shown particular promise and strength, and give them the choice to return to life in order to keep the course of fate, in service to the Valkyries themselves. More often than not, it is to Brunhyldr herself, their leader. The Valkyries will often play a rather active part in the Paladin's life, guiding them to where they are needed, giving instruction and commenting on their actions, although it is uncommon to be given more than that. These Paladins beleive in destiny, and understand that theirs has been diverted for the time being to allow them to keep that of others on the right path. Every moment they are alive is a gift to them, and they take each second to strive towards being the mightiest warrior they can be, free of fear of even death itself. Tenants of the Einherjar When the paladin makes their vow to Brunhylde, they are told by her the way of life they should live, in order to recieve the continued blessing of their averted fate. Any spells which bring back the dead (bar for Revivify, as the soul has not truly left yet during the timespan at which it is effective) are deeply frowned upon by them, as it seen as taking fate into their own unworthy hands, when it is a force which is much larger than just them, and must be adhered to. They agree to always do the following, and in return are guaranteed a place in Valhalla providing they abide by it. Ætla. (Fated) Throughout your journey in life, respect that your time will eventually come, as must everything and everyone else's, as dictated by the fates. (Pronounced "Ah-tla") Staðr. (Respect) Although they may be against what your principals, they still deserve your utmost respect, or else you may become prideful and underestimate them. Face them honourably, and never underhandedly. (Pronounced "Stathr") Pjóna (Oath) In making your oath, you promise to serve the whims of the Valkyries. Where they call you to battle, you must go. This will be called upon should a great danger face Vahalla, the Mortal plane, or should Ragnarök come to pass, the final battle between the gods and the powers of evil. (Pronounced "Pee-ohna") Vegr. (Glory) You will seek glory on the battlefield, to become a powerful and proud warrior. You should fear nothing in your pursuit of this, even death. (Pronounced "Vegr") Oath Spells You gain oath spells at the paladin levels listed. Oath of the Einherjar Spells Paladin Level Spells 3rd Thunderwave, False Life 5th Enlarge/Reduce, Flame Blade 9th Fear, Slow 14th Blight, Sap 17th Commune with Valkyrie, Legend Lore Channel Divinity When you take this oath at 3rd level, you gain the followign two Channel Divinity options. Fearless Advance. As an action, you shout a rallying battlecry. Each friendly creature within 10 feet that can hear you can move up to 20 feet towards an enemy as a reaction, whether or not they are frightened of that enemy. Until the beginning of your next turn, any weapon attacks made by allies that took that reaction deal an additional 1d8 radiant or necrotic damage, your choice. Fate's Reward. As a bonus action, you can call on the Valkyries to help ward your allies against the final touch of fate. Until the start of your next turn, any allies within 10ft of you that would be reduced to 0 hit points are instead reduced to 1 hit point. A creature can only benefit from this once per round. Einherjar's Boon Starting at 7th level, you gain one of the great blessings the Valkyries can give, the Einherjar's Boon. Whilst you are conscious, you and all friendly creatures within 10 feet of you have advantage on saving throws against being blinded, deafened and charmed, and have advantage on Death saving throws. At 18th level, the range of this effect increases to 30 feet. Armour Of Odin Starting at 15th level, you gain resistance to damage from nonmagical weapon attacks against you. Might of Valhalla At 20th level, as an action, you invoke the might of Valhalla itself. For 1 minute, you and your equipment grow 1 size larger (as in the enlarge spell), and all of your weapon attacks are magical and deal an additional 1d6 necrotic damage, 1d6 radiant damage, and 1d6 thunder damage. If you use your Divine Smite a against an enemy and deal damage with it during this time, they become frightened for 1 round. In addition, you can use a bonus action on your turn to grapple a target. If you do so, you can slam them against a hard surface and deal damage to them equal to 1d8 + your Strength modifier. Once you use this feature, you can't use it again until you finish a long rest.

Sorcerous Origin : Valkyrie The origin of your magic is one of the Valkyries, the shieldmaidens and choosers of fate. They bring you an innate resistance to the energies of death itself, which you can harness for your own magics. You may have had an ancestor who was a Valkyne, or you may be one yourself. Either way, they have imbued you with their powerful morbid magic, and given you the power to choose your own fate in this world. Grow powerful enough, and a Valkyrie may even grow to respect or fear you enough to join your service. Valkyrie's Instincts At 1st level, you gain proficiency with light armor, shields, shortswords and longswords, and can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Valkyrie’s Touch The magic of death and fate flow through you. At 1st level, you may force a creature you hit with a melee spell attack or a creature you grapple to make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 1d8 necrotic damage. This damage increases to 2d8 at 6th level, 3d8 at 14th and 4d8 at 18th. You can do this a number of times equal to your Charisma modifier per long rest. At 6th level, your Valkyrie’s Touch either blinds or frightens a target for 1 minute (your choice) that fails its saving throw. A creature can repeat the saving throw at the beginning of each turn, and each time it takes damage. Kiss of Death At 6th level, when you make a ranged spell attack against a creature within 5 feet of you, it becomes a melee spell attack. Fated Life Starting at 14th level, the fates bend to your will in order to keep you alive. When you are hit by an attack, you can use your reaction to instantly gain 8d6 temporary hit points. While any of these hit points remain, you have advantage on saving throws to attempt to maintain concentration on spells. Additionally, when you do this you can choose up to five creatures you can see within 60 feet of you. For each one, expend a sorcery point. Those creatures gain temporary hit points equal to half your sorcerer level plus your Charisma modifier. Once you have used this feature, you cannot do so again until you have finished a short or long rest. Divine Ally Beginning at 18th level, perform a ritual to summon a Valkyrie to assist you. This ritual takes 8 hours. The Valkyrie follows your commands and has its own initiative and turns. If you do not issue any commands to it, it will simply follow and defend you and itself. Once you have performed this ritual, you cannot perform it again until your Divine Ally leaves your service. You cannot have more than one Divine Ally at a time. While you are on the same plane of existance as your divine ally, you can communicate with it telepathically. Additionally, as an action, you can see through your Divine Ally’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Divine Ally has. During this time, you are deaf and blind with regard to your own senses. Finally, when you cast a spell with a range of touch, your Divine Ally can deliver the spell as if it had cast the spell. Your Divine Ally must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll. When you do this, you can also use your Valkyrie's touch through it. If it is reduced to 0 hit points, it returns to Valhalla and leaves your service. In addition, you can command it to leave your service as a bonus action, and when you do it returns to Vahalla immediately. Relationship with your Divine Ally The relationship you have with your Divine Ally can vary greatly. Most often, they will respect you as a private would a general in an army. Other times, you and they may strike up a friendship. In rarer cases, it is even possible for the relationship to be romantic. However, they are still an independant being and while they must obey your commands, if they are mistreated they will try everything they can to twist your words against you, and are very capable of doing so as intelligent and resourceful creatures.

