
Think tanks are extremely well connected groups of individuals are linked to each other through dreams or machines. They work with eachother and develop more sophisticated abilities
Game Keepers are the undisputed experts of video games both in playing them and useing stratedgy to bring their powers to life.
However game keepers take things one step forward as the undisputed experts of chaos Magic game keepers can make any game character real.
Thune is a world that love games of all kinds and grants life to game pieces. Game keepers all over have learned every bit about this magic and used it to their world.
Game keepers can be found in any place bland Runners can be found pouring over books of real and perhaps fictitious magic
Level 3 ability: Acolyte of stratedgy

Certain beings need a bit of love and effort to be brought into existence and that’s where game desighn comes into play. You can either consider yourself an Artificer of half your level for designing custom features relevant to a higher tech game in which case you can roll 1D6 each turn and on a roll of three or better one of your tokens gets a shadow copy of an item you built.
Alternatively your game can be considered much more low tech and much more dependent on narative elements in order to make it feel real. If boats the case consider yourself a Bard of half your level . You are talented in epic poems, power ballads, and the performed act of story telling when ever you engineer a being ment to act exclusively as a game token you can use a bard apell slot and the prescribed perform check to help birth into you game such beings as fictionalesks, thespionics, ilustrati, and game engines. Aditionaly you the CR limitations of what you can Author into being are two points hight than normal.

Aditionaly you can tap deep into your grim heart and draw from it the power of chaos to create and not just destroy
You can convert any smart phone into an abstract quantum riffle that works by creating zones of chaos instead of electricity. You now can shoot necrotic energy instead of electricty. But this very abstract weapon doesn’t fire electricty it can only conjure a 5 foot burst of necrotic energy
You can also use a quantum rifles to create a 5 foot radius wild zone. In this area the rules for what can be enchanted or created are very liberal
Any thing game relevant can be infused with wild power. Once a day you can create one of these nouns.
- A first level spell that you design
- A creature who’s CR is half your proficiency modifyer. This being transforms into an mythril game token for two days should they ever drop to zero hit points
- An object worth 250 gold per proficiency point you have. This object turns into a mythril card for two days if destroyed
- You own a game board or game system as long as you have it you are in the middle of a 40 by 40 foot cube of gentle chaos. On this game board the folowing rules apply
- For each spell level of spell that is cast my you in this zone choose one random effect.
-
- Foes nonmagical cloths look like chicken suits for one round
- All allies look slightly more attractive permanently
- All allies receive a small delightful gift the targets of the spell wish they had.
- All foes decide to talk things out if they are near death
- Tiny fireflies slip through the area.
- Everybody will listen to you talk for 5 minutes if that’s all you do for the next 5 minutes.

- For every two chaos effect you choose select one bonus chaos effect to create with you power of dred chaos
- Tiny emeralds live in your nails all claw attacks now also deal one 1d4 acid damage. For one day
- Your proficiency modifier is two imprints higher for when it comes to making small conjures for one day
- Your dred chaos now causes foes to become poisoned for one day
- You make one of the other affects permanent for you but this costs you 1000 gold and counts as a permanent magic trait. The effects of each trait doesn’t not stack.

You now birth simple conjures that are equal to your CR. But only in a game can you have so many in place.
From now on you can conjure two 10 foot bursts of necrotic energy. Instead of one and when you do so you also create this bonus chaos effect
- .
You also conjure 5 tokens for you and 5 for your chalenger challenger they can come in the folowing forms
Every player gets 5 simple team tokens. These team token represent an emulus of a sheild gurdian.
The game which takes place for a maximum of 5 rounds during this time tokens can only attack and interact with other game tokens and game objects. Please select one of these forms for each of your game tokens

- Cards:These are face cards that only lasts for one round these cards can damage other cards can damage other cards or an opposing deck. When you run out of face cards you can deal 10 damage to your deck to restore her or to add a new face card
- Special object obosing deck: this has 50 hit points and 20 armor and consists as an ongoing force effect. Each time you deal damage to this object you can use your face cards. When your deck gets to 0 hp all your face cards disappear your enemy face cards can fully heal. And while they are no longer invulnerable but they can damage who they like.

