PLATES S COMPETI 10 TeomaDisctaiMeR
This isa work of fiction This project was inspired by the
indigenous people of Mexico and was made by one person
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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
xCHARACTER 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 aDRAGONEORN 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 TeotlallAXOLOTECA
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 smellOZOMALTECA - 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 restSPELLS
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 itMacic 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 goalTezcaTiiroca’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
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