Otherworldly Patron: Malice Striker Your patron is Níðhöggr or Nidhogg. It is a mighty dragon which lives in the roots of the great ash tree Yggdrasil which holds all of the planes together. It chews on the roots of the tree for all enternity with the aim to eventually topple it, destroying all of the planes of existance along with it. Warlocks of Nidhogg will be given power in order to help them hunt down and kill a specific enemy in exchange for your aid in helping it achieve its one goal of destroying Yggdrasil. As the pact strengthens, the Warlock will find themselves becoming less and less of themselves, as their bodies are infused with the strength of Nidhogg, as he attempts to slowly take further control of them for his own deeds. Your DM may decide that this pact is with a different powerful dragon, such as Tiamat or Takhisis, to fit your campaign setting better. Expanded Spell List Nidhogg 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. Nidhogg Expanded Spell List Spell Level Spells 1st Compelled Duel, Longstrider 2nd Blindness/Deafness, Vengance 3rd Bestow Curse, Flare 4th Locate Creature, Torch 5th Contagion, Immolation Dragon's Maw Starting at 1st level, Nidhogg has gifted you a deadly, many-toothed maw. Once per short rest, as a bonus action you can transform your mouth into a deadly natural weapon which deals 1d4 peircing damage + 1d4 poison, acid, fire or necrotic damage (your choice). Once you have chosen a damage type for this weapon, it cannot change until the next time you use it. You are considered proficient in the use of your maw, and it is considered a magical weapon. It remains for 1 minute or until you dismiss it as a bonus action. As you increase in level, Nidhogg fuses with you more and your maw becomes stronger. At 6th level, the damage dice increase to 1d6 each, at 10th level they increase to 1d8 each and at 14th level they increase to 1d12 each. In addition, when you choose your skill proficiencies as a part of your Warlock class at 1st level, you may choose Survival instead of another skill. Patron's Instinct At 6th level, if you have taken any damage since your last turn, you can call upon the instincts of Nidhogg itself to assist you in battle. You may develop your maw without using your bonus action, expending your usage of Dragon's Maw and gain the following benefits (you may also use this feature if your maw is already developed): Your movement speed is doubled for this turn.

Creatures have disadvantage on attacks of oppurtunity against you this turn.

You can attack an additional time when you take the attack action with your maw on this turn.

All attacks with your maw this turn have advantage.

You must take the attack action on this turn to attack a creature with your maw. If you can not attack a creature hostile to you, you must attack yourself.

You may use your bonus action to make a single attack with your maw.

At the end of your turn, any creature hit by one of your attacks takes an additional 1d8 necrotic damage. Once you have used this feature, you cannot use it again until you have finished a short rest. Scales of Malice Your body and Nidhogg's become further intertwined. At 10th level, you begin go grow spiked scales upon your body. Whilst not wearing armor, your AC is equal to 13 + your Dexterity modifier, and whenever a creature within 5 feet of you misses you with a melee attack, you can cause it to take 1d8 peircing damage. As a bonus action, you may cause the scales to spread further across your body. Until the end of your next turn you gain a bonus to your AC equal to your Charisma modifier and you gain resistance to all damage except phychic damage. Once you have used this feature, you cannot use it again until you have finished a short rest. Nidhogg's Own Body At 14th level, you gain the power to fuse your soul with that of your patron temporarily, and become one of his forms incarnate. As an action, you can transform into a Malice Dragon. The transformation lasts for up to 1 hour, or until you drop to 0 hit points or die. Your game statistics, including mental ability scores, are replaced by the statistics of the Malice Dragon. You retain your alignment and personality. You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before 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 are limited in the actions you can perform by the nature of your new form and cannot cast spells. If you use your Dragon's Maw feature while you are a Malice Dragon, your Bite attack deals damage equal to the damage dealt by your Dragon's Maw. Once you have used this feature, you cannot use it again until you have finished a long rest.

Eldritch Invocaions Elemental Empowerment Prerequisite: 9th level, Eldritch Blast You can cast Elemental Internal once using a warlock spell slot. You cannot do so again until you finish a long rest. Feral Bite Prerequisiste: Malice Striker Otherworldly Patron When you roll damage for your Dragon's Maw, you may reroll any die result which is a 1. You must use the new roll. Life Sapper Prerequisite: 7th level You can cast Sap once using a warlock spell slot. You cannot do so again until you finish a long rest. Occular Blast Prerequisites: Eldtrich Blast cantrip You fire your Eldritch Blast from your eyes, and so casting it does not require any somatic or vocal components, but you must be able to see your target. You may still cast it as normal if you wish. Pandemoneum Prerequisite: 7th level You can cast Miscell's Aneous Orbs once per long rest without expending a warlock spell slot. Peircing Blast Prerequisites: Eldtrich Blast cantrip, 11th level Your Eldritch Blast ignores resistance to force damage, and creatures do not benefit from 1/2 or 3/4 cover when you attack them with Eldtrich Blast. Shared Strength Prerequisites: Pact of the Chain You learn to begin empowering your familiar. You can add your proficiency bonus to its armor class, attack rolls and damage rolls. In addition, it gains hit points equal to your Warlock level. Additional Feats Aquatic You are familiar with water and are an excellent swimmer. You gain the following benefits. You gain proficiency with Nets, Spears and Tridents.

