You are on page 1of 17
PLATES S COMPETI 10 Teoma DisctaiMeR This isa work of fiction This project was inspired by the indigenous people of Mexico and was made by one person and made with love and appreciation for the cultures and religious practices. However, if there is ary misconceptions or would love to give suggestions when it comes to the project please contact me thought Twitter @RiverN98 implore you that you donate money to indigenous ‘communities that need your help. With much love and appreciation. There will be updates to this hornebrew ‘supplement! ‘Another disclaimer, at any point the lore presented in this document is subjected to change in the coming updates Just remember due to Mesoamerica being conquered by the Spanish litle inforrnation has survived so all myths, legends, and religious practices may be different frarn what you have read. Just remember that all mythologies are like this as wel Art Crevits Please support the artists listed below! Title Page Asiee Eenpive by Alexander Sk6ld Page 4 Astec Wario (Corn) by Kate-Verom Page 5 "Aualoil Dad by SD Nemec Page 6 Tallon the Fait Bat by Diniece Henderson Page 7 Actec zorabie by Seta Kudakova Page 8 Hult» lopochtl by Israel Perez Page 9 "Quetzal: “val by Lucas Parolin Page 10 Xine Totec by Moises Tabares Page 11 Tezcatl/poca by Feig Felipe Pérez Uppates AND CHANGES 5/17/2021 - None so fa. i | = e x CHARACTER OPTIONS HUMAN Humans in Teotlalli are descendants of the people that came before them after their bones were saved by Mictlantecubtli and were used to make the humans ofthe Ist, 2nd, 3rd, 4th, Sth Suns. The humans are stronger than their Sth sun, ancestors they received a gift from the gods called Humans in Teotlali are descendants ofthe people that ceame before them after their bones were saved by Mictlantecuhtl and were used to make the humans of the Ist, 2nd, 3rd, 4th, Sth worlds. HUMANS IN TEOTLALLI ‘The humans in Teotlall live separately depending on their beliefs, Those in the west follow the mortal descendant of Quetzaleoatl and his belief to learn from nature and apply it to the short life that is had. People in the South follow the descendant of Huitzilopochtli who believe inthe sustenance of life through sacrifice by blood however they follow a protocol and uidelines of sacrifices. To the north the people follow the descendant of Tezcatlipaca who rules with mystery and intrigue. A puppet fon the throne of lies and conflict while the puppet master pals the strings. Lastly the east is home to the descendant of Xipe Totec and the people are united like flower petals to the bud. NAMES. People in Teotlalli get their names from the day they were born into however there were some days that were considered unlucky however the parents had a way to fudge the dates to get a more suitable name. They would get names like Ce Acatl or Ome Mazatl Finally a few days after their birth infants would get a personalized name boys would get ‘names that correspond to their standing in society or get named after objects and personality quirks. Female infants would get gilish names like that of flowers or jewelry. Male Names. Mi, Coyoll, Cuetzpalli, Cuetlachtl, Cuauhtemoc, Cull, Ezti, Iehtaca, Ienoyot, Thuicath, loti, Tat, Ize} Oth, Patli, Quauhtl, Tenoch, Tochti, Toltecatl, Xipil Xiuhcost, Yaotl, Yolotl, Zolin, Zuma, Female Names. Abvic, Amoxti, Anacaona, Apozanoloth, Atlacoya, Atlatonin, Chipahua Cihuaton, Citlalic Cozamalot! ‘Cuicatl Huixtocihuatl, Necahual, Ohti, Quetzall, Tlachinoll, Tori, Yaretzi, Zyanya ATLATEGA - TRITON Atlateca (People of Water) are the children of Tlaloc and CChalehiuhtlicue and reside usually by the seaside or under the water, Atlateca are highly intelligent and in some ways, ‘more advanced than humans and thanks to being children of water gods they have the ability to manipulate water as they sce fit making them excellent water magic casters, BORN FROM TLALOCAN The Atlateca Are born from the souls of humans and are transformed by the rain gods. They are born with the intuition and love of Chalehiuhtlcue and the rage and. gluttony of Tlaloc. Not only do they take human form they also gain the ability to breathe underwater to the blessing of the parental gods. Alateca see humans as advanced and the humans see the Aulateca just as advanced So they often come together to ‘make tools, weaponry and great architecture to their gods. It is common to see both humans and Atlateca to coexist in To the North, They are unfortunately shunned and mistreated due to the natives living in most wooded areas, ‘To the South they are respected just as they to their parent ‘gods and helped made the city that floated on top of the Great Lake. To the East they live in mutual harmony and teach other races theit ways though there are few and far between. To the West Atlateca are the majority living in most ofthe OCcELOTECA - TABAXI Oceloteca are just as mysterious as their birth however according to legend Tezcatlipoca came down to Teotlali and disguised as a man possesed his buman champion and soon his champion grew fur and claws. Days later his head ‘morphed into that ofa jaguar and soon the champion of ‘Tezcatlipoca impregnated the