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homebrew-and-heroism · 10 months
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Artificer: Clockwinder Specialist
The endless gears of Mechanus, as well as the manufactured copy within the Clockwork Cities of the mechanites, tick loudly throughout reality, keeping time with the flow of time itself. Inspired by the perfect keeping of time, you have delved deeply enough to harness chronal energy to wind or unwind time's metaphorical gears just enough to assist you in your travels to further expand your knowledge.
Tools of the Trade
When you adopt this specialisation at 3rd level, you gain proficiency with one type of melee weapon of your choice. If you already have proficiency with all melee weapons, you gain proficiency with one type of artisan's tools of your choice.
Clockwinder Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Clockwinder Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Clockwinder Spells
Artificer Level 3: Gift of Alacrity, Shield
Artificer Level 5: Blur, Find Traps
Artificer Level 9: Haste, Slow
Artificer Level 13: Arcane Eye, Dimension Door
Artificer Level 17: Scrying, Temporal Shunt
Hand of the Clock
At 3rd level, you create a magical melee weapon to act as the Hand for your clock. This weapon’s appearance and form can be anything you have proficiency with. Whenever you make an attack while using the Hand, you may choose to use your Intelligence modifier instead of the score normally associated with the weapon. 
The Hand can be conjured or dismissed as a bonus action. In addition, you can infuse it as if it were a nonmagical weapon.
Chronal Workings
Beginning at 5th level, you have learned to move in tune with the flow of time around you, letting the universe guide you rather than pushing through it. Your movement speed increases by 10 feet, and you can add your Intelligence modifier to your initiative rolls
In addition, the chronal energy filling you has begun to affect you physically, slowing your ageing. For every two years that pass, you only age one year.
Momentary Stasis
When you reach 9th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failure, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. Additionally, any spells or abilities the creature is using are temporarily disabled while it is encased in this way, resuming once it escapes the field.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Perfect Time
By 15th level, you become so attuned to the workings of time that you are able to manipulate them with your Clock Hand as easily as you would wind a clock. Your Clock Hand gains the following benefits:
+2 bonus to attack and damage rolls.
If a target is resistant or immune to the damage type dealt by your Clock Hand, it instead deals Force damage.
When you make a melee attack using your Clock Hand, you may turn to make an additional melee attack against a second target within range as part of that attack.
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Sharkfolk
“I had believed that there was nothing more frightening, besides creatures of the more monstrous variety, that a sailor could find themselves face-to-face with than a shark. While this idea was born from a man who had never stepped onto more than a small rowboat, and has been disproven hundreds of times, the most ironic thing to break this concept was when I was told that some of those sharks happen to have legs.
Grassha was friendly to a fault, but their rows of teeth and imposing build still nearly made me reconsider working with their company. But never had I been more afraid of them than when the ship was attacked, and the captain ordered that if we took any injury, we would return to the ship immediately. Because when there was blood in the air, Grassha didn’t care who it belonged to, only that they wanted more."
—Alec Crestfall, ‘Across the Monster’s Sea’
While the sahuagin are Sekolah’s children, the sharkfolk of Zedar are those who truly represent the shark god. Standing between six and seven feet in height and naturally broad and bulky, with a large, muscular tail behind them, the sharkfolk value strength above all else, and will often follow powerful individuals out of a desire to be on the strongest side. They share a mutual respect only with the sahuagin, and any other race must prove their worth before a tribe of sharkfolk will agree to not hunt them down.
Always Moving
Similar to true sharks, sharkfolk rely on constant travel for survival, though that is more due to a nomadic nature and lack of territory than a biological need. Most sharkfolk band together in nomadic tribes to compare strength and increase their power with numbers, and to breed stronger families, though many sharkfolk set out on their own, earning personal power and fear. Few families coddle their children, expecting them to adapt or perish, training them as hunters and warriors from birth.
They travel with impunity through sahuagin territories, the shared reverence of sharks granting them a rare immunity, but it is not unheard of for tribes or individuals to encroach on other territories. In cases like this, it is often the best idea to ignore the intrusion, as they tend to jump on any opportunity to enter a battle.
Blood in the Water
Sharkfolk are rarely welcomed into groups outside of their own, because they have a sensitive nose and an uncontrollable bloodlust if they catch scent of blood. If a creature is badly injured, regardless of allegiance, most sharkfolk won’t be able to stop themselves from tearing them apart. Most hunting is done by individual sharkfolk for this reason, to prevent the slaughter of each other. This isn’t to say that many sharkfolk can’t overcome this weakness, especially those who push away their more violent urges to pursue a life away from the brutal, bloody nature of their people. 
Sharkfolks can resemble any number of sharks, and can appear more feral or humanoid depending on their lineage and habitats, but all sharkfolk suffer the same bloodlust and violent urges, even if one was raised away from their usual society. They often compare kill counts with other tribes or warriors, and show a rare amount of respect to any with more kills than themselves.
Sharkfolk Names
Sharkfolk names are often similar to those of the sahuagin, but due to the disjointed nature of their cultures, many will also adopt names in aquan or even common. While they identify tribes based on scent and visual cues, they will adopt a tribal name in common, to strike fear into sailors.
Personal Names: Abshaka, Cuttlesh, Lionfish, Malucsh, Yashiqis
Clan Names: Hammerbone, Megalodon, Tigerblood, Whitehunt
Sharkfolk Traits
Raised and bred to be a powerful warrior, you possess several abilities to help mark you as the apex predator of the oceans.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Sharks mature faster than humans, being considered adults by the age of 12, and those who do not die in battle rarely survive longer than 60 years, with the lives they are expected to live.
Alignment. Sharkfolk are bred to be aggressive and ferocious, and rarely show any care for anything weaker than themselves. Their care for law is a very weak sense of honour, marking the majority of sharkfolk as neutral or even chaotic evil.
Size. Most sharkfolk stand well over six feet in height and weigh nearly 300 pounds, bolstered by their natural bulky muscularity. Your size is medium.
Speed. Your base walking speed is 25 feet, and your base swimming speed is 45 feet. 
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Amphibious. You can breathe both air and water.
Bite. Your bite counts as a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Blood Tracker. You have advantage on all perception checks to locate any bleeding creatures within 60 feet of yourself, or any creatures with less than half of their maximum hit points within 120 feet.
Blood Madness. The scent of blood unleashes your feral instincts. Any creature below half of their hit point maximum that is within 60 feet of you can cause you to attack it with everything you have. At the start of your next turn, make a Wisdom saving throw to resist the temptation. The DC for this saving throw is equal to 10, +1 for each additional two creatures below half of their hit point maximum within this range. On a failed save, you must use your movement to get as close as you can to the nearest creature in this state and perform a melee attack with advantage, or use your dash action if your movement cannot reach them. Attacks against you have advantage while the blood madness persists. This save can be repeated at the start of each of your turns, ending if all targets are killed or healed past half of their hit point maximum.
Languages. You can speak, read, and write Common, Aquan and Sahuagin.
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Ancestral
Rising from the briny water, a humanoid shape stepped into the cavern. It was covered in a chitinous armour that resembled the shells of crabs, and four yellow eyes in the shadow of the helmet caught the moon’s light. Despite the armour and the wicked-looking spear it carried, those eyes gave me a slight pause. This being looked concerned, rather than violent. But the Captain seemingly did not share my hesitance, levelling his harpoon launcher and taking careful aim.
“Captain, wait-” I tried to hiss out, but he released the trigger before I could react. The harpoon sailed through the air towards the stranger. I’m not sure if my words had alerted her or if it was simply luck that she noticed, but she whirled to face us, throwing up a dark, slimy hand in front of herself and uttering a spell in a strange, ethereal tongue as the harpoon struck her. The room was filled with a bright light emanating from the stranger, and by the time I could see again, she was standing on the rock before us, her spear pointed at the Captain and her other hand glowing a soft golden colour as she healed the wound in her shoulder that the harpoon had given her.
She gazed down at us in silence, none of us daring to move but the captain glaring back defiantly, for a long few moments before she spoke in aquan, “Be not afraid, surfacers. I will give you the opportunity to explain your intrusion."
—Alec Crestfall, ‘Across the Monster’s Sea’
The descendants of the healer race known as the celestsea in ancient times, ancestrals have been forced to become hunters and warriors. With four yellow eyes and skins often a deep blue or green, or both, with occasional splotches of many other colours, it can be difficult for some to see the resemblance to their ancestors at first glance, such as the hair-like crests on their heads or the remnants of fins, a fact the ancestrals are greatly saddened by.
Survivors of the Ages
Following the genocide of the celestsea during the ancient War of Frost, with their patron goddess having fallen, the survivors were forced to abandon their world and delve deeper and deeper beneath the seas. As the centuries passed and their celestial blood began to fade, they were instead forced to evolve natural traits to survive. Their skin lost its glow, growing darker to act as camouflage, and their muscles and skin grew thicker to make up for the loss of the divine warmth that protected them in the past. In addition, due to their ties to celestials and their worry of being hunted down by Deisis, they gained an additional pair of eyes with the ability to see the true nature of many creatures.
Their roles as healers and caretakers were forced to be abandoned, and now the ancestrals have become great warriors and hunters. Those who hunt wear lightweight, dark-coloured armour to help them remain hidden in the depths of the waters, as well as in the shallower areas within caves where they hide during scavenging missions, when they may be seen by outsiders. The warriors, however, will construct their armour out of the shells of giant crustaceans they have slain, as a show of their prowess.
A History of Sorrow
The ancestrals long for ancient times, when they were the ocean’s divine healers, the celestsea. Ancestral children are brought up on stories of the heroism of their ancestors, and of the tragedy that forced them into their current state of being. A longing for the past has shaped their society, developing a great respect for healers of any kind and struggling to find religion without their mother-goddess, Aquis. It also drives many towards a resentment of their current forms. The more colours an ancestral has, the less desirable they are viewed as, thanks to the monochromatic nature of the celestsea. Albino ancestrals are viewed as divine beauties, but their stark-white skin makes them less effective as hunters and scavengers.