You can hold your breath for up to 10 minutes.

You gain a swimming speed equal to your walking speed.

Water and other liquids cannot count as difficult terrain for you.

You have advantage on Wisdom (Perception) checks and darkvision out to 60 feet while underwater. Charmer You have learned to use your magic to make yourself incredibly charming, and gain the following traits: Increase your Charisma score by 1, to a maximum of 20.

The DC of your spells and other abilities which try to magically charm creatures is increased by 2. Problem Solver Prerequisite: Intelligence 13 or higher You have great intellect, which allows you to solve problems you wouldn't otherwise be able to. You gain 2 ingenuity points. Whenever you make an attack roll, an ability check or a saving throw, you can spend 1 ingenuity point to add your Intelligence modifier to the roll. You can do this a maximum of once per roll. You regain all expended ingenuity points when you finish a long rest.

Valkyrie Medium celestial, lawful neutral Armor Class 19 (Half Plate, Shield)

19 (Half Plate, Shield) Hit Points 108(13d8 + 49)

108(13d8 + 49) Speed 30ft., fly 60ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 16 (+3) 14 (+1) 16 (+3) 16 (+3) Skills Religion +9, Intimidation +6, Perception +6, Insight +4, Stealth +6

Religion +9, Intimidation +6, Perception +6, Insight +4, Stealth +6 Languages Celestial, Common

Celestial, Common Senses darkvision 120ft., truesight 10ft., passive Perception 16

darkvision 120ft., truesight 10ft., passive Perception 16 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons

necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Challenge 7 (2,300 XP) Death Sense. The Valkyrie knows the location of the body of any creature which has died within the last day. Odin's Protection. Upon being reduced to 0 hit points, the Valkyrie is returned to Valhalla to recover, and does not die. If kept forcefully on the plane it is on, the body will die but be reborn again in Valhalla. Nimble. When the Valkyrie takes the attack action, it can fly up to 20ft. towards an enemy either directly before or after attacking. This movement does not provoke oppurtunity attacks. Innate Spellcasting. The Valkyrie's spellcasting ability is Charisma (spell save DC 14). The Valkyrie can innately cast the following spells, requiring no material components: At will: heroism, spare the dying 3/Day each: searing smite, wrathful smite, detect magic, command, inflict wounds 1/Day: death ward, plane shift (self only) Actions Multiattack. The Valkyrie makes three longsword attacks or uses Chosen Fate twice. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 3 (1d6) necrotic damage. Chosen Fate. Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit 14 (4d6) necrotic damage. Touch of Death. If the Valkyrie touches an incapacitated creature, it must make a DC17 charisma saving throw. If it fails, it immediately dies. If it succeeds, it is immune to this Valkyrie's Touch of Death for 24 hours. If the creature is not incapacitated, and it is below 50 hit points, it takes 35(10d6) necrotic damage, but cannot be reduced to below 1 by this attack. On a successful save, it takes half as much damage.

High Valkyire Medium celestial, lawful neutral Armor Class 19 (Half-Plate, Shield)

19 (Half-Plate, Shield) Hit Points 200(16d10+112)

200(16d10+112) Speed 40ft., fly 120 ft. STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Saving Throws Dex +12, Wis +11, Cha +12

Dex +12, Wis +11, Cha +12 Skills Religion +9, Intimidation +12, Perception +11, Insight +11, Stealth +10

Religion +9, Intimidation +12, Perception +11, Insight +11, Stealth +10 Damage Resistances radiant; necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

radiant; necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened

charmed, exhaustion, frightened Senses truesight 120ft., passive Perception 21

truesight 120ft., passive Perception 21 Languages all, telepathy 120 ft.

all, telepathy 120 ft. Challenge 17 (15,000 XP) Death Sense. The High Valkyrie knows the location of the body of any creature which has died within the last day. Odin's Own Weapons. The High Valkyrie's weapon attacks are magical. When the Valkyrie hits with any weapon, the weapon does an additional 2d8 necrotic damage, and 3d8 radiant damage (included in the attack). Odin's Protection. Upon being reduced to 0 hit points, the Valkyrie is returned to Valhalla to recover, and does not die. If kept forcefully on the plane it is on, the body will die but be reborn again in Valhalla. Nimble. When the High Valkyrie takes the attack action, it can fly up to 40ft. towards an enemy either directly before or after attacking. This movement does not provoke oppurtunity attacks. Innate Spellcasting. The High Valkyrie's spellcasting ability is Wisdom (spell save DC20). The High Valkyrie can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only), spare the dying, false life 3/day each: searing smite, detect magic, command, plane shift, banishing smite, destructive wave, inflict wounds 1/day each: commune, disintegrate, revivify Actions Multiattack. The High Valkyrie makes three melee attacks or uses its Chosen Fate twice. Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 21 (4d6 + 7) slashing damage plus 9 (2d8) plus 13 (3d8) necrotic damage. Chosen Fate. Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit 22 (4d10) necrotic damage. Touch of Death. If the Valkyrie touches an incapacitated creature, it must make a DC17 charisma saving throw. If it fails, it immediately dies. If it succeeds, it is immune to this Valkyrie's Touch of Death for 24 hours. If the creature is not incapacitated, and it is below 50 hit points, it takes 35(10d6) necrotic damage, but cannot be reduced to below 1 by this attack. On a successful save, it takes half as much damage. Brunhylde, Leader of the Valkyries Brunhylde has fought in many a battle and has learned from or even taught many of the greatest warriors throughout history. She has great tactical knowledge of many creatures and magics, and has fought thousands of battles. As such, she is past the point of pride when it comes to battle, and will not hestiate to call upon her god or other Valkryies or allies to aid her. For the statistics of Brunhylde, you should use the Solar from Page 18 of the Monster Manual, and make the following changes. These do not affect her Challenge Rating. Give her the Odin's Protection feature (as in the High Valkyrie).