local population and gave birth to the Oceloteca, The Ocefoteca can be curious to their surroundings and tend to wander about the world searching for new ‘experiences; however they are unfortunately the object to the ‘other nations. While in the north where the decendaat of ‘Tezcallipoca lived they liv in harmony with most races however in the south they are usually killed on the spot due to the pelts being so similar to that of jaguars. in cities, hs / a a DRAGONEORN VARIANT: QUETZALTECA Born from the blood of Quetzalcoatl they walk the lands with race and a radiant aura. The Quetzalteca are made in the image of Quetzalcoatl and are believed to be the voices of their great father. Itis rare to see one and the majority of the Quetzalteca live in the West where they are close to their parent teotl Quetzatcoatl Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1 Flight of Quetzalcoatl As a bonus action you grow ‘magical feathers through your arms and gain a flying speed of 30 feet. Darkvision. You can see in dim light within 60 feet of you as ifit were bright light, and in darkness as if it were dim light, You can't discern color in darkness, oly shades of gray, Presence of the Feathered Serpent. You have a knack for peaceful diplomacy regardless of others race, religion or creeds. When you make a Charisma(Persuasion) check you can do so with advantage, Once you use this trait, you can't do s0 again until you finish a short or long rest. ‘TOTOTECA - AAROKOCRA ‘The Tototeca are Creations of Ehecatl and were conceived by taking various birds such as hummingbirds, eagles, turkeys ‘and quail The Tototeca have « it of history being the 2nd race made in the world of Teotlali and have Been at war with hhumans 4 centuries however, they have grown to understand ‘one another and some Tototeca have taken other humans under their wing he shows them the ways of war. CrpaTEcA - LIZARDFOLK ‘The Ciplateca are crocodile-ike people made from the blood ‘of Cipactli. Depending on the legend it is said that the spilled blood of Cipactli during the fight between him and Mixcoatl ‘caused the blood to give birth tothe Ciplateca. Although they were born from Cipacti they do not share the same idea with their Father they do and like to visit civilization helping them to make weapons for them. The teoll Xipe Totee has seen them and gave them the gift of making makeshift weapons from other living creatures that wander the lands of Teotlall AXOLOTECA Born from the blood of the pychopomph teot! Xolot! and construction of broken human bones from Mietlan, The Axoloteca are curious and just like their parent deity twicksters, BORN FROM THE BONES OF MICTLAN ‘Xolot! had taken some broken bones from Mictlantecuhth Once Xototl had climbed his way out ofthe underworld he took an axolotl and began to transform the bodies of axolot and made them humanoid though they were much shorter than the average human. They can grow up to 3to 4 feet in bight and weigh up to 60 pounds. AXOLOTECA TRAITS Your Axoloteca character has the following traits, Ability Score Increase. Your Constitution score increases by ‘Age. Axoloteca mature very fast, as a result they mature at the age of 5 years and live up to 40 to 50 years. Alignment. Due to their parental deities they lean towards chaotic alignments though some can be raised to be neutral Size, Axoloteca can grow up to 3to 4 feet in height and ‘weigh up to 60 pounds. Your size is small ‘Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet. “Amphibious. You can breathe air and water. Languages. You can speak, read, and write Common, ‘Aquan, and one extra language of your choice. Darkvision. You can see in dim light within 60 feet of you as ifit were bright light, and in darkness as ifit were dim light, You can't discern color in darkness, only shades of gray. ‘Natural Regeneration. When you benefit from a short or Tong rest, you regain hit points equal to your highest hit die for free, even ifyou do not spend any hit die during that rest Blessings of Xolotl Due to your parental deity being a god of diseases you advantage on Constitution saving throws. Magical Antenna, You can use your antenna as a spellcasting focus, additionally you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. a 0 Fm, \ AXOLOTECA SUBRACES. Ezzo Ability Score Increase. Your Strength score increases by 1 ‘Student of Diseases. Due to you being a child of Xolot! you gain resistance to necrotic damage. Hardened Tail You possess an abnormally large and ‘muscular tal that you can use in battle. As a bonus action, you can use your tail to make unarmed strikes. Ifyou hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier. ‘Spitting Blood, While grappled or when you get hit as a reaction you can spew a gooey substance that looks a lot like blood The target must make a Dexterity saving throw. On a failed save the target is covered in acid forl minute or until a creature uses its action to serape or wash the acd off itself or another creature. A creature covered in the acid takes 3d4 acid damage atthe start of each of its turn. Tie Ability Score Increase. Your Charimsa score increases by 1. Xolot!’s Fire. Due to you being a child