Ancestral Names
Ancestrals will name their children after words or phrases in celestial, often taking inspiration but rarely outright copying the names of their ancestors.
Masculine Names: Annyls, Crichel, Iadnah, Lecift, Miqias, Piripsas, Yolis
Feminine Names: Altia, Aalco, Ciaosi, Eophan, Loelei, Plyssa, Uquia
Community Names: Ananael, Baltoha, Morrin, Slida, Ylonin
Ancestral Traits
Millenia of hardship have evolved the celestsea into a harder, more warlike people. This grants you a variety of abilities to aid you in survival.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Ancestrals have lost much of their celestial blood, reducing their lifespans. They reach adulthood after fifty years, and rarely survive for longer than five hundred years.
Alignment. Ancestrals have long since learned the evils and hardships of life, but they still hold themselves to law, leaving them often leaning towards lawful and neutral alignments
Size. An adult ancestral rarely stands below 6 feet in height, and have heavier, bulkier frames than the celestsea they descend from. Your size is medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe both air and water.
Darkvision. Blessed with a radiant soul, your vision can easily cut through the darkness of the waters. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Eyes of the Ancients. Your additional eyes grant you advantage on all saving throws to resist being blinded or to recover from blindness. In addition, as an action, you may use your secondary eyes to detect the presence of certain creatures for up to one minute, as if casting Detect Evil and Good. This does not count as casting a spell and does not require concentration to maintain.
Ancestral Combat Training. You have proficiency with light armour, medium armour, and spears.
Languages. You can speak, read, and write Celestial and Common.
Subrace. Two main subraces of Ancestrals populate Jadeclyff across the ages: the Deep Ancestrals and the Wastes Ancestrals. Choose one of these subraces.
Deep Ancestral
In the year 1910 of the First Era, the ancestrals made tentative contact with societies in and around the waters of Zedar. These ancestrals had left much of their celestsea heritage in history, instead existing as great hunters of the sea, with several traits to aid them in their struggles.
Healing Waters. As an action, you can touch a creature and cause it to regain a number of hit points equal to half your level, rounded up. If both you and the creature are fully submerged in water, this number is doubled. Once you use this trait, you can't use it again until you finish a long rest.
Undersea Survivors. You have proficiency in the perception and survival skills.
Deep Dweller. You have resistance to cold and radiant damage, and are immune to any drawbacks caused by deep, underwater environments. In addition, you have a swimming speed of 35 feet.
Additional Language. You can speak, read, and write Aquan.
Wastes Ancestral
Following the Great Cataclysm at the end of the Second Era, many deep ancestrals emerged from the oceans to live on the land. They adapted to the strange new world they were met with, losing some of their aquatic abilities but gaining abilities that allowed them to thrive even on the magically-irradiated surface.
Wild Healing. As an action, you can touch a creature and cause it to regain a number of hit points equal to half your level, rounded up. This creature also recovers from any effects caused by being within Wild Magic Radiation within the past day. Once you use this trait, you can't use it again until you finish a long rest.
Wasteland Survivors. You have proficiency in the arcana and survival skills.
Wasteland Mastery. You have resistance to radiant and necrotic damage, and are immune to all damage and effects caused by being within Wild Magic Radiation.
Additional Language. You can speak, read, and write Terran.
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Celestsea
The ancient tablet displayed a pair of pale-skinned, glowing humanoids, with large fins extending from their arms like the sleeves of a gown. “These were once my people.” Altia spoke, setting her spear down and stepping closer to inspect the tablet. “Once, our ancestors were known as the celestsea, and we were the holy agents of the divine within the vast oceans." She touched the taller of the figures, tracing a wing-like pattern on the stone. “Our goddess, Aquis, filled the worlds with her lifeblood, creating the oceans. From her blood, we rose, touched with divine power and protected by our ancient mother. We were gifted healers, and we served her faithfully since the dawn of the world.” Her tone grew heavy and sad as she continued. “It was to be our duty to ensure her son remained safe in the mortal realm while she worked, if things had gone differently. But alas… our devotion led to her death, and to her son being a scourge upon the ocean.”
We were both silent for several long moments before I was able to release the tightness in my throat and speak. “What happened?” I asked gently, knowing it must be a difficult subject.
Her face tightened, her four eyes suddenly filled with anger rather than sorrow, as she looked at me and spoke a name I should have known would be involved. “Deisis.”
—Alec Crestfall, ‘Across the Monster’s Sea’
Created by the goddess Aquis, the celestsea were blessed with divine blood to aid them in their duties as healers and caretakers– duties they performed gladly.
Angels of the Oceans
Pale and glowing, gliding through the water on sleeve-like fins, drowning sailors who are rescued by them often mistake them for angels, which isn’t entirely incorrect. They wear light robes made of seaweed and held together with clasps made of coral. The divine glow emanating from them removes any hint of colour from their pale blue skin, and they possess large fins running down their arms like the sleeves of a gown and smaller fins on their legs. They are taller than most, and slim, kept warm in the oceans by their divine blood rather than any insulation. They also have a hair-like crest on their heads, right above a pair of large yellow eyes and a soft, kind-looking face.
Primordial Healers
When the oceans were first created and filled with life, the primordial goddess of water, Aquis, created the celestsea to act as divine healers. For centuries, they have happily upheld this duty, healing all who come to them and seeking out sinking ships to rescue survivors. They refer to Aquis as their Mother, and communities of celestsea dedicate themselves to upholding her beliefs. Every celestsea possesses a divine, healing touch, and is raised to use it on any poor soul in need.
Few celestsea take up arms at all, but some choose to lean into the rougher nature of the oceans and work to prevent sorrow, rather than just healing it.
Celestsea Names
The celestsea will often change their names as they mature, but will usually settle on one when they are declared an adult. These names come from celestial words, and the journey of settling on a name is thought to reflect the long decision-making process of gods. They do not take family names, and, in fact, hold little standing in extended family, believing themselves to all be Aquis’ children, equally.
Male Names: Aqilon, Badairel, Faire, Nimeus, Ocenai, Seinem
Female Names: Acya, Clamae, Fronia, Mearen, Ovalin, Raphina
Celestsea Traits
Like all celestsea, you possess innate abilities granted to you by your divine nature.
Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
Age. Celestsea aren’t considered adults until they finish their first century of life, and the oldest among them can survive for nearly a thousand years.
Alignment. From birth, celestsea are expected to serve Aquis and protect those who dwell in the oceans. As such, they are taught to follow the principles of law and goodness.
Size. An adult celestsea rarely stands below 6 feet in height, and are surprisingly slim for an ocean-dweller, kept warm by divine energy rather than any natural insulation. Your size is medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 35 feet.
Amphibious. You can breathe both air and water.
Celestial Protection. You have resistance to radiant and necrotic damage.
Darkvision. Blessed with a radiant soul, your vision can easily cut through the darkness of the waters. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. 
Healing Waters. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. If both you and the creature are fully submerged in water, this number is doubled. Once you use this trait, you can't use it again until you finish a short or long rest.
Divine Blessing. You know the Shape Water and Spare the Dying cantrips.
Bioluminescence. As an action, you can shed dim light in a 15-foot radius. You may dismiss this light as a bonus action.
Languages. You can speak, read, and write Celestial and Aquan.
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Moontouched
“And as she wept upon Her face, her tears fell to the dust in which she knelt. Her grief and loneliness was soon met by gentle hands, her third miracle of creation, come to her unbidden in her time of need. The hands holding and consoling her were gentle and kind, soothing the stinging reminders emblazoned upon her face, and assuring that she need not weep for what has been, but should smile for what might be.
She remained with them until the final throes of war were calmed. They shared her sorrow at the horrors below them but never faulted her, nor she them. Their place was at her side, never her feet. When her tears fell no longer, they brought her to a doorway, where she made her eternal home, promising them the afterlife she could now provide. This offer was met with laughter and gifts in kind. Their lives and afterlives were to be their own, not needing her favour to justify their kindness and mirth."
—Unknown Author, ’The Lunar Queen’
The moontouched are a mysterious race dwelling on the moons surrounding most planets. With large heads and noses, expansive ears, and small eyes and frames, the moontouched hold some superficial resemblance to bats. They rarely venture down to the planets below them, and it is unknown if they have the means of doing so without outside influence, but they are incredibly friendly and welcoming to any outsiders they do come across.
Moonfolk’s Mirth and Mischief
With no worries for resources nor kingdoms to rule, the moontouched spend their lives seeking joy and entertainment above all else. They spend their free time pursuing their chosen path or paths of entertainment. Dancers, musicians, sculptors, pranksters, comedians, and anything else that may bring smiles or laughter to themselves and others are all paths they will take. If they come across someone sad, they will do whatever they can to help cheer them up. The concept of wanting to be alone when sad is foreign to them, and entire communities will come together to comfort or entertain anyone feeling sad, unless explicitly told that they want to be alone.
If someone responds negatively to an act of entertainment from a moontouched’s path, the moontouched will either become distressed and uncomfortable or will redouble their efforts and provide the individual more acts until they find something that entertains the critic. The most common example of this occurs when an outsider is met with a prankster moontouched. While their pranks are rarely harmful, and even the most extreme pranks are all in good fun and accepted by the moontouched, outsiders see them as disruptive and rude, or may even misinterpret them as dangerous. This has led to individuals feeling tormented for long periods of time by a moontouched desperately trying to make them laugh, but the moontouched will usually change tactics if the misunderstanding is explained to them.