Give her the Death Sense feature (as in the High Valkyrie).

The Angelic Weapons feature's additional damage becomes 3d8 necrotic damage and 3d8 radiant damage.

The list of spells available to be cast should be replaced with the list from the High Valkyrie. The other spellcasting statistics remain the same.

Phoenix Medium elemental, true neutral Armor Class 16 (natural armor)

16 (natural armor) Hit Points 126 (16d8 + 61)

126 (16d8 + 61) Speed 10ft., fly 80ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 16 (+3) Skills Insight +10, Perception +10

Insight +10, Perception +10 Damage Immunities radiant, fire

radiant, fire Damage Resistances phychic, nonmagical peircing, slashing and bludgeoning damage

phychic, nonmagical peircing, slashing and bludgeoning damage Damage Vulnerabilities cold

cold Senses darkvision 120ft., truesight 10ft., passive Perception 17

darkvision 120ft., truesight 10ft., passive Perception 17 Languages Understands common, ignan and celestial but cannot speak, telepathy 60ft.

Understands common, ignan and celestial but cannot speak, telepathy 60ft. Challenge 9 (5,000 XP) Illumination. The phoenix sheds bright light in a 5 to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The phoenix can alter the radius as a bonus action by dimming or brightening its flames. Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight. Rebirth. If the phoenix dies, it burns into a pile of ash. It will come back to life with all of its hit points 24 hours later from that ash. It has disadvantage on all attack rolls and ability checks for 24 hours after its ressurection. Spark of Life. Whenever the phoenix is subjected to fire or radiant damage, it takes no damage and instead regains a number of hit points equal to the fire or radiant damage dealt. Actions Phoenix Song. (3/Day) The phoenix begins to sing a haunting but beautiful song. Each creature within 120 of it that can hear it must succeed on a DC17 Wisdom saving throw or become charmed or frightened (the phoenix's choice) for 1 minute. A creature can repeat the saving throw on the end of each of its turns. Phoenix Tears. (1/Day) The phoenix cries over another creatures injuries. A creature that the phoenix cries onto recovers 4d8 + 15 hit points. The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. This also ends blindness, deafness, petrification, poison and any diseases affecting the target, and any curses upon it are lifted. If its hit point maximum has been reduced, any effect doing so ends. Flamewreathe. (Recharge 5-6) The phoenix flaps its wings, envoleping itself in flame. Each creature in a 20ft cone from the phoenix must make a DC17 Dexterity saving throw or take 21 (6d6) fire damage, or half as much on a successful one. The phoenix heals 21 (6d6) hit points. Flash. (Recharge 6) The phoenix erupts in a flash of bright flame. Each creature within 120 feet that can see it must make a DC17 Constitution saving throw or become blinded for 1 minute. Each creature can repeat the saving throw at the end of each of its turns. Multiattack. The phoenix makes three attacks, two with its talons and one with a burning feather, or three with its burning feathers. Talons. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage plus 13 (3d8) fire damage. Burning Feather. Ranged Weapon Attack: +9 to hit, reach 60ft., one target. Hit 13 (3d8) fire damage.

Spark Wisp Tiny undead, neutral evil Armor Class 20

20 Hit Points 35 (12d4+5)

35 (12d4+5) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 18 (+4) 13 (+1) 14 (+2) 10 (+0) Damage Immunities lightning, poision

lightning, poision Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses truesight 10ft, darkvision 120ft, passive Perception 12

truesight 10ft, darkvision 120ft, passive Perception 12 Languages the languages it knew in life

the languages it knew in life Challenge 3 (700 XP) Consume Life. As a bonus action, the spark wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target msut succeed on a DC10 constitution saving throw against this magic or die. If the target dies, the spark wisp regains 17 (5d6) hit points. Ephemeral. The spark wisp can't wear or carry anything. Incorporeal Movement. The spark wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The spark wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The spark wisp can alter the radius as a bonus action. Elecrified Form. If any creature hits the spark wisp with a melee attack, that creature takes 7 (3d4) lightning damage. Charged Arcane. The spark wisp can cast Flash at will as a third level spell. Constitution is the spellcasting modifier for this spell. Its spell save DC is 13. Actions Shock. Melee Spell Attack: +4 to hit, reach 10ft., one creature. Hit 12 (2d8 + 4) lightning damage. Invisibility. The spark wisp and its light magically become invisible until it attacks, uses its life drain, casts Flash or until its concentration ends (as if concentrating on a spell). Malice Dragon Large dragon, chaotic evil Armor Class 18 (natural armor)

18 (natural armor) Hit Points 84 (10d10 + 29)

84 (10d10 + 29) Speed 40 ft., climb 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 21 (+5) 14 (+2) 11 (+1) 19 (+4) Saving Throws Con +9, Wis +4, Cha +7

Con +9, Wis +4, Cha +7 Skills Perception +9, Stealth +5

Perception +9, Stealth +5 Damage Immunities necrotic

necrotic Senses blindsight 20 ft., darkvision 120 ft., passive Perception 18

blindsight 20 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic, Abyssal, Celestial

Common, Draconic, Abyssal, Celestial Challenge 5 (2,300) Scales of Malice. Whenever a creature within 5 feet of the Malice Dragon misses it with a melee attack, it takes 1d8 peircing damage. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws, or uses its Strike Fear then makes one claw attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Malice Breath (Recharge 5-6). The dragon exhales a black cloud of death in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. Any creature reduced to 0 hit points by this must make a DC 8 Constitution saving throw or die. Strike Fear. The dragon exudes an aura of malice and horror. One creature within 60 feet of the dragon of the dragon's choice that it can see must make a DC 15 Wisdom saving throw or become frightened for 1 minute. It can repeat the saving throw on the end of each of its turns.