- Miniatures/Board tokens. These pieces can only do melee damage to eachother they may only damage eachother and when three of these pieces move to an adjacent space to you personally you lose your tokens vanish and the enemy tokens heal up and recieve the hast spell they can also attack any foe they wish
- Athletes: these tokens cant do damage to anything but can do anything else. If they deliver a ball to a goal their team earns a point.
- Special object: ball. When this object is delivered to a goal keeping mechanism a point is earned. When a point is earned the ball disappears and a new one is conjured into the center of the board. Then after 5 rounds or a team earns three points all game materials disappear and the lower takes 3d6 psychic damage per proficiency point in psychic shame damage
- Special object Goal this is a mechanism that takes up one two or three square moving a ball into a goal requires either an acrobatics or athletics check equal to 10 + your proficiency modifier + an opponents dexterity if they are standing in front of it.

- Avatars: These manifest a animated semi holographic exact dipictions of what you seek to create. These beings make ranged atacks on initiave 20, movement on initiative 10, and melee combat on initiative 1. They may al make a basic off hand attack as a bonus action
Level 6 Ability: Pro-Gamer

You not only Blay games you design them. You are considered to be a nomad of half your level in terms getting acess to extra magical equipment. Aditionaly you can have magic items in your inventory that get delivered into the hands of tokens when the game begins you can also designate one token to have a shadow copy of three of your items.
Your simple conjures now let birth simple conjures that ar equal to your CR. But only in a game can you have so many in place.
From now on you can conjure two 10 foot bursts of necrotic energy. Instead of one and when you do so you also create this bonus chaos effect

- You conjure a worg emulus per spell level.
You can now play much more sofisticated games your tokens gain all these features
Your emulus tokens may now be derived from any creature with a CR equal to your proficiency modifier +5
You may now engage in war gaming. You are considered to be a Copper Dredfull of half your level and may make your emulus into shadow bogeys.
Alternatively you can add class levels equal to your proficiency modifyer.
Additionally you get all these special features.

- Special object weapons your token get rune casters that deal damage as per one spell of 2nd level or lower.
- Special object armor. Your tokens get 2 to armor and twenty extra hp
- Spell actions: choose one 3rd level spell to cast on enemy tokens once per round
- Traps : select a number of squares equal to your proficiency modifyer when a token step on these they caus the spell to take affect
- Vehicles: choose a number of equipment equal to 6000 gold.
- Healing items:you may cast a 3rd level cleric spell of your choice for your tokens.
Special: in a war game you win when your forces out number your opponents by a factor of two to one. When that happen the lovers forces disappear the winners heal up

Invulnerability disappears and the winners tokens can do as they wish.
Level 9 ability: Role Playing Gamer

You not only play games you desighn them an are considered Merchant scholar of half your level specificly for designing ne spells and spell card for this game. Any new spells you can cast also apear on the spell list of your tokens.
You gain acess to special equipment you gain on more think tank option and one more use of the think tank feature.
The game keeper gets to host a single challenger foe with special features

- You may may add the rune saint template to a single foe under your controll
- Aditionaly you can add three class levels of your choice. The challenger may do this also but only this.
- Your challenger foe gets a signiture ability this is a 4th level spell she can use on enemy tokens with a roll 5 or 6.
- Your challenger gets one legendary action per opposing foe on the board.
- You can convert all your shadow bogeys now also become fictionalesk entntities.
- All tokens automatically hit on ranged attacks on a roll of 5 or six on a d6
- All tokens suceend on their saving throws when they roll a 5 or 6 on a d6.
- All tokens have the option of doing a d6 damage to to a foe and then multiplying that roll by four, however this damage can be absorborded by armor on a roll of 5 or 6
- Roll a d6 each round on a roll of 5 or 6 you gain + one level spell slot and that can be used to cast spell cards
- On a round roll a d6 and on a roll of a 6 you can also cast one of these spells per round

- Fog cloud
- Entangle
- Web
- Invisibility
- Bless
- Bane
- Enlarge.
Level 12 ability: Live Stream Star

All your tokens know know combat maneuvers and have superiority dice as if the were battle masters of half your level during the game
Beginning at the start of every game make a perform check for each number above 11 you get a thousand people can watch you. For every 1 thousand people that watch you one more point of Fame and each token may add chosen fame elements to your power base.
Your tokens can get a maximum of one fame point per two class levels you have.
All your tokens and everything else you work with now become much more sofisticated as you start to evolve your gaming dynamamics.
Both challenger and the house get legendary actions they can use on turns 20, 10, and 1 to have all their NPC tokens make special moves
Aditionaly all game keepers get these advanvantedges