Lunar Lifestyle
The moontouched have an abundance of resources and a relatively small population, with reproduction occurring rarely. They hold fertility festivals, where they celebrate the blessed lives they lead, which are held when the moontouched are fertile. These festivals last for up to ten cycles, as measured by complete rotations of their moon around the planet, and during this time is when moontouched and any partners they have or choose will attempt to conceive young, but do not often succeed. Approximately halfway between fertility festivals, successful pregnancies end and the young moontouched are born. Moontouched that conceived during a previous festival will often refrain from attempting so again for several future festivals, or even altogether. While population growth is slow, if resources ever begin to dwindle, many moontouched will leave their home and find new moons to live on. Without a shared day and year between the moons they inhabit, exact numbers are impossible to find. For the purpose of age, the moontouched will measure their life by the number of fertility festivals they attend. They usually have one festival every year that passes on Praece, making their age similar to that of Praecians. 
While the moontouched rarely venture to a planet’s surface, they can be found on many moons throughout Mythspace. Their connection to Alune draws them inexorably to settle on moons rather than planets, but it isn’t unheard of for the occasional moontouched to find themselves on a planet’s surface. On most standard moons, there are two variations of moontouched, each named after a bat on the planet they orbit which they bear a resemblance to. Those who live on the surface are the pallid moontouched, and those living in the deep craters of the moon are the hoary moontouched. On more diverse moons, other types of moontouched can be found with adaptations to suit their homes.
Children of the Moon
The moontouched were first encountered by, likely even created by, the distressed goddess Alune on a place they refer to as Luan, which is the moon orbiting the planet of Praece, shortly before the War of Day and Night. Their lunar habitat is often seen as inhospitable, but the moontouched are thriving regardless. This is in part due to Alune’s gratitude to them, with the Goddess blessing their crops to flourish and produce oxygen at an increased rate. In addition, the moontouched can survive with little to no oxygen for long periods of time, often describing the atmosphere of the planets they orbit as rather thick. Every moontouched settlement has a tribute to the Moon Goddess, and only rarely are other faiths practised in these communities. They do not turn away from the worship of other gods, however, and many find faith in gods of art and joy, or even other aspects altogether.
Moontouched Names
The moontouched have three names; One given to them at birth, one chosen by either the individual or the community they live in, and a title befitting their pursuits in life. Their birth names are unisex and usually related to either the name or the features of the moon they were born on. Their chosen name is sometimes the same as their given name, but can be anything they want it to be, usually something that suits their personality or a reference to a favourite joke or song, but they will occasionally make up a name that sounds nice. Finally, their title can be as simple as calling them a singer or comedian, but it can extend to any personal paths they take.
Given Names: Alu, Crater, Dust, Lua, Lune, Moone, Powder
Chosen Names: Aliyah, Hehe, Laughter, Luney, Joy, Smile
Titles: Adventure, Comedia, Dancer, Mischief, Voice
Moontouched Traits
Between the blessings of Alune and their life on the moon, the moontouched possess several traits that set them apart from other races.
Ability Score Increase. Your Charisma score increases by 2.
Age. A moontouched child is considered an adult by their thirteenth Fertility Festival, which is celebrated at the beginning of the thirteenth festival, despite their birth being halfway between festivals. By Praecian terms, this means that they are considered adults after twelve and a half years. Moontouched often live to see over a hundred festivals, with some of the eldest making it a bit over a hundred and fifty festivals.
Alignment. Due to their closeness with Alune and their views of joy and laughter being important, many moontouched fall into a more chaotic good stance.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Natural Entertainer. You have proficiency with the performance skill.
Excellent Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Low-Oxygen Survivor. You can hold your breath for twice as long as most other races. In addition, in cases with limited oxygen, you expend the air at half the rate of other races.
Innate Spellcasting. When you reach 3rd level, you can cast the Hideous Laughter spell once per day. When you reach 5th level, you can also cast the Moonbeam spell once per day. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and one additional language of your choice.
Subrace. Two main subraces of the moontouched populate the moons of Mythspace: pallid and hoary. Choose one of these subraces.
Pallid
Living on the surface of moons, the pallid moontouched are named such because of their white fur and small frames. Their ears are larger than their hoary counterparts, and they use them to use a form of echolocation, similarly to the bats they resemble. Communities of pallid moontouched live in simple wooden huts, made from the tough wood found in the small forests dotting Luan. The pallid moontouched enjoy watching the stars, and will often pass down fantastical stories about seemingly nonsensical constellations they create. 
Ability Score Increase. Your Wisdom score increases by 1.
Size. Pallid moontouched adults stand between three and a half and four and a half feet in height. You are surprisingly dense for your size, often weighing as much as an elf. Your size is small.
Speed. Your base walking speed is 25 feet.
Cantrip. You know the Thaumaturgy cantrip.
Echolocation. You have blindsight up to 15 feet, and can extend this to 30 feet as an action. This effect does not go through solid material. You cannot use this trait while you are Deafened.
Stargazer. Whenever you make a Nature or Survival check related to the stars and constellations, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Hoary
Within the craters and crevasses on the moons of Mythspace, climbing the walls and rolling in the moon’s dust, are the hoary moontouched. This name comes from their brown, grey-tipped fur and the white moon dust they cover themselves in, working it into their fur both to add to their camouflage and to help clean the fur in the pools of water they build their homes around. Villages of hoary moontouched are built diagonally or even vertically, up the sides of craters and crevasses. These villages are easily traversable thanks to the hoary moontouched’s claws allowing them to climb around. While moving about is easy for them, they have adapted a form of telepathy, in order to converse without needing to climb towards each other.
Ability Score Increase. Your Strength score increases by 1.
Size. Hoary moontouched adults usually stand between four and five feet in height. You are surprisingly dense for your size, often weighing as much as a human. Your size is medium.
Speed. Your base walking speed is 30 feet.
Cantrip. You know the Message cantrip.
Expert Climber. You have a base climbing speed of 25 feet. In addition, you can move up, down, and across vertical surfaces while leaving one limb free, and upside-down along ceilings, also with one limb free, as if it were difficult terrain. Keeping a limb free reduces your base climbing speed to 20 feet. You can remain hanging on a vertical surface with no effort, allowing you to rest and even sleep while holding onto most surfaces, so long as you are not hanging from a ceiling.
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Sahuagin
I rushed through the flooding lower deck, the cries and gurgles of those below me reaching through the wet planks. Seeing the way to the main deck ahead, I threw caution to the wind, picking up the pace– a grave mistake, but one that saved my life. My boot slipped on the slick wooden floor, sending me crashing down and striking my face against the oak. Tasting blood, I blearily looked forward, seeing a large, green-skinned figure come into view. Its feet were webbed, with a finned tail slapping the steps behind it as it walked. A spear was clutched in its webbed hands, and it had a fish-like face, with fins where its ears would be. The towering figure must have been at least eight feet tall, as it had to hunch to walk comfortably. I remained still, holding my breath and playing dead as it approached me. It jabbed me with its spear, the wound burning like it was on fire within moments, but I bit my tongue and remained still. Deciding that I was, indeed, dead, the monster grunted and stomped off down the hall, looking for more interesting prey.
—Alec Crestfall, ‘Across the Monster’s Sea’
The sahuagin are a race of shark-revering hunters dwelling in the oceans, who possess a fiercely territorial nature and a love of blood sports. They raid shores and trade vessels, rarely leaving any survivors. The entire Ocean belongs only to them and to Sharkfolk, in their minds, and they will destroy any they believe to be encroaching on their territory. However, some sahuagin choose to abandon this way of life, striking out to honour the Great Hunt with other worthy fellows, and some were forced to flee due to some perceived weakness.
Children of Sekolah
It is said that, following Sekolah’s battle with the Great Sea Titan Dagon, Sekolah found a seashell uncovered by the formation of the Eye of Zedar, the mighty whirlpool that finally caused Dagon’s downfall. Sekolah found the seashell to be full of sahuagin, which the shark god eagerly scattered across the oceans of Praece as his own race. The sahuagin strive to fully embrace his doctrine, weeding out even the smallest traces of weakness and hunting with merciless brutality. Any sahuagin who dares question this belief system is cast out if they’re lucky enough to flee fast enough, or outright killed if not.
Sahuagin are usually green-skinned, with their backs darker than their fronts. It is commonplace for them to possess darkened bands, stripes, or spots, which fade with age. They have fins running down their backs, at the elbows and on either side of their face. Females develop some spots of yellow on their tails, gaining more yellow until their entire tail turns a deep yellow. At this point, the female is considered unfit to bear any more young.
A Society of Violence
The sahuagin revel in bloodsport and death. Any birth defects that aren’t determined to be of use to the clan, such as the creation of the massive four-armed barons that occur once every two-hundred hatchlings, or the sea-elf-like malenti that occur once every one-hundred hatchlings, but only appear when the clan is in proximity to a colony of sea elves, result in the immediate culling of the hatchling. They have no desire to form alliances with any they believe to be weaker than themselves. They despise sea elves especially, with the malenti sahuagin being allowed to live only to act as spies among the elves.
With very few exceptions, their societies were strict patriarchs, due to the more aggressive nature of males. There was a three-step hierarchy within this, with kings ruling over princes, which ruled over barons. Kings rule over massive areas of ocean, often laying claim to entire coastlines, and live in massive undersea cities. Meanwhile, princes hold claim to a mere twenty or so villages, and barons only rule over a single village. Mirroring the males, female sahuagin also hold a three-step hierarchy for those who chose not to act as hunters and warriors. This hierarchy saw priestesses overseeing lore-keepers, which in turn oversee the teachers.
The way sahuagin keep their history is also unique. The sahuagin language is made up of clicking and hissing sounds, which they have learned to replicate with the use of tools made of conchs and shells supported by bone and sinew, which they call singing bundles. Singing bundles can be adjusted to make different noises when shaken, allowing each bundle to contain important stories or messages.