Rainbow Dragons "Neh neh ne-neh neh, you can't catch me!" the collosal dragon called out, flying away from its new playmate, a sheep it had named Neil. When the sheep did not follow, they circled back around, landing next to her. "Why won't you chase me?" They said. "We'll chase you!" Shouted a woman up at the dragon. They turned to look down at her, putting their snout right in her face. "Oh, GOODY! New friends!" The dragon said with genuine delight, their tail flicking around and sending Neil off into the sunset with a panicked baa. "You're just in time for tea!" "Yeah yeah, and we're what's being served! Heard it before. ATTACK!" The party of eight charged forwards, spells flaring into life. "Aw no, don't be like that," Said the dragon with a genuine sadness, then proceeding to vomit up a pile of humanoid corpses "These guys are for dinner, not you! Don't worry, I know: Sharing is caring!" But no one heard, because along with the fire it had accidently burped out a bit of rainbow coloured flame and frost, and now all of their new friends were screaming in pain and dying. Seeing this, the dragon started crying "No one ever doesn't die as my friend!" they wailed, while eating all of their friends. Created from Chaos Insane, crazy, phychotic and unpredictable are all words that don't even nearly begin to describe the Rainbow Dragons. Created by the Halfling wizard Miscell the Perpetrator of Pandemoneum and his Gnomish assistants Ol Dwizen Deman and Rae Enbow Lucis out of the energies that fuel the Elemental Chaos itself, and fused with the soul of an Ancient Dragon, these creatures are both powerful and deadly, and at the same time very childlike. There is little they want but to have fun and to entertain themselves. They will often have imaginary friends, which they'll convince themselves are true through creating illusions. These friends may have complex dramas like soap operas within the dragon's head, which the dragon will love to talk to anyone about. Sometimes these friends will guide its moral decisions too, thus meaning that many of their actions can have no more reasoning behind them than "Barnaby told me to!" As they were created, and didn't come into being naturally, there are no Dragonborn or Half-Dragons of the Rainbow type. Neither are they truly Chromatic or Metallic. Rainbow Scales The appearance of the Rainbow Dragon is constantly shifting. The scales themselves constantly move through all 8 colours of the rainbow, including one colour which the Rainbow Dragons claim exist, yet that even those with truesight cannot see. It can change appearance at will to look like other dragons or humanoids, and delights in playing elaborate tricks or pranks on them. Sometimes, admittedly, this does just mean luring them into a death trap, but at least its trying! A Rainbow Dragon's Lair A Rainbow Dragon's Lair can take many, many different forms. It is nearly always located in a demiplane of the Elemental Chaos. It is chaotic, with strange shapes, shadows and colours everywhere. Often, this will have been created through a warped version of the spell Mordenkainen's Magnificent Mansion, leaving the doorway permanently open for anyone, and disrupting the surrounding area's reality in strange ways. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: Magical light of flashing colour fills a sphere of 20 foot radius from a point the dragon chooses within 60 feet of it. Any creature within it is blinded.

One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Each creature within 60 feet of the dragon that it can see must make a DC 15 Charisma saving throw or it is teleported to another unnocupied space within 30 feet of it that the dragon can see of the dragon's choice that is on the ground, and is not within 10 feet of the dragon. Regional Effects The region containing a rainbow dragon's lair or the portal to it is warped by the dragon's magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. If the dragon creates a nightmare and the creature is attempting to rest, it must succeed on a DC 10 Wisdom saving throw or not benefit from the rest.

Colors are warped within 3 miles of the lair, and change constantly.

Any creature that remains within 6 miles of the lair for more than 1 day must make a DC 15 Intelligence saving throw each dawn, or have its alignment changed randomly for the duration of the time it remains within 6 miles of the lair.

Within 6 miles of the lair, when any creature rolls a 1 on an attack roll, ability check, or saving throw, it counts as a 20. Whenever a creature rolls a 20 on an attack roll, ability check, or saving throw, it counts as a 1.

Rainbow Dragon Gargantuan dragon, any chaotic Armor Class 20 (natural armor)

20 (natural armor) Hit Points 367(21d20 + 147)

367(21d20 + 147) Speed 80ft., burrow 80ft., fly 120ft., swim 80ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 8 (-1) 11 (+1) 27 (+8) Saving Throws Dex +9, Con +14, Wis +8, Cha +15

Dex +9, Con +14, Wis +8, Cha +15 Skills Perception +8, Deception +22, Intimidation +22

Perception +8, Deception +22, Intimidation +22 Damage Immunities phychic, radiant; nonmagical bludgeoning, peircing and slashing damage

phychic, radiant; nonmagical bludgeoning, peircing and slashing damage Condition Immunities charmed, frightened

charmed, frightened Senses truesight 10ft., blindsight 60 ft., darkvision 120 ft., passive Perception 18