of Xolot! you gain resistance to fre damage. Antenna of Flames. Being a child ofthe god Xolot! you gain the ability to se one of his supernatural fire abilities. You know the freboltcantrip. When you reach 3rd level, you ccan cast the Burning Hands spell once with this trait and ‘regain the ability to do so when you finish along rest. When. you reach Sth level you can cast the Flaming Sphere spell ‘once with this trait and regain the ability o do so when you finish a long rest. Charisma is your spelicasting ability for these spells. Hurrsco Ability Score Increase. Your Intelligence score increases by 1 Xolotl's Lightning. Due to you being « child of Xolotl you gain resistance to lightning damage. Lightning Rod Antenna. Being a child of the god Xofotl you gain the ability to use one of his supernatural lightning abilities. You know the Lightning Lure cantip. When you reach 3rd level you ean cast the Witch Bolt spell once with this trait and regain the ability o do so when you finish a long rest. When you reach Sth level you can cast the Dragon's Breath(Lightning variant) spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is, your spelleasting ability for these spells. TZINA'CANTLI - BAT PEOPLE he Tein'Canti are batike people made by Itzpapotot! from taking butterflies and ripping off their wings and replacing them with obsidian glass shards. Afterwards she took 2 piece of her hair and gave it to them and now they have hair on their bodies. Finally picking offa giant fruit and feeding it and thus the TainfCantli were born. Famity Stick TOGETHER ‘Thinfcantl just like their animal counterparts have a sense of community and care for one another. Even if Tinfeantli pups family is killed by humans or nature, another group of ‘Tain'cantl will take the pups in and raise them as their own no matter the circumstances, PHYSICAL APPEARANCE Due to their abnormal size some races in Teotlalli might find ‘Tainfcantl terrifying from afar but up close they are friendly. People have mistakenly killed Tzin'cantli due to their shadow in the moonlight so most Tzintcantl tend to keep their distance and worry about themselves in their group. Adult ‘Tintcantli grow up to be 4 to § feet tall upright and weigh bout between 60 and 65 pounds, Their fur comes in blacks and browns, though very rarely they come in snow white fur, Tzin'CantTLI TRaITs Ability Score Increase. Your Wisdom score increases by 2 ‘Age. Trir'Cantli have relatively short life spans maturing at 10 years old it's very rare to see one live over 60 years Alignment. Tzis\Cantli usually 1ook out for each other even those who are from a different colony. They tend to lean more Lawful Good to Neutral Good Size. You are between 4 to 5 feet tall and weigh about 90 to 120|b, Your size is small Speed Your base walking speed is 30 feet Wing Membranes. You have 30 feet of fight speed ifyou are not wearing medium or heavy armor, but you must end your turn on the ground While lying you cannot use any actions, bonus actions, or reactions involving your hands. Languages. You can speak common and undercommon, however you cannot read nor write. ‘Screech. Unless deafen, you can use your bonus action to cemit a high-pitch Screech to detec illusion and invisible creatures or objects within 30 feet of you with wisdom( perception) checks instead of investigating them physically. Blindsight(Sft) t close range your echolocation is extremely precise, granting you blindsight at a very short distance ‘Tzmy'CANTLI SUBRADES ‘VAMPIRE BAT Ability Score Increase. Your Dexterity score increases by 1. ‘Stealthy Flight While Flying you have advantage on stealth checks. Pounce. You can leap 10 feet straight toward a creature and then make a melee bite attack on the same tura, on a hit you heal half as much damage (rounded up) you dealt to the target Fruit Bat Ability Score Increase. Your Charisma score increases by 1 Emergency Food You can cast Goodberry once per long rest without expending a spell slot. ‘Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on smell OZOMALTECA - MONKEY PEOPLE ‘The Ozomalteca are a monkey race and the previous people of the 2nd Sun and hold a grudge on Tezcatlipoca on changing their physique and their way of life. Quetzalcoatl is the only god from the pantheon that they respect and see his creation the Quetzalteca as equals. As for Tezcatlipoca's Oceloteca they sce them as bitter enemies as they remind the Ozomalteca of Tezcatlipoca and will nt hesitate to drag them to human civilization to brand them as criminals to be sacrificed, OZOMALTECA TRAITS Ability Score Increase. Your Strength score increases by 1. Age. Ozomalteca live short lives up to 30 to 45 years if they are luck. Alignment. Most Ozomalteca are of the chaotic alignments; however, very few lean towards Neutral or Neutral good alignments. ‘Size. Oxomalteca stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium, ‘Speed Your base walking speed is 25 feet and has a climbing speed of 30 feet Pack Tactics. You have advantage on an attack roll against a creature ifat least one of your allies is within 5 feet of the creature and the ally isnt incapacitated OZOMALTECA SUBRACES Sper Ability Score