Sahuagin Names
Sahuagin do not have masculine or feminine names. Instead, they name their hatchlings strong names in the sahuagin language. In the case of malenti, however, their names are often only titles given to them by their clan’s ruler, or something weak, often with a touch of elvish if their mother cares enough to give them a name.
Hunter Names: Bulubba, Cheskva, Glubsha, Huakil, Kekahu, Mrikvis, Tlavoks
Malenti Names: Kaumav, Maafiul, Mylaini, Siakop, Ssun’ta, Zeebubla
Sahuagin Traits
From their brutal upbringing and blessings of Sekolah, your sahuagin character has several abilities to mark them as one of the ocean’s greatest hunters.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Sahuagin are expected to grow up quickly and live a hard life. They are considered adults by the age of 10, and live for an average of 70 years.
Alignment. Sahuagin are known for brutality and cruelty, but they also follow a strict code when hunting, with the rare exception of the Wild Hunt. As such, they are often Lawful Evil as a society.
Size. Sahuagin stand at an average of 6 feet in height, though the largest among them can grow up to nine feet in height, and they weigh an average of 200 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.
Shark Telepathy. You are able to communicate simple ideas with any sharks within 120 feet using a limited telepathy.
Tough Hide. When you aren't wearing armour, your AC is 12 + your Dexterity modifier. You can use this natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.
Languages. You can speak, read, and write Common, Aquan and Sahuagin.
Subrace. Two main subraces of sahuagin populate the oceans around Jadeclyff: the standard Hunters and the rarer, elf-like Malenti. Choose one of these subraces.
Hunter
Most sahuagin are Hunters. Natural warriors and hunters, these sahuagin are raised from hatching to value might and blood above all else.
Ability Score Increase. Your Strength score increases by 1.
Bite and Claws. Your claws and fanged bite count as natural weapons, which you can use to make unarmed strikes. If you hit with your jaws, you deal piercing damage, or if you use your claws, you deal slashing damage. This damage is equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Malenti
When a sahuagin clan is settled near a sea elf settlement, sahuagin eggs have a one in one hundred chance of producing a sahuagin that almost perfectly resembles a sea elf. These sahuagin are known as Malenti, and while they are despised by most sahuagin, their clan’s leaders will keep them alive to act as spies against the elves.
Ability Score Increase. Your Charisma score increases by 1.
Deceptive Appearance. You physically resemble a sea elf, requiring close inspection for someone to notice that you are not actually a sea elf. In addition, you know Elvish and have proficiency in the deception skill.
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Deep Scion
“When a ship wrecks or a poor soul be cast overboard, a seafarer don't often question when somethin' offers t' save thar life. Unfortunately, the depths hold some o' the darkest monsters, 'n those deals are usually rotten. That's how ye end up lookin' like this, lad.” The captain grunted to me, allowing the gruff human disguise to fall away to reveal a more fish-like, slimy, monstrous appearance, with the lower half of the face splitting open to reveal jagged fangs. I swallowed in fear, watching the tendrils extending from behind the captain’s head adjust the hat on his head. The captain noticed my fear, and grunted again before the slimy grey flesh shifted back to the rough, tan flesh of an old human. “Do ye understand? Yer lucky we fished ye out o' the sea afore somethin' else did, so quit yer bellyachin'."
—Alec Crestfall, ‘Across the Monster’s Sea’
With slimy grey skin, claws, fangs, and various aquatic changes leaving them monstrously deformed, one may be led to believe that their ability to return to their true form would be a blessing to them. However, this is not the case, as deep scions believe that their hybrid, aquatic form is their proper form, despite their true forms remaining unchanged.
Slaves to the Ocean’s Evils
When an aquatic power like a kraken needs servants, they will often fill this role with deep scions. The bodies and souls of those lost or dying at sea are twisted and changed painfully, turning them into fish-like hybrids, capable of taking on the appearance of their prior form to carry out their new master’s will among their old fellows. However, when a deep scion is freed from their master or born without one, they often struggle to find their own path in life.
Their masters hold little care for them, and will often order them to carry out any task if they believe it will be beneficial to their cause, no matter how dangerous. Most deep scions follow these orders unquestioningly, their souls warped as they are. Some deep scions are able to break this servitude, overcoming the magic and training that stripped them of their attachments and individuality.
Living Free
When a deep scion’s master is killed, many of them find no drive to live any longer, or become senseless and violent until killed. However, many find this newfound freedom to be the opportunity for a fresh start, seeking out new ways of life. Examples of this were rare, but when the Flying Dutchman was killed in 1432, Second Era, the droves of scions he had amassed with his power suddenly found themselves free. Those following his greatest servant, Davy Jones, were able to turn their loyalty to their captain without issue, but it took much time for the rest to find peace.
This freedom also gave them the opportunities to reproduce, with naturally-born deep scions without the history of torture and slavery weighing on them beginning to crop up over time. Many use their shapeshifting abilities to enter normal society in peace, while others embrace their more monstrous forms. Either way, deep scions are still viewed with hesitance and contempt, leaving them struggling to find a true home.
Deep Scion Names
Deep scions will usually respond to their original names on instinct, both from before their transformation and from their infiltrator role afterwards. However, this is usually no longer who they are. If they choose to take on a name at all, they usually choose a name they find simple, fitting or pleasing-sounding to them in aquan or whatever language they use on the surface. These names are also given to deep scions at birth, in those cases, but they often only adopt a family name if they integrate into another society that does so.
Found Names: Axe, Buwami, Current, Gakin, Fin, Galley, Sashi, Waves, Zaji
Deep Scion Traits
The transformation into a deep scion completely changes your body and mind, granting you the following abilities.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Age. Deep Scions hold onto vestiges of the races they once were, and families will often declare adulthood at ages appropriate to the race they come from. Due to the magic that transformed them, they can sometimes live for a century longer than they otherwise would.
Alignment. The process of becoming a Deep Scion often involves shirking off any moral quandaries to only serve one’s master, but this process can be overcome. If you were raised under a master, there is an intrinsic pull towards evil, but many Deep Scions have been able to resist this, especially when freed from the corrupting influence of their masters.
Size. Deep Scions match the height and weight of their true race.
Speed. Your base walking speed is 25 feet, and you have a swimming speed of 40 feet.
Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Amphibious. You can breathe both air and water.
True Form. Choose any playable race. That race is your true form, and you retain that race’s Size and Language traits, but lose all else. Determine the appearance of your true form during character creation, as this cannot be changed later. As an action, you are able to shift into your true form or back into your deep scion form. When in your true form, you gain that race’s Speed traits, but lose your swimming speed and amphibious trait (unless your true form’s race has those traits as well), lose your natural weapons, and are indistinguishable from a normal member of that race. If you die in your deep scion form, you regress into your true form.
Deadly Jaws. Your fanged bite counts as a natural weapon, which you can use to make unarmed strikes. If you hit with your jaws, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Vicious Claws. Your sharp claws count as natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Deep Scion Instincts. You have proficiency in the Deception skill.
Languages. You can speak, read, and write Common and Aquan.
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Bard: College of Lullabies
Throughout the world, there are many creatures beyond our understanding, foes too great to destroy, and terrors that keep people up at night. To combat this, many bards have sought out the loftiest of virtues. For bards belonging to the college of Lullabies, their art is more than just a passion for them. They have striven to master the art of soothing tempers and calming anxieties. They often speak softly and slowly, and many see them as lazy or dreamy types. 
This is rarely the case, however, as those belonging to the college of Lullabies are often the ones who handle the most dangerous of foes. It is said that they were instrumental in the defeat of the Sea Titan Dagon, as well as ancient dragons and even the Archdevil Deisis. The ability to soothe those around you to sleep becomes a necessary part of many adventurer’s lives, and it is an invaluable skill after facing down horrors such as these.
Soothing Magic
When you join this college at 3rd level, you learn how to use your magic to soothe those around you. You learn the Sleep and Calm Emotions spells. These spells count as Bard Spells for you but do not count against the number of spells you can learn.
Primal Lullabies
At 3rd level, you learn several lullabies that can help your allies in dire situations. As a bonus action on your turn, you can expend a use of Bardic Inspiration and choose one of the following lullabies. Each lullaby lasts for one minute, but is treated as if you are maintaining concentration on a spell and ends early under the same conditions.
Focused Mind: While this lullaby is active, choose a number of creatures equal to your charisma modifier (minimum of 1). These creatures must be within 30 feet of you and be able to hear you to gain this lullaby’s effects. A target affected by this lullaby gains resistance to psychic damage, has advantage on Wisdom saving throws, and gains a +1 to all attack rolls made while the lullaby is active.
Numb to the World: While this lullaby is active, choose a number of creatures equal to your charisma modifier (minimum of 1). These creatures must be within 60 feet of you and be able to hear you to gain this lullaby’s effects. A target affected by this lullaby has advantage on Constitution saving throws, gains a number of temporary hit points equal to a roll of your bardic inspiration die at the end of each of your turns, and cannot be charmed or frightened while the lullaby is active.
Sluggish Song: While this lullaby is active, choose one creature that can hear you within 60 feet. That creature gains disadvantage on all Dexterity saving throws, and its AC decreases by 1 while the lullaby is active.
Master of Slumber
At 6th level, you have learned to work around even the greatest of resistances to sleep. When you cast the Sleep spell on a creature that cannot be put to sleep by magic, the creature instead must succeed on a constitution saving throw against your spell save DC to avoid the spell affecting them. Undead and Constructs automatically succeed this saving throw.
Dreamwalker
Your connection to the world of dreamers has attracted the attention of its inhabitants. When you reach level 6 in this class, you learn the spell Find Familiar. This spell counts as a Bard Spell for you but does not count against the number of spells you can learn. In addition, when casting this spell, the familiar you summon is a Lullabeing, which is bonded to you. (See the Lullabeing stat block for more information.) If this lullabeing drops to 0 hit points, it does not die, and instead follows the rules given in Find Familiar. In addition, this lullabeing is immune to the effects of a Sleep spell cast by you, and if a Sleep spell is cast on it from another source that bypasses its immunity to sleep, it does not die, and is instead treated as if it dropped to 0 hit points using the rules of Find Familiar.