truesight 10ft., blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic

Common, Draconic Challenge 22 (30,000) Mental Magic Resistance. The dragon has advantage on Wisdom, Intelligence and Charisma saving throws against spells and other magical effects. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Chaotic Immunity. At the beginning of each turn, roll a d4 twice and check each against the Damage Type Tables. The dragon gains damage immunity of the relevant types. Wild Spellcasting. The rainbow dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Any of its spells which would be cast at lower than 5th level are cast at 5th level, and its spells do not require any components to be cast. At will: Dancing Lights, Chromatic Orb, Color Spray, Crown of Madness, Major Illusion, Vicious Mockery 1/Day Each: Prismatic Spray, Project Image, Invisibility, Reverse Gravity, Flesh to Stone, Mislead, Dominate Person, Dominate Monster, Polymorph, Plane Shift, Mordenkainen's Magnificent Mansion Damage Type Tables d4 Damage Table 1 d4 Damage Table 2 1 Fire 1 Necrotic 2 Cold 2 Radiant 3 Poison 3 Acid 4 Lightning 4 Thunder Actions Multiattack. The dragon makes three attacks from its Bite, Claw and Tail, chosen randomly, or uses its Crazy Presence or Confusing presence before making a bite, claw or tail attack, chosen randomly. Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (2d10 + 9) piercing damage plus 10 (3d6) damage from the first damage type table. Claw. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 17 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20t., one target. Hit 17 (2d8 + 8) bludgeoning damage. Crazy Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and can hear it must succeed on a DC 23 Wisdom saving throw or become charmed by the dragon. The charmed creatures must use their actions before moving on each of their turns to make a melee attack against a creature other than themselves that the dragon mentally chooses. 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 dragon's Crazy Presence for the next 24 hours. Confusing Presence. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 23 Wisdom saving throw. If it fails, it must act as according to the spell Confusion. 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 dragon's Confusing Presence for the next 24 hours. Rainbow Breath (Recharge 5-6). The dragon exhales chaos in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 36 (8d8) damage of a type according to the first damage type table plus 31 (7d8) damage of a type according to the second damage type table and is blinded for one round on a failed save, or it takes half as much damage on a successful one and is not blinded. Change Shape. The dragon magically polymorphs into a humanoid, beast or dragon that has a challenge rating no higher than 15, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The 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. Cunning. The dragon casts a spell which it can cast at will. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying Speed. Dash. The dragon moves up to its speed.

Spells Arcane Lore 2nd-level divination (Wizard) Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M, S (the eye of an owl)

V, M, S (the eye of an owl) Duration: Instantaneous You use this spell to gain knowledge of things unknown. You must cast this spell as part of an Intelligence check. You gain advantage on the roll, and can add your modifier for the check an additional time. Arcane Pulse 1st-level evocation (Wizard) Casting Time: 1 bonus action

1 bonus action Range: Self (40-foot radius)

Self (40-foot radius) Components: V, S

V, S Duration: Instantaneous You release a burst of arcane power. Every creature of your choice within 40 feet of you must make a Dexterity saving throw or take 1d4 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell does an additional 2d4 force damage for each level above 1st. Brimstone 5th-level evocation (Sorcerer, Warlock) Casting Time: 1 action

1 action Range: Self (60-foot line)

Self (60-foot line) Components: V, M, S (vial of blood from a fiend, a piece of flint)

V, M, S (vial of blood from a fiend, a piece of flint) Duration: Instantaneous You attempt to corrupt an enemy's healing, causing it to wound them instead. The target creature must make a Wisdom saving throw. If the target successfully saves against the effect, the target is immune to your corruption spell for the next 24 hours. On a failure, if the creature is casting a spell of 3rd level or lower, or using an effect that would restore less than 30 health to a creature, the target of the effect takes damage equal to the amount of hit points it would be otherwise healed for. A c Any creature that would be reduced to 0 hit points by damage from this spell must make a Constitution saving throw. On a success, it is instead reduced to 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell does an additional 1d6 fire damage or 1d6 acid damage (your choice) for each level above 5th. Commune with Valkyrie 5th-level divination (ritual) (Subclass spell only) Casting Time: 1 minute

1 minute Range: Self

Self Components: V, S

V, S Duration: Instantaneous You briefly gain an audience with Brunhylde, or a Valkyrie she designates. This Valkyrie gives you knowledge of enemies you name, or that you describe. If you do not give enough information to specify this singular creature or group of creatures, it must be within 3 miles of you, and you must be able to give adequate information for the Valkyrie to be able to identify it herself. You instantly gain knowledge of up to three facts of your choice about any of the following subjects about this enemy or group of enemies. Location

Weaknesses/Strengths (Damage Resistances and Vulnerabilities, etc.)

Abilities

Size/Appearance

Number (for a group of enemies)

Creature Type (e.g Abberation, Celestial, Fey, Feind, etc.) The Valkyries have vast knowledge of many creatures, and can grant insight into many. However, unless a Valkyrie has encoutnered this specific enemy previously or heard of it's abilities from elsewhere, it cannot give you specialised information about it, and can only tell you expected traits based upon species, etc.. For example, if a Beholder has developed an extra eye stalk capable of putting targets to sleep, the Valkyrie could not tell you what it is able to do. Corruption 3rd-level transmutation (Bard, Warlock, Wizard) Casting Time: 1 reaction, when a creature within range attempts to restore health

1 reaction, when a creature within range attempts to restore health Range: 60 feet

60 feet Components: V, M, S (a shard of glass, a drop of blood)

V, M, S (a shard of glass, a drop of blood) Duration: Instantaneous You corrupt an enemy's healing, causing it to wound them instead. That creature must make a Wisdom saving throw. If the creature is casting a spell of 3rd level or lower, or using an effect that would restore less than 30 health and fails its saving throw, the target of the spell is damaged for the amount it would be healed for and any conditions on it sustain. A creature that would be reduced to 0 hit points by damage from this must make a Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the level of the spell you can attempt to corrupt is less than or equal to the level of the spell slot you used, and the amount of health that an ability you can corrupt would heal increases by 10.