Increase, Dexterity score increases by 2 Nimble Feet. You can take the Disengage or Hide action finish a short or long rest From Tree to Tree. You gain proficiency in the Acrobaties and Athletics skill, HOwLeR Ability Score Increase, Constitution score increases by 2 Mockery of the Gods. You gain the Vicious Mockery cantrip. Charisma is your spelleasting modifier for it ‘Song of Ozomatli, When you reach 3rd level you can cat the shatter spell once with this trait and regain the ability ta do so when you finish a long rest. When you reach 5th level, you can cast the thunder step spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Charisma is your spelicasting ability for these spelis. SUBCLASSES PATH OF THE HUMMINGBIRD OF THE SOUTH Aura OF HUITZILOPOCHTLI When you choose this path at 3rd level you can take on. aspects of Huitzilopochili when you rage. Your eyes burn with ‘a bright white light, the ar swirls around you with fant screaming. When enraged you send a flash of bright light in 2 15 foot radius. You can choose up to a number of creatures based on your constitution modifier that are immune to the flash. Targets within range must succeed a Constitution saving throw. DC=8 + proficiency bonus + Wisdom modifier On a failed save creatures within range take 346 fire damage and are blinded for one minute and atthe end of the targets turn they can repeat a constitution saving throw to not be blinded. On a successful save the creature takes half as much damage and is not blinded Screams oF DEATH {At 6th level. you can unleash the scream of a hundred death ‘whistles as you enter the fray, When you roll initiative while ‘you aren't surprised or incapacitated, you can se your reaction to unleash a volley of haunting screams. Every hostile creature within 60 feet of you must succeed on a Wisdom saving throw, DC=8 + proficiency bonus + Wisdom modifier On a failed save, hostile creatures are frightened of you until the end of their next turn FLIGHT OF THE HUMMINGBIRD At 10th Ievel, While enraged you can call upon Huitzilopochili ‘as an action to give you wings of an hummingbird While in this state your fying speed is 30 feet. Once you have used this feature, you cannot do so again until you rage again. IF you are a race that has a fly speed your flight increases to an additional 15 feet. SERENITY OF HUITZILOPOCHTLI At L4th level as an action, you let out a roar of Huitzilopochtl’s might turning everything around you into a brilliant white. A spectral puddle forms around you and a ‘cactus grows in the middle then a white eagle perches unto the cactus with a serpent in its mouth. A 45 foot radius is centered around you and is considered difficult terrain to creatures that are hostile towards you meanwhile allies gain double their movement speed while they are in range. Once you use this feature can't so again until a long rest. BARD SUBCLASS: COLLEGE OF THE FEATHERED SERPENT Bards inthis College are followers of Quetzaleoatl and are taught under their school called a Tepozcalli in the class of The Feathered Serpent. Bards who join this college are usually teachers, scholars, and poets. They are to be a reflection ofthe god Quetzalcoat! and show the populace that they are indeed a disciple of the Feathered Serpent. However; just like a warrior inthe battlefield they must be quick with their words and their feathered pens. KNOWLEDGE OF THE FEATHERED SERPENT ‘Starting at 3rd level You gain proficiency in one type of artisans tools and two languages of your choice. SHIELD OF QUETZALCOATL ‘At 3rd level as an action you create a strong localized vortex of air with a 15 foot radius which hovers around a creature of your choice within range, granting it a +2 bonis to AC for the ‘duration and you gain resistance to either thunder, or bludgeoning damage (Your choice) for one minute. In addition, you can cast Warding Wind alongside using this feature without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier (a ‘minimum of once) You regain all expended uses when you finish a long rest. QueTzatcoatt’s FucHT At 6th level you can expend one use of your Bardic Inspiration to feel the winds of Quetzalcoat flowing through you making you and your friends feel quicker and more agile. ‘As a bonus action you can expend your bardic inspiration to dash, disengage or hide. When you give a target an Bardic Inspiration they gain the benefits of Quetzalcoat!s Flight. ‘Additionally, You can choose a number of creatures equal to your charisma modifier within 30 fect of you to fly to an ‘unoccupied space within 60 feet as a reaction without provoking opportunity attacks. INQUIRY OF THE FEATHERED SERPENT At 6th level you have gained the insight of Quetzalcoatl accessing knowledge of your opponent. As an action, choose ‘one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vlnerabilties and what they are. Ifthe creature is hidden from divination magic, you sense that ithas no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Charisma modifier (a minimum of once) You regain all expended uses when you finish a Iong rest. MANIFESTATION OF QUETZALCOATL At L4th level as an action you grow wings that can soar through the sky. You