Deepest Sleep
At 14th level, your songs can lull even the most willful into slumber. When you cast the spell Sleep, you may choose to expend a use of your bardic inspiration to double the radius of effect of the spell, and you may choose to expend an additional use to also double the number of hit points the spell affects. You must choose to do this before you roll for the effects of the spell.
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Lullabeings
Lullabeings are the inhabitants of the plane of Dreams. They feed on dreams, with good dreams tasting deliciously sweet and nightmares tasting horribly bitter. Their true forms are round, less than two feet in diameter, and are covered in a mass of incredibly soft, thick, pink fur, which becomes more vibrantly pink the more good dreams the lullabeing has fed on, or darker and more reddish the more nightmares it has fed on. If a lullabeing develops a taste for nightmares, their fur turns a bright red and they become known as Nightmarebeasts. Their head and face is covered in white fur, obscuring their features. While they feed on dreams, lullabeings cause no harm to the dreamers. In fact, they often use their innate abilities to improve dreams, feeding on the positive feelings of the dreamers. If a lullabeing chooses to, they will sometimes bond with those they feel to have particularly strong and vivid dreams, making this creature their primary source of sustenance. If the one they bond to has a particularly strong imagination, it is possible for the lullabeing to take on a physical form. Commonly only visible to the one they bond with, much like an imaginary friend, but if the belief that the lullabeing is real grows strong enough it can become powerful enough to appear to anyone around them and interact with the world. While they are relatively weak outside of the plane of Dreams, in their naitive environment, lullabeings are incredibly powerful, being able to warp the world around them. They are very pacifistic creatures, however, and are much more likely to remove themselves from any combat they are put in, even on their own plane. Lullabeings do not reproduce, and they are all but immortal. There are a finite number of lullabeings in existence, as the only way to make a new lullabeing is for an existing one to die. The only way a lullabeing can die, however, is if it, itself, dreams. If a lullabeing ever falls asleep, it dissipates into the energy of dreams, which reform into a new lullabeing. Lullabeings suffer no ill-effects from lacking sleep, however, and only choose to sleep when they believe it is their time to pass on.
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Druid: Circle of Architects
While Druids have defended the natural world for generations, many modern druids have chosen to embrace the advances in the world and accept man-made construction as an environment all on its own. Druids of the Circle of Architects attune themselves to buildings of all kinds, learning to become one with the construction and proving definitively that, while you can take a druid out of nature, you can’t take nature out of the druid.
Structural Bond
Beginning when you take this subclass at 2nd level, your connection to man-made structures has allowed you to foster a deeper bond to them. If you spend a minute and one use of your wild shape feature, you may attune yourself to the building you are currently in, bonding with up to 5,000 square feet and up to two floors, including the floor you are on, so long as it is not primarily naturally-formed. If a floor you are attempting to bond with is more than 25 feet tall, it counts as two floors. If the building is larger than the area you can affect, you may expend an additional use of Wild Shape to double this area and gain an additional floor, or only be bonded to the 5,000 square foot area that includes the area you are currently within. 
You can remain bonded to this area for a number of hours equal to half your druid level (rounded down). You then lose this connection unless you expend another use of this feature. You can sever your bond earlier by using a bonus action on your turn. You automatically lose this bond if you fall unconscious, drop to 0 hit points, or die.
When you are within the area you are bonded to, you have advantage on all wisdom checks relating to the structure and all wisdom saving throws. In addition, your passive perception while within this area becomes 21, unless your passive perception is already greater. Creatures cannot benefit from Invisibility in this area so long as you see them turn invisible, and you have advantage on saving throws against being charmed or frightened.
You are automatically aware if a door is locked or unlocked within this area, as well as its general direction from you, and you can lock a door you can see up to 20 feet away from you as a bonus action. You also have advantage on attack rolls made within this area, and your AC increases by 1. 
Man-Made Companion
At 2nd level, you gain the ability to call upon the building around you to aid you in battle. You may expend a use of your Wild Shape feature to animate a companion to aid you. This companion’s CR cannot exceed ¼ of your Druid level, rounded down.
Any statue, carving, or other man-made object you can see within 60 feet may be used as this companion, and it either gains the stats it would have if it was animated normally or the stats it would have if it was truly what it depicts, such as a sculpture of a rat having the statistics of a rat. Possible companions include a suit of armour becoming Animated Armour, a statue of a humanoid becoming an animated statue or a golem of some kind as appropriate, a book becoming an animated book, etc.
This companion lasts until it reaches 0 hit points, it is dismissed as a bonus action, or this feature is used again. At this point, it is no longer animated and reverts to its original state. The companion also reverts after a number of hours equal to half your druid level, but this time is paused when both you and your companion are within the area affected by your structural bond.
Wall Eyes
Starting at level 6, you learn to see through the walls of the structure you are in. As an action on your turn, you may cast Arcane Eye without expending a Spell Slot or Material Components. This eye must be connected to a wall at all times, and may jump between walls so long as they are no more than 30 feet apart. 
Once you use this feature, you must finish a short or long rest before you can use it again.
Improved Bond
When you reach 6th level, your Structural Bond has grown more powerful. A single use of your Wild Shape feature allows the area affected to extend to 10,000 square feet, allows you to gain access to an additional floor, and you gain tremorsense out to a range of 60 feet and ignore all difficult terrain within the area you are bonded to.
In addition, you may form a bond with a structure you are intimately familiar with after only fifteen seconds.
One with the Building
At 10th level, you have learned to change your body to meld with the structure you are in. You can cast Meld with Stone on yourself as an action without expending a spell slot. This spell allows you to meld with any solid material the structure you seek to meld into is made of, such as wood or metal, but you cannot choose more than one material at a time. When you seek to exit this area, you may choose to exit the way you entered or continue forward through the other side of the material, unless you are blocked by another solid material. If the other material is thin enough to be broken with your strength or a weapon, you may choose to break through it when you exit.
Once you use this feature, you must finish a long rest before you can use it again.
Building Manager
When you reach 14th level, you become the master of your environment. You gain tremorsense out to a range of 15 feet, or 80 feet while within your Structural Bond area. The time it takes to form a structural bond decreases to half a minute, or 6 seconds if you are intimately familiar with the structure, and when using your Structural Bond feature, its area increases to 15,000 square feet and you gain an additional floor of influence, reaching a total of 4 floors including the floor you are currently on. Creatures cannot benefit from invisibility against you while within this area. You can open or close unlocked doors, containers, or windows within this area so long as you are aware of their exact position as a free action on your turn, and can lock any that have a lock so long as you are within 5 feet of them as a free action on your turn. You may also attempt to pick any locks within this area, treating the check as if it were a wisdom skill you have proficiency with.
In addition, while within your bonded area, you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns, your AC increases by 2 instead of 1, and you may add your wisdom modifier to the damage dealt by cantrips or attacks.
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Elvbin
The world of Jadeclyff is populated by incredible people, from the variety of races spread out across the relatively small continent to powerful magic users more than happy to develop workarounds to even the most stubborn biological limitations.
This has, of course, resulted in a much more accepting society towards mixed-race individuals, as well as the appearance of more combinations than one could count. As such, it is not uncommon to see those with mixed heritage beyond the more-common half-elven or half-orcish folk, but oftentimes it is a struggle to understand what exactly is going on with someone’s biology after a couple of generations.
As such, below is an example of an entire mixed-heritage race, the Elvbin.
“Of all the mixed-race individuals one may encounter in the worlds, elvbins are some of the rarest and most interesting. Elves rarely reproduce even among their own kind, and few elves accept goblins in their societies, much less seek to form relationships with them. Unfortunately for any offspring that are produced, however, they will find that they do not fit in anywhere– even among other half-races.“
—Grumbel, A Guide to Interspecies Reproductions
Half-elves rarely have a goblin parent, as goblins and elves aren’t extremely compatible, either culturally or biologically. And when they do, prejudices from both races often label them as outcasts from birth. Many find solace living solitary lives, while others seek out some kind of society that would accept them.
Of Opposing Worlds
Elvbins share a resemblance to both of their parents, but are almost never mistaken for either. Appearing as short, broad-faced elves with heavily-tinted skin tones matching that of their goblin parent, with long, pointed ears and small fangs for teeth. Their eyes appear elvish but are commonly somewhere within the range of red to yellow. They stand somewhat taller than most goblins and weigh slightly more than them, as well. Despite not being accepted by either society, many feel driven to go to great lengths to find a tribe of their own.
Elvbin Names
Elvbins tend to use either goblin or elven naming conventions. If they are raised in either society, they are often given a name fitting that society, or a bastardized mesh of the two. Often, they will adopt the elven technique of choosing their own name when they reach maturity– if only to escape the often insulting nature of their given name.
Elvbin Traits
The unique combination of elvish and goblin blood grants elvbins a variety of skills from both sides of their lineage.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Elvbins mature at a similar rate to humans. This is an issue to the extremely quick maturation rate of goblins and the extremely slow maturation rate of elves, often resulting in them being declared an adult too early or late. They live much longer than goblins, though, depending on several factors, some can reach their sixth century of life, while others will likely only reach a century and a half.
Alignment. Elvbins are drawn towards chaos from their heritage and the unusual circumstances of their existence as a whole, and while many feel the pull of evil from the way they are mistreated, many others feel most comfortable in a more neutral stance.
Size. Elvbins stand somewhat taller than most goblins, but the tallest among them are comparable to dwarves, between 4 and 5 feet in height. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Willed Trance. Your elven heritage grants you access to some variation of a Trance. When you sleep, you may choose to either spend only 5 hours asleep or 8 hours in a semi-conscious trance state similar to that of an elf. Either of these options grants you the same benefit as a human would gain from 8 hours of sleep.