- Two fictionalesk entities on you team may be given life as a thespeonic entities as well.
- Your one key charecture gets the Game Engine template.
- Roll a d6 each time its your turn on a 3 or 4 you get an item card feel free to take one of these
- Rune rifle: Roll 2D6 instead of 1d6 for damage
- Bright blade: make a melee atacks
- Long song grenade. Roll a d6 damage for all tokens in a 20 foot radius
- Angel song flute: all alied tokens now heal 1d6 × 4 hit points
- Jump beacon: all tokens move adjacent to a certain point.
- Bright feild. All tokens +2 to ac and 30 temporary hit points.
- All of your may take two class levels in any class
- As a special move on initiative twenty you may use a spell if you get a 5 or 6 or you can use a ranged weapon
- As a special move on initiative 10 you can play an equipment card or make a movement action
Level 15 ability: Tactician and Champion

You are so sofisticated in games that you not only know how to play them you can perform in them and desighn them as well.
The forces of the multi verse never miss your games. You can make aperform check on your turn as a bonus action on a 15 you get to roll a D6 again.
You are a pro gamer you can take three bonus actions on your turn and you can use each of those to move a token or play a spell, spell slot or item card.
You also gain these features.

- Two of your units may now become Ilustrati
- All tokens gain two class levels of any kind
- One of your units may be declared a Captain the can be a fictionalesk, thespionic, ilustrati, Game Engine.
- Your Captain can also be a shadow bogey and a rune saint. If you go with this option you have a charecture known as a bland walker this charecture gets one of the folowing traity
- Level 15 Challenger: You birthed a questing adventurer that could waltz through even the most dangerous of villains lair and as a team take down any villian. You get these features
- Your bland walker gets 3 more class level of your choice
- Your bland walker gets a very rare item that item that only they can use.
- Level 15 Challenger: You birthed a questing adventurer that could waltz through even the most dangerous of villains lair and as a team take down any villian. You get these features

- 5 Star Ultra Rare Card: You birthed a legend that will bring feirce silence in game halls across the blands of the multiverse. Bland Runners across the multiverse will one day spend a fortune to gain your power. You receive
- Your Bland Walker can grants you three spell slots for games and you can now cast any spell cards you get up to three times on your initiave. You and her also use those spell cards as bonus actions outside the game once per short rest.
- Select any monster ability from a CR 7 or weaker ability that is sufficiently ethical enough for a questing warrior. You Ultra Rare Now has that ability.

- 600 Point Unit. Your bland walker is not just one variety she is charecter in a network of stories where they have lead armies against untold hordes . Many people have bought your model but you made yours a symphony of paint, sculpture, and stratedgy. Everybody specs out their model like yours and because of that reason only they win 25% mote games. You gain these features.
- You gain one very rare item of your choice
- You gain a Dungeon runner of your choice with 8000 worth of upgrades.
- Battle Royale Faivorite: You may not have made or desighned you bland walker. Many people in a corporation did. Many people play as her in video games. Many people are great with her and are even famous. But you are the one true Mozart and your game victories are are works of the most glorious art. And everybody is stunned by gameplay they insist must be coming from a computer. You get these features

- You get one cantrip and spell of up to third level. You use either of these as a bonus action your third level spell can be used once a roll of 5 or 6
- Your cantrip can be executed with such precision that it does 4d4 bonus damage when you have adventedge
- Select one 4th to 6th level spell you can cast spell once per short rest when you do so may choose to either action surge as a fighter and then get a full set of atacks or you can as quickend action use your 1st to 3rd level spell.
- From this moment on you can conjure your bland walker for one minute out of game if use a 6th level spell.
Level 18 Ability: Imortal Legend

- Tales of the player who played the role of commander to such a legendary level lives in your hearts as much as your characters semi fictitious adventures.
- There are fictionalesk creatures everywhere who are dramatic reflections of you where the legend ends and the truth begins nobody seems to care too much.
- If you wish you can select one of these options.
- You can add a fictionalesk along with the Thespionic (either as a radio star or star of stage) templates to your template to your own personal charecture. After that you may plane shift to and back from your aditionaly when you die any third level spell acts a revive spell for you as long as somebody holds your game in their hands. You and you alone can now directly heal or harm game tokens during the game
- Your pictures mind and memories an everything about you are recorded for posterity. Your game board gets a 2nd captain to watch over them throughout eternity if you both wish. You may make another toke of your a captain and this captain is an ilustrati Game Engine Rune Saint with a third your class levels and core racial stats.
- For some they need to realize that the game was a lie this whole time. Your world was real, as were the beings and problems, and threats in in it. Yet so how only you saw it. You saw it in your dreams and knew it was real.