gain flying speed is 60 feet this effect lasts for 5 minutes, Additionally, as a bonus action you can flap your wings to create three strong miniature tornadoes within 30 feet that you can see within range and as a bonus action move them up to 30 feet. Any target caught in the path ofthe tornadoes ‘must make a strength saving throw against your spell save DC. On a failed save, the cresture takes 78 bludgeoning damage and is pushed 20 fect away from the tornado, On a successful save, the creature takes half as much damage and isn't pushed You can use this feature a number of times equal to your ‘Charisma modifier (a minimum of once). You regain all ‘expended uses when you finish a [ong rest. MONASTIC TRADITION: WAY OF THE FLAYED LORD After training with the Flayed Monks you mastered the way of stretching your skin to bizarre and disturbing lengths to most but for those who go this route itis a true honor for Xipe TTtec. In addition to your bizzare loose skin you are also able to manipulate nature and metal alike. Growing maize on your back and heating metal without the use of fre. ARTS OF OUR Frayep Lorp Starting when you choose this tradition at 3rd level you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Entangle, Snare, Barkskin, Earthbind, Heat Metal or Spike Growth without providing material components. Additionally, you gain the Thorn Whip cantrip ifyou don't already know i MAIZE O’PLENTY [At 6th level during a short or long rest you can plant seeds of, maize into your skin; afterwards it sprouts into 1d4 +2 Good Kernel plants and each plant carries 5 cobs of maize healing ‘you for 5 hit points for each cob for 1 minute. Tue Lorps Cactus THORNS {At L1th level when you burn a ki point to activate a flurry of blows you can spend another ki point to quickly grow magical, cactus thorns from your knuckles. For each attack hit the target takes 148 piercing damage and 1d10 poison damage. WRATH OF THE FLAYED LORD {At 17th level you invoke the wrath of Xipe Totec making your ‘opponents feel pain they wish they have never felt. Skin feeling as its being flayed and as if cactus thorns are piercing your heart and lungs and in death will sprout new s life such i the way of Xipe Totec. . ‘As part of any attack you make with a monk weapon unarmed strike against a target creature you can see, you catY implant a virulent seed of the flayed god inside that creature: This seed gradually grows inside the body of the target, causing the creature to feel as fit is being flayed alive. At the start of each ofits turns, the target makes Constitutiow saving throw against your ki save DC. On a failed save, the target suffers 1d10 piercing damage and 1d10 slashing damage, This damage ignores any resistances to those damage types. This effect lasts for 1 minute, or until the target succeeds on a Constitution saving throw to end the effect on itself. You may use this feature once, and regain its use after finishing a long rest or until you spend 7 ki points. ROGUISH ARCHETYPE: THE SMOKING MIRROR You learn the way ofthe roguish Tezeatlipoca which will less you with afew abilities. TRZCATLIPOCA'S SIGHT. When you choose this archetype at 3rd level you have Darkvision. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness, only shades of gray. Ifyou are playing a race that has darkvision you gain additional 30, feet of darkvision. POUNCE OF THE SMOKING MIRROR ‘AL 3rd Level You gain the strength ofthe jaguars of ‘Tezcatlipoca surprising your enemies when they least expect it. Youre able to pounce onto a target that you can see ‘within 20 feet then hit it with with a melee ranged attack on the same turn, that target must succeed on a Strength saving throw DC=8 + your proficiency bonus + your ‘Strength/Dexterity modifier (Your Choice) lr be knocked prone. Ifthe target is prone, you can make an attack against it as a bonus action. Eyes of the Smoking. Mirror Starting at 9th level an action you can emanate a 30ft radius dark fog centered on yourself. The cloud moves with you and its area is considered heavily obscured The dark fog lasts for I minute. Once you have used this ability, you cannot do so again until you complete a short rest. Eyes OF THE SMOKING Mirror ‘Starting at 9th level an action you can emanate a 30ft radius dark fog centered on yourself. The cloud moves with you and its area is considered heavily obscured, The dark fog lasts for 11 minute. Once you have used this ability, you cannot do so ‘again until you complete a short rest. TEzCATLIPOGA’S SEDUCTION At 13th level, you learn to infuse innocent seeming words vith an enchanting magic that can inspire lust in even the ‘most loyal hearted individuals. Ifyou speak to a humanoid alone for atleast 1 minute, you can attempt to seed indecent ‘thoughts into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw (00 = 8 + pour proficiency bonus + your Chariama ‘modifes) ‘or be charmed by you or another creature of your choice. The target is charmed in this way for 24 hours, until itis attacked cor damaged Ifthe target succeeds om its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can use it again until you finish a short or long rest. AVATAR OF TEZCATLIPOCA