Cracklight 4th-level evocation (Cleric, Wizard) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You shatter the light around a target, causing deep cracks to break into its very being. Make a ranged spell attack against a target within range that is not in darkness or dim light. On a hit, you deal 5d8 peircing damage. This spell scores a critical hit on an attack roll of 19-20. On a critical hit, you may deal an additonal 3d8 radiant damage. Elemental Internal 4th-level transmutation (Druid, Wizard) Casting Time: 10 minutes

10 minutes Range: Self

Self Components: S, M (a drop of Genasi blood of the type you wish to infuse yourself with)

S, M (a drop of Genasi blood of the type you wish to infuse yourself with) Duration: 1 hour You infuse yourself with the energies of one of the elemental planes. You choose one of the following effects, which lasts until the end of the spell's duration or until you decide to end the spell's effects on your turn. Air. You feel a great raging wind within your very being. When a creature hits you with a melee weapon attack, some of the wind is unleashed upon it, and it must make a Strength saving throw against your spell save DC or be pushed back 5ft directly away from you. This does not grant you an attack of oppurtunity against it if it leaves your reach. When this spell ends, all creatures within 15ft of you must make a Strength saving throw or be pushed back 15ft. Earth. You feel the great tremors of the earth within your very being. When a creature hits you with a melee weapon attack, you unleash some of these tremors through it, and it must make a Constitution saving throw or lose its reaction. If it fails by 5 or more, it is knocked prone. When this spell ends, all creatures within 15ft of you must make a Dexterity saving throw as the ground shakes or be knocked prone. Fire. You feel an intense flame within your very being. When a creature hits you with a melee weapon attack, some of the flame is unleashed upon it, and it takes 1d6 fire damage. When this spell ends, all creatures within 15ft of you take 4d6 fire damage. Water. You feel the tranquil ire of the oceans within your very being. When a creature hits you with a melee weapon attack, you unleash a discharge of icy water upon it. It must make a Strength saving throw or become restrained until the end of its next turn. When this spell ends, all creatures within 15ft of you must make a Strength saving throw or become restrained until the end of your next turn. Each creature can repeat this saving throw at the end of its turn. Flare 3rd-level evocation (Ranger) Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a handful of sulphur)

V, S, M (a handful of sulphur) Duration: Instantaneous You hurl a brightly burning orb into the air where it hovers for 1 round. It emits bright light for 60 feet, and dim light for an additional 60 feet. Attack rolls against creatures illuminated by its bright light are made with advantage, and any Dexterity (Stealth) checks made by creatures illuminated by it have disadvantage. Invisible creatures within an area illuminated by it gain no benefit from their invisibility. Flash 3rd-level transmutation (Ranger, Wizard, Sorcerer) Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

S Duration: Instantaneous Your body becomes a flash of lightning. You travel instantly in a straight line to an unnocupied space that you can see within 30ft. Any creatures which are within that line must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd, and for every 2 slot levels above 3rd you can travel an additional 10ft. Forked Lightning 2nd-level evocation (Bard, Druid, Sorcerer, Warlock) Casting Time: 1 action

1 action Range: 60 feet.

60 feet. Components: S, V, M (a two pronged stick from a tree that has been hit by lightning)

S, V, M (a two pronged stick from a tree that has been hit by lightning) Duration: Instantaneous Choose up to two different targets within range, and make a ranged spell attack against each of them. On a hit, a target takes 2d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can shoot an additional bolt of lightning for each slot level above 3rd. Glory 2nd-level evocation (Cleric, Paladin) Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, V

S, V Duration: Concentration, 1 minute You surround yourself in holy might. For the duration of the spell, once per round when you deal damage to a hostile creature, you recover 1d4 + your spellcasting ability modifier hit points, to a maximum of the damage dealt to the hostile creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, healing increases to 1d6 + your spellcasting ability modifier.

Magnetization Transmutation cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous You manipulate your own magnetic field to produce one of the following effects of your choice. Attraction. You cause a metallic object which weighs 15 pounds or less within range that is not being worn or carried to fly 30 feet directly towards you. If it would collide with a creature, that creature must make a Dexterity saving throw or it deals 1d8 blugeoning damage, or peircing damage if it is sharp-edged. You can catch the object without taking damage, and the object hitting a creature does not stop its progress towards you, so long as that creature is medium or smaller. Repulsion. You cause a metallic object which weighs 15 pounds or less within range that is not being worn or carried to fly 30 feet directly away from you. If it would collide with a creature, that creature must make a Dexterity saving throw or it deals 1d8 bludgeoning damage, or pericing damage if it is sharp edged. You can catch the object without taking damage, and the object hitting a creature does not stop its progress away from you, so long as that creature is medium or smaller. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Mindblow 4th-level illusion (Bard, Warlock, Wizard) Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You put on a display of powerful magic to awe nearby creatures. Each hostile creature that can see you within range must make a Wisdom saving throw. It takes 5d6 phychic damage and is charmed by you until the end of your next turn on a failed save, or takes half as much damage and is not charmed on a successful one. Creatures immune to being charmed automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell does an additional 1d6 phychic damage for each level above 4th. Miscell's Aneous Orbs 3rd-level conjuration (Bard, Wizard) Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S, M (powdered gemstone)