- When away from the game a CR5 or lesser token can plane shift to your side once per short rest and aid you for an hour, you captain may also play shift side and serve you in any task for 10 minutes once a week. You can also call to your aid any CR 2 fictionalesk to serve you for the day when you use a 3rd level spell slot. A 4th level spell gets you a CR3 fictionalesk servant and so on.
- You and all your tokens now have 20 years worth of veterancy because you actions are so legendary
- You have attracted many imitators who want to be you feel free to design 2 feats and six prestige bonuses based on the nature of your Captain. Feel free to take inspiration from your players Hand Book.
- Special cartridge think tank option these can only come from your jub jubs private market
Poxemon Black Edition

For whatever reason this game ony takes up half a slot and you can have it as a Think tank option.
- Spells: Conjure Animals, Conjure Plants, Conjure woodland beings, Conjure Woodland beings. Summon fey, Conjure Fey, Summon shadow spawn, Summon Construct, Summon Shadow Spawn, Summon Abberation, Summon Elemental , Summon Dragon, Conjure Elemental, Summon Celestial, Conjure Celestial.
- Feats: War Caster,
- Special: You get 6 Sorcery points and the quickened and extended spell metamagic feats
Metrox

Spells: magic missle, evocation orb. detect magic identify, detect good and evil, Jump, epiditious retreat, ice knife acid arrow, enlarge reduce, spider climp, water breathing, Glyph of Warding, lightning arrow fly, sending, haste scry, fire sheild, stone skin,
Feats: Alert, observant, Athlete, Dungeering, mobile, Crossbow expert, sharp shooter, spell sniper, war caster. Heavy armor expert, heavily armored
Gear: One mitral full plate armor + 2 with the folowing on board features.
- One arm mounted rune caster system that lets you shoot out spells useing only the somatic spell components. Such spell are raised two levels in power
- One forcefeild system that grant 20 temporary hp once per short rest
- One visor that lets you have darvision 120 feet plus true sight and can let you insta hit with every range to hit spell.
- One roller armor feature that lets you turn into a small size orb that has a base move of 80 feet spider climbs walls. Burrows at a speed of 40 feet.
- One payload of drop bombs that that function a fireball glyphs of Warding that can be used once every short rest
- Fire and Cold resistance for your armor
- Water breathing and an air supply for your armor.
Special: Once you load this game you permanently grant yourself metrox DNA that will change you in the folowing ways.

- You now have disadvantedge on saves that change your DNA
- You can now controll and create 1d6 ilustrati tiny metrox orbs with your body use the dust mefit stat block
- You permanently become a queen metrox. You a thin bio mechanicl exoskeleton that grants +1 to your natural armor and you can cast charm monster on aberations once per short rest
- You have the option of growing an abdomen that will adopt the power to create one ilustrati aberationof your choice that is of a CR equal to half your class levels.
- You armor fuses with your exosckeleton you gain the folowing features
- You can load and run two more games on your armor
- You get alter self at will
- You create an exact shadow skeleton clone of yourself 7 levels you junoir with ilustrati features this clone help you if you make more versions of it.
- You gain imunity to poison and swim at a speed ofof thirty feet while being Amphibious
- You learn the fabricate spell and can use it to create anything you wish to build out of bio thread a recourses you always have available.
- You get a dred venom gland that can enhance spells and when you do so victims of must make a Constitution save or take an aditional 1d8 points poison damage per spell level used.
Vampire Max Raid.

Spells
- Detect magic, know alignment, charm person, ray of sickness, ray of enfeeblment, sudgestion, detect thoughts, spider, animal afinity climb, bestow curse alter self, vampiric touch, animate dead, fly, sending, scry, charm monster, dominate person, energy drain, polymorph, contagion, create greater undead, finger of death, plane shift .Astral projection
Feats
- Keen mind, alert Actor. Poisoned, Inspiring leader, Peircer, shadow touched. Skulker tavern brawler, Dungeoneer, Charger, Savage atacker, Mobile, Observant. Crossbow expert, sharp shooter
Gear
- Ring of Spell Storing. One Oathbow in crossbow form,
Special.
- You become a Virtuoso Vampire please see the species list of player races your type changes to undead.
- You can turn into a puff of gass for one round when you move you grow small bat wings you can enlarge while flying.
- You from now transform into more easily into other types of creatures adopt 5 more think fast options of your choice but from now mutagenic affects work at twice speed and deny you a saving throw
- You gain acess to two more video games and two of them including this one get rendered into your soul as permanent.
- Most non humanoids will regard you as neutral if left alone and treated with som respect.
Eternal Dark: Sanity Lax