Languages. You can speak, read, and write Common, Goblin, and Elvish.
Subrace. Elvbins can belong to any elven subrace, depending on their elven heritage. If you wish to choose a subrace not listed below, work with your DM to determine what your subrace grants you.
Dark Elf (Drowblin)
“Drow and Goblins both get a bad rep, and sometimes that can be for good reason. Their reputations are usually opposingly negative, but even they can sometimes bond over this shared distrust…”
—Grumbel
These elvbins are the most biologically possible, thanks to the higher fertility of drow, but the two races ever coming together like this is rarer even than almost all other elves. Sometimes called Drowblins, they are seen as abominations in drow society, and as threats in goblin society, which leaves them even more outcast than other elvbins.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a 120 ft. radius.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Additional Language. You can speak, read, and write Undercommon.
Eladrin (Elablin)
“The fey are incredibly open and accepting, which has led many goblins into the Fey Forest, or even the Feywild beyond, and it’s not unbelievable for an elvbin to come about after a while. Whenever one wanders out, the lack of acceptance they will face will surprise them, but they are among the friendliest elvbins out there.“
—Grumbel
These elvbins do not often leave the Feywild or Fey Forest, but natural curiosity and boredom sometimes drive them to do so. The openness of the fey means that these are among the more common elvbin, but their seclusion still marks them as extremely rare away from fey domains.
Ability Score Increase. Your Charisma score increases by 1.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. You do not gain the added abilities of the seasons, however.
Additional Language. You can speak, read, and write Sylvan.
Fire Elf (Flamabin)
“Flamabins are an interesting case, as far as half-races go. Fire elves are already partially fire-elemental, so the further introduction of goblin genes sets them even further apart. Considering that fire elves are already uncommon, seeing a flamabin is rarer than spotting a dragon spending its gold.”
—Grumbel
These elvbins are very similar to their high elvbin cousins in terms of society, but those who choose to remain in Pyrefell are rarely welcomed anywhere besides the Tower of Embers.
Ability Score Increase. Your Intelligence score increases by 1.
Of the Flame. You have resistance to fire damage.
Fire Elf Magic.  You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once per day. When you reach 5th level, you can also cast the pyrotechnics spell once per day. Intelligence is your spellcasting ability for these spells.
High Elf (High Elvbin, or Sun, Moon, or Star Elvbin)
“These elvbin have everything stacked against them. The high elves dislike goblins more than most, and they’re not known for being accepting of the less common races. It’s exceedingly rare for an elvbin like this to be found anywhere near high elf society, leaving the best option as striking out on their own."
—Grumbel
High elvbins are among the rarest, as few high elves are willing to form even a passing connection with a goblin, much less reproduce with one. Whenever they do occur, they are almost always ostracized from high elven societies, leaving many to seek out homes elsewhere. If they choose to settle in with a goblin society, their natural intelligence will allow them to impress their way to a decent standing with their fellows.
Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Skill Versatility. You gain proficiency in three skills of your choice.
Sea Elf (Seabed Elvbin)
“At the bottom of the seas or the oceans, scavengers will often find themselves with fierce competition. Seabed elvbin are experts at scavenging shipwrecks and are not uncommon to be found setting up shops in coastal towns. Many elvbin have formed their own societies populated by themselves and any that seek to join them, and most are born of two seabed elvbin rather than a sea elf and a goblin.“
—Grumbel
These elvbins are the most populous elvbins in Jadeclyff, having formed their own societies at the bottom of bodies of water several generations ago. As such, they are more accepted than other subraces of elvbin, though still looked at warily by most, and it is rare to see them away from established areas.
Ability Score Increase. Your Constitution score increases by 1.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Seabed Scavenger. You have proficiency with the investigation and perception skills.
Additional Language. You can speak, read, and write Aquan.
Shadar-Kai (Gobbar-Kai)
“Half-shadar-kai elvbins, colloquially referred to as gobbar-kai, are- without a doubt- the rarest elvbins out there. For a shadar-kai to reproduce with a goblin requires so many coincidences to occur that it may as well have been prearranged. There is no way to know if the Raven Queen would hold claim over their soul until after their birth, leaving no real reason for her to arrange the conception, making them a sight to behold indeed.”
—Grumbel
These elvbins are exceedingly rare, and almost always born out of the rare case of a Shadar-Kai stepping free of the Raven Queen’s command to form an actual connection with someone– and the even rarer case of that someone being a goblin.
Ability Score Increase. Your Constitution score increases by 1.
Necrotic Resistance. You have resistance to necrotic damage.
Blessing of the Raven Queen. As a bonus action, you can fade into shadow and magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest.
Wood Elf (Forest Elvbin)
“Their smaller stature, natural agility, and greener skin can make these elvbins talented hunters. While not always accepted by other wood elves, forest elvbins are usually treated a little better than most elvbins, though few wood elves would be eager to parent one, leaving them, like most elvbins, to live solitary lives.“
—Grumbel
These elvbins tend to keep to their forested homes, avoiding attention where they can. It isn’t uncommon to find them living solitary lives high in the trees, masters of their environment and leaping between branches to escape danger or collect food.
Ability Score Increase. Your Wisdom score increases by 1.
Fleet of Foot. Your base walking speed increases by 5 feet.
Treetop Travellers. You have a base climbing speed of 25 feet, and you have proficiency in the acrobatics skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Height and Weight
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Half-Kobold
The world of Jadeclyff is populated by incredible people, from the variety of races spread out across the relatively small continent to powerful magic users more than happy to develop workarounds to even the most stubborn biological limitations.
This has, of course, resulted in a much more accepting society towards mixed-race individuals, as well as the appearance of more combinations than one could count. As such, it is not uncommon to see those with mixed heritage beyond the more-common half-elven or half-orcish folk, but oftentimes it is a struggle to understand what exactly is going on with someone’s biology after a couple of generations.
As such, below is an example of a base that can be made for a mixed-race character with a single parent already decided, in this case a Half-Kobold.
Half-Kobold
“Kobolds are adaptive, stubborn, and surprising. One thing they’re not, however, is incompatible with other races.“
—Grumbel, A Guide to Interspecies Reproductions
One of the traits Kobolds seem to share with their draconic relatives is a compatibility with most any race they set their mind to reproducing with. The resulting child shares many traits with their kobold parent, but very few races have any issue passing on traits through them.
Finding their Place
The nature of kobolds leaves them as hardly the most driven to cross-breed, meaning that half-kobolds aren’t extremely common. Between a lack of interest from them and widespread prejudice against them, half-kobolds are almost always born out of specific cases of acceptance between the parents. When they do happen, however, they are no less driven than a full kobold to figure out what they’re doing in their lives. Many still possess the compulsion to find a hoard, and a reverence for dragons so encoded in the species still exists without being a full-blooded kobold, but many find their way in unsurprisingly unexpected ways.
Half-Kobold Names
Half-kobolds tend to follow kobold naming conventions, but many differ in pronunciation to better reflect their non-kobold parent’s native tongue. Those that are raised away from other kobolds will sometimes take on names from their non-kobold parent’s race as well.
Half-Kobold Traits
Half-kobolds inherit many traits from their kobold parent, as well as gaining Inheritance from their non-kobold parent.
Ability Score Increase. Your Dexterity score increases by 2 and a score of your choice that is increased by your non-kobold parent’s race increases by 1.
Age. The adaptive nature of kobolds makes the average maturation and life expectancy of half-kobolds closely match their other parents’ race, though they often gain or lose a decade or two in the direction of a kobold’s natural lifespan of 120.
Size. Kobolds are usually notably smaller than their non-kobold parent, excluding those from races that reach equal or smaller height to kobolds. Your size is usually small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Durable. Your Hit Point Maximum increases by 1, and increases by an additional 1 every time you gain a level.
Tinkerer’s Intuition. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Dragonsworn. You have disadvantage on charisma saving throws and insight checks against dragons.
Languages. You can speak, read, and write Common, Draconic, and 1 additional language spoken by your non-kobold parent. (If your non-kobold parent doesn’t speak any languages besides Common or Draconic, choose one standard language instead).
Your Other Half. Kobolds are incredibly adaptable, allowing them impressive compatibility with almost any race. In addition to the traits listed above, you gain additional traits depending on the race of your non-kobold parent.
Inheritance
Considering the vast array of races populating the worlds of Jadeclyff and beyond, listing all possible combinations would fill a book all on its own. As such, shown below are a couple of rules of thumb for determining what traits you may inherit from a race.
General Inheritance
If you receive a General Inheritance, you gain the following elements of your non-kobold parent’s race: Any skill proficiencies and damage resistances, vulnerabilities, or immunities normally granted to it as well as any climbing, flying, or swimming speed they possess. If they do not possess any of these, instead gain proficiency in three skills of your choice.
Unique Inheritance
If you receive a Unique Inheritance, you gain specific traits possessed by your non-kobold parent. Choose from the list of traits below, spending the appropriate number of Inheritance Points on each. You can spend up to 4 Inheritance Points.
Movement (1 Pt.): If your non-kobold parent possesses any additional movement options, you can gain one of them. Any additional movement options cost additional points to inherit.
Resistance (1 Pt.): If your non-kobold parent possesses any innate damage or condition resistances, vulnerabilities, and/or immunities, you gain them as well.
Sleep Effects (1 Pt.): If your non-kobold parent has a trait that changes how they sleep, such as a shorter sleep period or an elf’s Trance, you inherit this ability as well.
Size (1 Pt.): If your non-kobold parent belongs to a medium or larger race, you can choose to gain an additional foot of height. You increase by one size category and increase your movement speed by 5. 