S, M (powdered gemstone) Duration: Instantaneous You summon 3 differently coloured orbs of unknown power into your hand. The effect of each orb cannot be identified before it is thrown. You can throw an orb up to 60 feet as an action. An orb loses its magic if it is not thrown by a creature, or if it is not used within 1 hour of being summoned. Roll a d20 when it lands and consult this table. Once an orb has been thrown, it shatters and cannot be used again. 1 Shrapnel explodes out from the orb, and all creatures within 10ft of it must make a Dexterity saving throw or take 4d6 piercing damage, or half as much on a successful one. 2 A large gust of wind emanates from the smashed orb. All creatures within 10ft of it must make a Strength saving throw or be blown 15 feet away from where the orb smashes. 3 A bright flash of light and loud sound emanate from the orb. All creatures within 10ft of it that can see the orb must make a Constitution saving throw or be blinded and deafened for 1 round. 4 The orb releases a blast of psychic energy. All creatures within 10ft of it must make an Intelligence saving throw or take 4d6 psychic damage. 5 The orb emits a piercing shriek and all creatures within 10ft of it must make a Wisdom saving throw, or become frightened by the orb for one round. 6 The orb emits chaotic magic. All creatures within 10ft of it must make a Charisma saving throw or be teleported into a random unoccupied space within 10 feet of them. 7 The orb emits a sphere of darkness. The Darkness spell is cast at the point the orb shatters. 8 The caster of this spell is teleported to a random unoccupied space within 10ft of where the orb lands. 9 The orb spills the object it apparently contained onto the floor. Roll a d100, and use the corresponding trinket from the random trinket table (PHB 161). 10 The orb summons a dangerous unstable spirit. A Spark Wisp appears in the nearest unnocupied space to the orb, under the DM's control. It is hostile to all creatures. 11 The orb releases a cloud of energy-sapping arcane magic. Sleep is cast where the orb lands at 5th level. 12 The orb temporarily enchants all the weapons around it. For the next minute, all creatures within 10ft have +2 to damage and attack rolls, and all weapon attacks are considered magical. 13 The spell stored within the orb is released. Magic missiles is cast by the orb at 5th level, with random targets. 14 The orb warps the light around it. The illusion of an adult red dragon appears in the nearest unnocupied space to it, acting as though it is attacking. It lasts for 1 minute. 15 The orb releases the creatures stored within it. 3 sheep appear in unoccupied spaces within 10ft of it. 16 The orb absorbs the visual form of one creature nearby. A random creature within 10ft of it becomes invisible for 1d4 minutes. 17 The orb unleashes powerful transformative magic. A random creature within 10ft of it must make a Wisdom saving throw or be Polymorphed into a Giant Toad. 18 The orb pumps out a funky beat. Otto's Irresistable Dance is cast upon a random creature within 10ft. 19 The orb splits into two orbs, firing in two random directions and travelling for 10ft or until hitting a surface, then landing. Roll a d20 for the effects of each of these. 20 The orb flies back at the caster. Roll another d20 for the effects of the orb, ignoring another 20.

Overcharge 5th-level evocation (Druid, Sorcerer, Wizard) Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V, M (five large metal nails)

S, V, M (five large metal nails) Duration: Instantaneous You channel incredible energy into a single spell. Make a ranged spell attack against a creature within range. On a hit, it takes 12d10 lightning damage, and you are stunned until the end of your next turn. You must make a Constitution saving throw against your own spell save DC whether you hit or not. On a failed save, you take half damage from the spell. You cannot benefit from resistance or immunity to lightning damage from this spell, but targets of the spell still can. Purification Nova 5th-level evocation (Cleric) Casting Time: 1 action

1 action Range: Self (30 foot radius)

Self (30 foot radius) Components: S, V

S, V Duration: Instantaneous You let out a huge wave of divine power. Each friendly creature within range is healed for an amount equal to 2d8 + your spellcasting ability modifier, and each enemy creature within range must make a Constitution saving throw or take 3d8 radiant damage, or half as much damage on a succesful one. Rockbiter 3rd-level transmutation (Bard, Druid, Wizard) Casting Time: 1 reaction, when a hostile creature is hit by a weapon attack.

1 reaction, when a hostile creature is hit by a weapon attack. Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You empower the weapon hitting an enemy temporarily, wrapping it in stony vines. The creature targeted by the attack must make a Constitution saving throw. On a failed save, the weapon deals an additional 4d10 damage type, or half as much on a successful one. This damage counts as magical. If the attack roll against the creature was a critical hit, the damage done by this spell is doubled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell does an additional 1d10 of the weapon's damage type for each level above 3rd. Sap 4th-level transmutation (Druid, Sorcerer) Casting Time: 1 action

1 action Range: Touch

Touch Components: M, S (a small amber crystal)

M, S (a small amber crystal) Duration: Concentration, 1 minute You attempt to drain a target of its abilities temporarily. A target must make a Constitution saving throw. On a failed save, for the duration of this spell the target cannot take reactions, has its speed reduced by 20ft, has its sight limited to 60 feet and if it attempts to take an action it must make another Constituion saving throw or be unable to take any action this turn. These effects end when the spell ends. Shadowscore 4th-level evocation (Warlock) Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You fire a concentrated ray of darkness. Make a ranged spell attack against a target within range. On a hit, the target takes 4d10 necrotic damage. Any creatures directly inbetween you and the target must make dexterity saving throws or take 1d10 necrotic damage. The target gains no benefit from cover. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each damage roll increases by 1d10 for each slot level above 4th. Spellbend 2nd-level abjuration (Bard, Sorcerer, Wizard) Casting Time: 1 reaction, when a friendly creature within range is targeted by a spell, and is the only target of the spell

1 reaction, when a friendly creature within range is targeted by a spell, and is the only target of the spell Range: 30 feet

30 feet Components: S

S Duration: Instantaneous You bend and reshape the magic of your enemies, to draw a spell towards an alternate target. You can target any willing creature within range. That creature becomes the target of the spell. Thus any attack rolls must be made against its Armor Class and any saving throws must be made by it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an unwilling creature. That creature must make a Wisdom saving throw. On a failure, that creature becomes the target. On a success, you become the target if you were not already, the spell has advantage to hit you and you have disadvantage on any saving throws against the spell. Torch 4th-level evocation (Druid, Sorcerer, Wizard) Casting Time: 1 action

1 action Range: Self (60 feet)

Self (60 feet) Components: S, V

S, V Duration: 1 minute You invoke fire to surround your body and take 1d8 fire damage at the beginning of each turn the spell is active. Make a ranged spell attack against a creature within 60 feet. On a hit, you deal 5d8 fire damage. For any time during the rest of the duration of the spell you can make a ranged spell attack against a crature within 60 feet, dealing 4d8 fire damage plus twice the fire damage you have taken from this spell on a hit. When you do this, on a hit, the spell ends. Alternatively, you can use a bonus action to end the spell without dealing the extra damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt to yourself each round increases by 1d8 for each slot level above 4th.