At 17th level as an action you transform into an avatar of ‘Tezeatlipoca. Your eyes shine a brilliant lunar yellow and your ‘skin turns into a nightly black. You grow claws and fangs of a Jouar. You gain the following benefits. he instant you transform, other creatures within 15 feet of you that can see you must each succeed on a wisdom, saving throw (DC 8 + your proficiency bonus + your Charisma modifies) or become frightened of you until the end of your next turn. Your transformation lasts for 1 ‘minute or until you end it as a bonus action. + When you are in dim light or darkness, as a bonus action you can teleport up to 120 feet to an unoccupied space you can sce that is also in dim light or darkness. You then hhave advantage on the first melee attack you make before the end of the turn, ‘+ Summon a 7th level Shadowblade lasts for a minute, no concentration required. + Because of your jaguar lke claws, you have a climbing speed of 30 feet. In addition, your claws are considered. ‘magical for the purpose of overcoming resistance and. immunity to nonmagical attacks and damage. On hit, you deal slashing damage equal to 3d4 + your Strength modifier, ‘Once you use this trait, ou can't use it again until you finish a long rest SPELLS Bre SWARM Istlevel Conjuration Casting Time: 1 action Range: Self Components: S, M (a drop of honey) Duratio You shoot angry bees from your fingertips in a 30 by 5 foot line, Each ereature in that area must make a Dexterity saving throw, taking 346 piercing damage on a failed save, or half as ‘much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. ‘HumMIncsrRn’s STRIKE 4th level Bvocation Casting Tim Range: 60 feet ‘Components: V, S Duration: Concentration, up to 1 minute ‘You summon spectral hummingbirds that fy towards your target with sharp beaks. On hit, the target takes 3410 piercing damage. Additionally the hummingbird then digs into the target's body reaching into their soul dealing 346 psychic damage. At Higher Levels, When you cast this spell using a spell sat of Sth level or higher, the necrotic damage increases by 1d6 for each slot level above 4th ‘HUNGER oF Crractir Audslevel Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (Teeth of crocodile) Duration: 5 minutes You call upon the spirit of Cipactti and a pool of water appears full of crocodiles born from Cipactli, A 20ootradius sphere of darkness and bitter cold waters appears, centered fon a point that you can sce within range and lasting for the duration. These waters are filled with the crocodiles and a snapping noise that can be heard up to 30 feet away. Creatures that are caught in the radius must make a dexterity saving throw, On a failed save you are blinded until you use ‘your action to wipe the muck that lurks in the waters. The lake is filled with pitfalls and branches to entangle creatures and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 piercing damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take another 246 piercing damage, IrzTLAcOLUrHgur's SHIVERING SMITE eters Casting Time: 1 bonus action Range: Self Components: :V Duration: Concentration, up to 1 minute ‘The next time you hit a ereature with a melee weapon attack during the spell’s duration, your weapon begins to form ice crystals, On hit attack deals 3d10 cold damage and must ‘make a constitution saving throw. On a failed save the wound becomes frostbitten and the target goes into a uncontrollable shiver with the same effects as the Seizure disease For the duration, an affected creature makes another saving throw at the end of each of ts turns. Ittakes 110 cold damage on a failed save, or the spell ends on a successful ‘TrzpaPaLott's OBSIDIAN SHIELD 2nd Level Abjuration Components: S Duration: 1 minute You extend your arms to the side and obsidian wings appear to shield you from in coming projectiles. While in this shield you have a +3 to your AC and when you are hit with a melee ‘ranged attack you ean use your reaction (o shoot out shards of obsidian at your target. The target must make a dexterity saving throw or take 246 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d6 for each slot level above 3rd Jaws oF THE JAGUAR ‘2ndlevel conjuration Casting Time: | action Range: 60 feet Components: V, S, M (Teeth of a jaguar) Duration: 1 minute You create a set of spectral jaguar jaws that streak toward and a ick a chosen creature. On a successful ranged spell attack, the creature takes 346 piercing damage and it must ‘make a Strength saving throw or be knocked and held prone. ‘The creature makes a new saving throw atthe start of each of, its tums, and on a success, it breaks free and the spell ends. ‘MICTLANTECUHTLI’s WAVE OF THE DEAD (6th level Conjuration action Casting Time Range: 120 feet ‘You summon hordes of undead charging at anyone who dare ‘oppose you. Creatures in a 45 foot radius must make a dexterity saving throw or take 748 necrotic damage and 246 bludgeoning damage or half as much on a successful one, Additionally, on a failed save creatures ate grappled. On the start of their turn they can reroll their save. On a failed save they take an additional 2d6 bludgeoning damage and on a sucess they