Natural Weapons (1-2 Pts.): If your non-kobold parent has Natural Weapons, you can inherit them as well. A natural weapon that deals 1d4 base damage costs 1 Point, and one that deals 1d6 base damage costs 2 Points. You can only gain a natural weapon of equal or lesser value to your non-kobold parent.
Natural Armour (1-3 Pts.): If your non-kobold parent has Natural Armour, you can gain natural armour of your own. When you aren’t wearing armor, your AC is 11 (1 Point), 12 (2 Points), or 13 (3 Points) + your Dexterity modifier. You can only gain natural armour of equal or lesser value to your non-kobold parent. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Human Adaptability (2 Pts.): If your non-kobold parent is human, either gain a feat (work with your DM to ensure the feat is appropriate) or gain proficiency in one skill and one saving throw of your choice.
Unique Traits (2 Pts.): You inherit a unique trait from your non-kobold parent’s race, such as a dragonborn’s Breath Weapon or an orc or half-orc’s Relentless Endurance.
Spellcasting (3 Pts.): If your non-kobold parent possesses innate spellcasting (one cantrip and two spells), you can gain this trait as well.
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Mixed-race Guide
The world of Jadeclyff is populated by incredible people, from the variety of races spread out across the relatively small continent to powerful magic users more than happy to develop workarounds to even the most stubborn biological limitations.
This has, of course, resulted in a much more accepting society towards mixed-race individuals, as well as the appearance of more combinations than one could count. As such, it is not uncommon to see those with mixed heritage beyond the more-common half-elven or half-orcish folk, but oftentimes it is a struggle to understand what exactly is going on with someone’s biology after a couple of generations.
As such, below is a handy guide for any players interested in exploring the more outlandish offspring in the world without needing to homebrew an entire race and hope that it ends up balanced.
[Name of the Race, and/or the two parent races]
[A basic description of the race, usually physically and somewhat culturally]
[Further Description] (Optional)
[Here, you can further explore how your mixed-race character is treated, or how it treats others, due to its parentage. Is the new race common, or extremely rare? Do the parents tend to accept them? Etc.]
Names
[Commonly, mixed-race characters will take on the naming conventions of one of their parent races, or some mixture of them. Alternatively, they could have developed a unique one for themselves, either on their own or learned from others with similar heritage.]
Masculine Names: 
Feminine Names: 
Alternative Names: 
Traits
[A brief descriptor of how your character’s mixed heritage grants them the traits listed below]
Ability Score Increase. [This is usually some combination of the parent races, or are caused by how those of your character’s race live. As always, these should only be suggestions, and are realistically based on how your individual character was raised or the life they lead.]
Age. [When do you reach adulthood, and how long would you live?]
Size. [Height, weight, and size category. Usually, your height and weight are close to that of one of your parent races, or can be a middle ground between them.]
Speed. Your base walking speed is __ feet. [You may list additional movement information here if needed.]
(Optional) Unique Trait. [If your mixed heritage grants you a trait that is not seen in either of your parent’s races, list it here. Work with your DM to ensure that the traits mesh well with your Inheritance, and subtract Inheritance Points appropriately if you receive a Unique Inheritance.]
Languages. You can speak, read, and write Common and two additional languages, each spoken by one of your parent races. If one of your parents doesn’t speak any languages besides common or the language spoken by your other parent, instead learn one standard language of your choice.
The Sum of your Parts. [Optional Flavour Text]. In addition to the traits listed above, you gain additional traits depending on the race of your parents. Choose either a General or Unique Inheritance from below.
Inheritance
Considering the vast array of races populating the worlds of Jadeclyff and beyond, listing all possible combinations would fill a book all on its own. As such, shown below are a couple of rules of thumb for determining what traits you may inherit from a race.
General Inheritance
If you receive a General Inheritance, you gain the following elements of your parent’s races: any skill proficiencies and damage vulnerabilities, resistances, or immunities normally granted to them and any additional movement speeds they possess. If they do not possess any of these, instead gain proficiency in three skills of your choice.
If you receive a General Inheritance without also taking any Unique Traits, you also gain access to any alternative senses they possess, such as Darkvision or Truesight. If neither parent race possesses any of these, instead gain proficiency in one skill or tool of your choice.
Unique Inheritance
If you receive a Unique Inheritance, you gain specific traits possessed by your parent’s races. Choose from the list of traits below, spending the appropriate number of Inheritance Points on each. You can spend up to 6 Inheritance Points. The number of Inheritance Points you have access to should decrease if you take any Unique Traits, as mentioned above.
Movement (1 Pt.): If one or both of your parents possess any additional movement options, such as a natural flying or swimming speed, you can gain one of them. Any additional movement options cost additional points to inherit.
Resistance (1 Pt.): If one or both of your parents possess any innate resistances, vulnerabilities, and/or immunities, you gain them as well.
Sleep Effects (1 Pt.): If one or both of your parents have a trait that changes how they sleep, such as a shorter sleep period or an elf’s Trance, you inherit this ability as well.
Size (1 Pt.): If one of your parents belongs to a race at least one size category larger than the other or belongs to a particularly large race such as Goliaths, Loxodons, or Centaurs, you can choose to gain an additional foot of height. If your size is usually small or smaller, you increase by one size category and increase your movement speed by 5. If your size is usually large or larger, you cannot take this trait.
Natural Weapons (1-2 Pts.): If one or both of your parents have Natural Weapons, you can inherit them as well. A natural weapon that deals 1d4 base damage costs 1 Point, and one that deals 1d6 base damage costs 2 Points. You can only gain a natural weapon of equal or lesser value to the one possessed by one of your parents.
Natural Armour (1-3 Pts.): If one or both of your parents have Natural Armour, you gain Armour of your own. When you aren’t wearing armor, your AC is 11 (1 Point), 12 (2 Points), or 13 (3 Points) + your Dexterity modifier. You can only gain natural armour of equal or lesser value to that of one of your parents. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Human Adaptability (2 Pts.): If one of your parents is human, either gain a feat (work with your DM to ensure the feat is appropriate) or gain proficiency in one skill and one saving throw of your choice.
Special Traits (2 Pts.): You inherit a unique trait from one of your parent’s races, such as a dragonborn’s Breath Weapon or an orc or half-orc’s Relentless Endurance.
Spellcasting (3 Pts.): If one or both of your parents possess innate spellcasting (one cantrip and two spells), you can gain this trait as well.
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Cleric: Chaos Domain
The Domain of Chaos represents the lack of control and the unpredictability of the world around us all. Clerics of Chaos tend to avoid many other Domains, thriving away from the strict rules upheld by them.
Those who worship the gods of Chaos hold law and government in low regard, worshipping individuality and doing what they believe is right regardless of obligations. Many work to bring down the governments entirely, though most are willing to accept them and simply work around them wherever they can.
Chaos Domain Spells
When you choose this Domain at level 1, you gain additional spells when you reach certain levels in this class. Once you gain access to a Domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
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Wager
Starting when you choose this domain at 1st level, your magic carries with it a powerful, chaotic energy, which you may tap into at will. As a reaction, you can give yourself advantage on any saving throw made until the start of your next turn. If you still fail the saving throw, however, you must immediately roll a d6. If the number rolled is odd, you must then roll on the Wild Magic Surge table found in the Wild Magic Sorcerer subclass. After using this feature and succeeding on all saving throws made while it is active, the next time you cast a cleric spell of 1st level or higher, you must roll a d6. If the number rolled is a 1, you must roll on the Wild Magic Surge table.
Additionally, whenever you roll on the Wild Magic Surge table for any feature granted by this class, if you roll 99-00, you must reroll twice on the table and take both results, ignoring 99-00 rolls.
Channel Divinity: Spread Chaos
Beginning at 2nd Level, you can use your Channel Divinity to spread your chaotic magic to those around you. Choose a creature you know the location of within 60 feet. The next time the creature casts a spell of 1st level or higher, they must roll on the Wild Magic Surge table immediately after.
In addition, you may target a wand, ring of spell-storing, spell scroll, or other object that contains a spell. When that object is used to cast a spell it contains, its user must roll on the Wild Magic Surge table immediately after.
Bend Luck
Starting at 6th level, you are granted the ability to twist fate using your wild magic. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest.
Disobey
When you reach 6th level in this class, your faith in unpredictability has emboldened you against those who seek to force you in line. You have advantage on saving throws against being charmed, as well as saving throws against any magical effect that compels you to follow an order, such as the Command, Geas, or Suggestion spells.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with chaotic magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. The damage type is determined by rolling 1d6 and consulting the Damage table below.
1: Force 2: Fire 3: Lightning 4: Bludgeoning 5: Cold 6: Acid
When you reach 14th level, the extra damage increases to 2d8 
Chaos Incarnate
When you reach level 17, your entire being is filled with a boiling pool of chaos, ready to burst forth at a moment’s notice. Whenever you roll on the Wild Magic Surge table, you may choose to reroll the d100 once per surge. You must take the new effect.
In addition, as a bonus action on your turn, you may choose to roll on the Wild Magic Surge table and cause a creature you can see to take the effects. You must choose which creature is targeted before you roll on the table.
You may use this secondary feature a number of times equal to your wisdom modifier, regaining all uses after a long rest. However, if this feature is used more than once before taking a short or long rest, the surge effect is applied to yourself as well as the target.
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Gods of Jadeclyff
Although some gods are primarily worshipped by one or two races, they all hold dominion over an aspect of the world at large. They are usually categorized by the pantheon that has the strongest number of worshippers, usually the race they closely resemble. Most religions will accept any newcomers into their folds, regardless of race or the culture they come from, with the exception of exceptionally elitist deities such as Lolth or Sseth.
Special Deities
Deities without a specific Culture
Ocean Deities
Dwarf Deities
Elf Deities
Drow Deities
Human Deities
Yuan-ti Deities
Halfling Deities
Gnome Deities
Orc Deities
Goblinoid Deities
Tabaxi Deities
Giant Deities
Dragon Deities
Primordial Deites
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Fire Elf
“Followers of the Flame, or Sages to teach some hopeful minds? Regardless, you are welcome to enter the halls of the Tower of Embers.“
—Ancalur the Bright
Born of the Fire Genasi and Sun Elves in Pyrefell, these elves have traded some of their fey ancestries for that of fire elementals.
From the Flames
When the Sun Elves of Pyrefell opened a portal to the Elemental Plane of Fire, the denizens of the elemental plane were more than happy to see this new world that invited them in. Over the centuries, this has led to enough cross-breeding to create plenty of elves with an ancestry of flame.
These elves resemble Sun Elves closely, but most often possess blonde hair and darker skin. Their eyes, as well, are different, possessing irises of a distinctive orange, yellow, or even red. They are sometimes looked down on by more prideful High Elves in Pyrefell, but most feel that they have as much right to be there as anyone.
Fire Elf Traits
Your Fire Elf character has inherited a number of abilities from their Elemental roots in addition to the standard elven traits.
Ability Score Increase. Your Intelligence score increases by 1.
Of the Flame. You have resistance to fire damage.
Fire Elf Magic.  You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell once per day. When you reach 5th level, you can also cast the pyrotechnics spell once per day. Intelligence is your spellcasting ability for these spells.
Additional Language. You can speak, read, and write Ignan.
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Shrete
“-Fifth day of Spring’s End, 764 AA- I met a… Friend? It called itself ‘Friend’ when I asked its name, and it hasn’t eaten me yet, I guess. I’ve been stuck on this bloody island for less than a week, and I wake up this morning to what I can only describe as Lolth’s answer to centaurs standing over me holding a sheet of silk! It looked me in the eye, with all eight of its own. Balphina’s flute, I’d seen pictures of giant spiders, but this was something else entirely! It kept gesturing with the sheet, and it took three languages before it realized I didn’t want the thing. There’s that weird clicking sound it makes, I think that’s a language, but it also speaks Primordial, luckily. Terran, rather than Aquan, but I've picked up enough of the other Primordial Languages to get by, so we understand each other at least.
It says it thinks I’m hurt because I’m missing most of my legs. I kind of regret telling it otherwise, because I then had to spend an hour explaining biped biology to it. It still won’t leave me alone, so I let it follow me around for the rest of the day. It loves talking to me, so I eventually managed to get some answers out of it, at least. It said that the island is called Shret, and its people were the shrete, obviously. The idea of an island full of these things is less than comforting.
As I write this, it’s wrapping itself in its own silk to sleep. We set up camp a couple hours ago, and after dinner I wanted an early night’s rest. The silk looks really warm, I’m starting to regret refusing to let it wrap me up too when it tried to.“
—Palashi Streamsail, Personal Diary
The shrete are a race of spider-like beings naitive to the island of Shret. From the waist down, they have the abdomen and six legs of immense spiders. From the waist up, their torsos and heads are vaguely humanoid, with two arms ending in four-fingered hands, and have short, round heads, with eight black eyes and a set of mandibles. Their entire body is covered in a chitinous exoskeleton and a layer of hair. Since their discovery, some have proposed that they are an offshoot of Driders, or some other creation of Lolth’s, whereas others cite the potential that their mysterious spider god, Shranea, created them and had never wished for his people to be discovered. Regardless, the shrete are uneasy with the newfound communication with the rest of the known world, but seem willing to try.
The shrete have lived on the island of Shret for all of their history, perhaps as long as Lizardfolk and Dwarves have inhabited the mainland. Unfortunately, the War of Frost decimated much of their population, and the powerful magic released afterward made life difficult for the shrete. Many died off, or retreated into the underdark to evolve into less friendly creatures over the course of the the First Era.
Expert Weavers
The shrete are often compared to drow- or more specifically, driders- due to their connections to spiders, but the two races treat the arachnid ties extremely differently. While drow tend to worship spider imagery, shrete instead make their arachnid abilities and traits a part of their daily lives. The shrete make their own silk, which is stronger than natural silk found elsewhere, and their ability to create fabrics and art out of it is rivalled only by the Laume of the Fey Forest. When the shrete began trading with the outside world, they were confused about the incredible prices offered for what they deemed merely everyday items. This has corrected itself, however, as the shrete didn’t wish to offend their new neighbors by insulting their strange economic obsession with simple scarves and coats, and they began to accept the price in exchange for working extra-hard on their weaving.
So deeply does weaving tie into their culture, in fact, that it is common practice for a shrete to make themselves a blanket cocoon to sleep in, in order to keep warm in the dark and wet areas they sometimes tread into. The silk used to make these blankets is different from their normal silk, lacking stickiness, and is meant to crumble away within a day of being spun. If a shrete is unable to make their own blanket for any reason, another shrete will make one for them. It is also not an uncommon practice for mated shrete to make blankets for each other each night, rather than for themselves, to display the care and effort they are willing to put into the relationship. 
A Web of Connections
Shrete worship Shranea, the god of Silence and Connections. While they are aware of other gods, they rarely practice organized worship of any besides Shranea and the Mystra, as Shranea provides all they need, and magic fills the world around them. Shranea’s teachings have led to shrete communities being extremely close-knit, and for a shrete to not recognize most of their community is a rarity. The shrete are always looking for connections between anything, from reasons for the weather to behave in certain ways to ancient family ties between each other. They believe that everything is connected in some way, all laid out and caught on Shranea’s great web, where priests hope to one day be invited to maintain upon their death.
They also find works of magic to be incredibly beautiful, as they believe that Shranea was the one to spin the Weave itself. Powerful mages are treated with great respect, and spellspinners are treated with even greater reverence. Many young shrete dream of becoming a spellspinner just to help maintain their god’s Weave and maybe, just maybe, gain the opportunity to become a Mystra and be able to work with the Weave directly.
Predators of the Dark
Despite their usually harmless and friendly nature, shrete are ruthlessly proficient when it comes to gathering food. Like spiders, they will do so by spinning webs and letting their prey get stuck within, but shrete are far more cunning than the spiders they take inspiration from. The shrete will craft large, sticky webs and carefully lay them across the floor of a cave, or hide their webs within camouflage of some kind. Any creature that is unfortunate enough to find themselves trapped within the web of a shrete had best hope they are able to convince the hungry shrete that they are friends rather than food.
Shrete Names
The shrete language is difficult to understand, and many shrete names can sound identical. As such, the shrete will take on whatever nicknames strike their fancy when they interact with those who lack the ability to understand them.
Shrete Names: Bix’chi, Cha'ka, Chik-Chik, Duxta-tet, Drixta-tet, Jakka, Ka'zak, Klik’chk’ak, Lok-to, Lok’to, What-axh, Tec-tic, Ti-tic.
Nicknames: Almonds, Boat, Bowstring, Cinnamon, Gossamer, Hello, Mama, Spider, Spinner, Thread, Yellow.
Shrete Traits
Gifted to them by Shranea or evolved through their time on the island of Shret, the shrete possess a variety of unusual traits.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Shrete are fully grown at 16 years of age, and commonly live for just over 150 years.
Alignment. The shrete are friendly and kind to anyone they form a connection with, but have little care for the morality of these people. As such, they usually settle into more neutral alignments.
Size. The shrete stand less than four feet in height, and weigh about 80 pounds. Your size is small.
Speed. Your base walking speed is 25 feet. You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces while leaving both hands free, and upside-down along ceilings, also with both hands free, as if it were difficult terrain.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Shrete Magic. You know either the prestidigitation or thaumaturgy cantrip. This decision is made during character creation and cannot be changed later. When you reach 3rd level, you can cast the web spell twice per day.
Weaver of Webs. You have proficiency with weaver’s tools, and they are integrated into your body so long as you have your hands and at least two of your legs free. In addition, you can produce up to 50 feet of silk webbing a day. When the webbing is used, it replenishes naturally by 5 feet every hour. In addition to just producing it, the webbing can be used in one of the following ways:
Silken Rope. The webbing can be used to create a silk rope. The rope’s length is equal to half the amount of webbing produced to make it. In order to break the rope, a creature must succeed on a Strength (athletics) check. The DC for this check is equal to 8 + your Constitution modifier + your proficiency bonus. If you choose, you can double the amount of silk used to create the rope to add an additional +5 to the DC and double the amount of weight it can support.
Webbing. You may spend one hour weaving your webbing into a sheet or similar object. Each 5-foot square of webbing requires 10 feet of your own webbing to create it, and the web must be anchored between at least two solid masses, such as trees or walls, or layered across a wall, floor, or ceiling.  If you choose to make the web sticky, it functions as a large trap, halting and trapping prey or enemies. Each creature besides you that starts its turn in the web or that enters the trap during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the web, or until it breaks free with a Strength (athletics) check. The DC for both the athletics check and dexterity saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. You can free a creature within five feet of you that is trapped in this way as an action.
Web Walker. You ignore any movement restrictions caused by webbing. In addition, while in contact with a web, you know the exact location of any other creature in contact with the same web.
Bite. Your mandibles count as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common, Terran and Shrete. The shrete language is incomprehensible to outsiders, a mixture of mandible clicks and motions that only a dedicated linguist could draw meaning from without spending years learning the language.
Shrete Feat Option
When you gain a feat as a shrete, you may add the following feat to the options available to you.
Superior Bite. You have trained with your mandibles, and know how to deal truly devastating blows with them. The damage from your Bite attack increases to 1d6 + your Strength modifier, and creatures that take damage from your bite attack must succeed on a Constitution saving throw or take poison damage equal to your level. The DC for this throw equals 8 + your proficiency bonus + your Constitution modifier. If the creature rolls below your Constitution modifier when making this throw, before applying bonuses, or the total is below your Constitution modifier, it also suffers the Poisoned condition until the end of your next turn.
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