are no longer restrained from the hands of the dead Prepra DEL SOL 9th level Evocation Casting Time: 1 action Range: Self Components: V, S, M (Small golden emblem of "™*) Duration: Instantaneous You sacrifice your soul tothe current sun god and with their power allows you to engulf the area in their holy and radiant flames. Creatures within a 100 feet radius that are under 150 hit points are instantaneously obliterated regardless of resistances, immunities, or class abilities. Other creatures ‘within range must make a constitution saving throw or take 150 fire damage on failed save or half as much on a successful one. Querzarcoart’s Tempest 2nd Level Evocation Casting Time Range: 60 feet ‘Components: V, S Duration: 1 minute A powerful updraft capable of carrying creatures up in the air ina 25-foot radius starting from a point within range. Creatures that are medium or smaller in the area when you cast the spell must succeed on a Strength saving throw or be lifted 50 feet by the powerful updraft. At the beginning of the creature's tuen they take fall damage and are knocked prone. At Higher Levels. When you cast this spell for every (wo slot levels above 2nd. You can affect creatures one size category larger. ScREAM OF DEATH Srd-level Evocation Casting Time: 1 action Range: 90 feet Components: V, M (Death Whistle) Duration: Instantaneous You bring out a death whistle and with it you amplify the ominous shrieks. Ten creatures that you can see within range ‘must make a wisdom saving throw or take 3d6 thunder and 3d6 psychic damage and are frightened for | minute. You can reroll the saving throw at the end of each round. > ‘STEAM OF TEMAZCAL 5th level Enchantment Casting Tim« Range: 30 feet ‘Components: S, M (Clay and fire wood) Duration: 1 day ‘Choose a 20-foot circle area on the ground within range. That area creates a dome made of clay with a entrance on one side that you choose and there is a fireplace inside in the middle ‘of the dome. Acresture that takes a short rest while inside the Temazcal can complete the short rest in half the time, ‘and regains the maximum number of hit points possible from any hit dice it spends during the rest, rather than rolling. A creature that takes a long rest while bathing within the hot spring is cured of any diseases or poisons afflicting it, has its ‘exhaustion level reduced by 2, rather than 1, and gains 10 temporary hit points, You can create a permanent hot spring by casting this spell in the same location every day for one year. When the spell ends, the dome is destroyed and is turned into dus At Higher Levels. When you cast this spel using a spell slot of Sth level or higher, the number of temporary hit points _granted increases by 5 for each slot level above 4th. Tezcaruipooa’s RAIN OF JAGUARS Sth level conjuration Casting Tims Ranges 120 feet ‘Components: V, S, M (Claws and teeth of a jaguar) Duration: Instantaneous action You throw the claws and teeth of jaguars into the air and. spectral jaguars appear. Creatures in a 50 foot cube must succeed a Dexterity saving throw. On a failed save creatures in the area take 1248 slashing and half as much on a successful one. TLACHTLI CURVEBALL 2nd level conjuration Casting Time: Range: 30 feet Components: S, M (A small piece of rubber) Duration: Instantaneous action You summon a speciral rubber ball and kick it to a creature within range. On a hit, the target takes 146 bludgeoning and 16 necrotic damage. Iyou decide to kick the bal to sn ally hey ean use their reaction to kick it to a creature within double the range. On a hit, the target takes 246 bludgeoning and 2d8 necrotic damage At Higher Levels, When you cast this spell using a spell slot of 3rd level or higher, the damage die increases by I for each slot level above 2nd ‘Txatoc’s RAIN OF FIRE {6th level Bvocation Casting Time Range: 120 feet ‘Components: V, S, M (A charred piece of flesh) Duration: Instantaneous action ‘You point your finger towards the sky and a blazing heat eenvelops the area with hot burning coals coming out of the clouds. Each ereature in a 60-foot-radius centered on that point must make a Dexterity saving throw. A target takes 1046 fire damage on a failed save, or half as much damage on a successful one. ‘XocHIQUETZAL’s SOOTHING AROMA Srd-level Transmutation Casting Time: 10 Minutes ‘Range: 300 feet Components: V, M (a petal from a Cempoalxéchitl) Duration: Instantaneous You release a relaxing scent into the air: Every humanoid and giant within 300 feet that can smell the aroma must succeed fon a Wisdom saving throw or be charmed until the spell ends. While charmed by the aroma, a target is incapacitated and ignores the other scents from other casters. Ifthe charmed target is more than 5 feet away from the caster, the target must move on its urn toward the easter by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and ‘whenever it takes damage from a source other than the caste, a target can repeat the saving throw. A creature can, also repeat the saving throw at the end of each offs turns. If a creature's saving throw is successful the effect ends on it Macic ITEMs IrzPAPALOTL’s FANG Hurrzitopocutii’s XIUHCOATL Legendary weapon, artifact ‘This blade is made of the fangs of Itzpapalot herself. As you hold the blade you feel light as a butterfly: On a hit, the target takes damage from the longsword plus 446 radiant damage When you land a hit the target must make a DC 18 constitution saving throw. On a failed save the creature is tagged with an aroma which will attract small insects to eat the creature from the inside out. This effect lasts for 5d4 rounds and at the end of the total rolled rounds the target is considered dead, To dispel this affect isto cast lesser restoration. Tratoc's Axg oF LIGHTNING Legendary weapon, artifact ‘This axe is a magic weapon. As an action you hold this axe ‘upward you rise 10 feet in the air and slam into the ground shooting lighting in a 30 foot radius, Creatures in the area ‘must make a dexterity saving throw: On a failed save creatures within range take 646 lightning damage and are paralyzed for one minute and at the end of the target's turn they can repeat a constitution saving throw to not be paralyzed On a successful save the creature takes half as ‘much damage and are not paralyzed On a hit, the target takes damage from the battleaxe plus 4d6 lightning damage. The battleaxe's property cant be used again until the next dawn, In the meantime, the battleaxe can still be used as a ‘magic weapon. Proficiency with a battleaxe allows you to add ‘your proficiency bonus to the attack rol for any attack you make with it. STAFF OF MICHTLANTECHUTLI Legendary weapon, artifact ‘The staffhas 10 charges. While holding it, you can use an action to expend 1 or more of ts charges to cast one of the following spells from it using your spel save DC: bane (I charge) Animate Dead (3 charges) Blight (4 charges) or Danse Macabre(S charges) The staff regains 1d6 +4 expended charges daily at dawn. Ifyou expend the last charge, roll a d20, On a I, the staff blackens, crumbles into cinders, and is destroyed Legendary weapon, artifact Huitzilopochtl’s Xiuhcoatl is a magic, sentient longsword that grants a *3 bonus to atack and damage rolls made with it Itseores a critical hit on a roll of 19 or 20, and deals an extra 2410 slashing damage to celestals, fiends and undead. If the sword isn't bathed in blood within I minute of being drawn from its scabbard its wielder must make a DC 15 ‘Charisma saving throw. On a successful save the wielder takes 3d6 psychic damage. On a failed save, the weapon polymorphs into a large snake will attack the wielder. ‘WEAPON’S PROPERTIES Huitilopochili's Xiuheoat! has the following properties: icarinc Spier oF HurrzLoPocHTi While the sword is on your person, you add a d10 to your initiative atthe start of every combat. In addition, when you use an action to attack with the sword, On a hit you can transfer some or all ofits attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn SPELLS While the sword is on your person, you ean use an action to cast one ofthe following spells (save DC 18) from it: call lightning, divine word or finger of death. Once you use the ‘sword to cast a spell you can't cast that spell again from it until the next dav, SENTIENCE Huitzilopochtl’s Xiuhcoat! is a sentient lawful neutral ‘weapon with an Intelligence of 15, a Wisdom of 13, and a arisma of 16 It has darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, PERSONALITY ‘The weapon's purpose is to bring ruin to Coyolxauhqut Killing Coyolxauhquis worshipers, destroying the goddess! ‘works, and foiling her machinations all help to fulfil this goal TezcaTiiroca’s DAGGER ‘This dagger holds immense power and while holding t you have the urge to sink the dagger into flesh like a jaguar of the night. While attuned to this dagger you gain darkvision of 120 feet when you make a melee attack and on hit you deal an additional 46 piercing damage. ‘As an action you can speak a command word to cover the area in a 60 foot radius in « black dark fog that you and friendly creatures can see. unfriendly targets are considered blind until the fog is dispelled by a gust of wind spell MASK OF THE DEAD Wondrous item, major tier, rare When worn you ean see the world between the material and the ethereal planes, This mask has 3 charges that you can use to cast the speak with dead spell while wearing this mask, The charges recharge at dawn, ‘Xare ToTEo’s FLaYED HAND Wondrous item, Artifact While you wear this glove as an action you can grow a small forest in a 500 foot radius centered on you when you dig your fingers into the ground and use a command word. ‘You cannot use this again until the following dawn. DEATH WHISTLE - COMMON - ‘Asan action when you blow into this instrument creatures within 30 feet must make a DC12 wisdom saving throw or be {tightened for 1 minute. On a successful save, creature are immune to the whistles effects for 24 hours. ETHEREAL DEATH WHISTLE Wondrous item, instrument, minor tier, uncommon ‘This Instrument has 3 charges. When you blow into this, death whistle you can expend 1 charge to cast Speak with Dead. THIS DOCUMENT WAS LOVINGLY CREATED USING GM BINDER. BINDER WWW.GMBINDER.CO! consider joining our Patcoon community. Ifyou would like to support the GM Binder developers,

You might also like