Spells.
- Evocation orb Detect Thoughts, hunger of hadar,radar, dissonant whispers, invisibility Alter self, sugestion, Sending, greater invisibility, polymorph, banishment, confusion, Contact other plane, mass sugestion, mind blank Conjure aberation, teleport, plane shift, gate, , true polymorph
Feats.
- Any three transformative feats of your choice, three applications of the eldritch adapt feat, Ritual caster, linguist, keen mind, skilled, Actor, Skilled
Gear.
- One staff of power. One spell book with 14 Ritual spells of your choice writen into it, one robe of eyes, Ring of mind shielding.
Special.
- Whenever you conjure an area of dred chaos you can a creature into the area a a quickend spell
- Your mind permanently shifts you now regard yourself as an alien entity relative to other humanoids but you know how to build and engineer advanced technology that’s to joining spirits with a Yith. You can conjure from shadow a game system or any other peice of technology centuries more advanced then what earth has feel free to adopt 40,000$ worth of technology into a smart phone or machine of similar size. Among other things you may now store up to as much a 9 games on your console
- You may have acesss to 20,000 gold worth of transformation prestige bonuses.
- You now create dred chaos whenever you conjure a creature
- Your naturaly attractive to creatures who have the ability to transform you into other kinds of things because you can transfer spells and feats to those transforming beings. But they get the bonus only with your consent.
- An alien organ gestates in your body it spawns 1d4 living eldritch runes an hour. Once an hour you get to use 1d4 1st or 2nd level spells of your choice.
- Rune circle: You can now Scribe circles that let you use all your eldritch runes at once.
Max Kombat XX

Spells.
- Evocation orb, burning hands, ice knife, jump, expitious retreat misty step, alter self, bestow curse, hold person, silence deafness scorching ray, acid arrow, invisibility, fire ball, fly, haste, polymorph, cinjure lesser deamon, dimeson door telekinesis, cone of cold, teleport. Plane shift
Feats.
- Charger, skulker, tavern brawler, Student of Battle x 3. Tough, Resilent,Resident, war mage, eldritch adapt x 3. Metamagic adapt x 3, Alert, Athlete.
Gear
- One flame toungue whip chain of reach. 10 plus teleporting dagers plus two. Two frost fangs short swords. One silk black robe that increases your natural armor by two
Special
- You are now considered an outsider and when you reach 0 hitpoints you may respond at full health once per weak.
- When an enemy is at 5% total health they must make a constitution save against your DC or be stunned for 1d4 rounds. Any damage you do to them in this turn now does tripple its normal impact.
- When you slay an oponent in a stunned state you gain a part of its life essence granting you permenant hp and permanent sorcery points however from this moment on your a shadow creature and gain advantedge to atack when in dim light.

- You develop venomous claws as with the alter self spell but those who get with your claws make a constitution saving throw or suffer paralysis these claws grant you a bonus on intimidation checks.
- You may have the skills of a shadow monk 1/3 your class level and an assassin 1/3 your class level and the features of a battle master fighter 1/3 your level however when you adopt all these opponents at once you can only fight one oponent for the next 3 rounds.
- You now have the power to seduce or charm your foes with ease by knowing how to apear as their deepest desires and you may use the charm monster ability once per short rest however most non humanoid creatures now will attempt to bribe you for all manor of favors.
Slaughter Hax 5

Spells
- Jump, expitious retreat, False Life Animal Afinity, Bestow Curse, Shadow Blade, Misty Step, Hex,Enlarge/Reduce, Magic Weapon, Elemental Weapon, Haste, Stone skin, Dimension Door, death ward, heal,
Feats
- Alert, Observant, Athlete, Charger, Tavern brawler, Skulker, dungeon delver, shaver atacker, Great weapon master, pole arm master, grappler, mobile, tough, resilent, sentinel, slasher, War Caster, eldritch adept,
Gear.
- A mask with the following features.
- You get a +4 to Strength, Dexterity, and Constitution,
- You can cast enlarge on yourself at will.
- The sone skin spell is on you when you wear the mask
- The mask has levels in hexblade, and vengeance paladin each of which is one third your total class levels these ar yours
- You can regard yourself as a sword a revanent when you wear the mask
- You also gain a halberdwith the traits of ancient moon blade with 4 special features.
Special.
- You gain regeneration two. But now have a body that constantly reshapes to become a creatures deepest desires or biggest night mare
- You deal triple damage to objects
- You regain half the hitpoints you deal as health
- You constantly develop into a creature from a foes nightmare as long as you wear the mask
- Your mask grants you the weapons of night mar creatures your weapon is now normal as well but all nightmare creatures see you as one of them now and may attempt to bribe you for favors
- Taking off the mask leaves you mostly normal again but you may apear physically to be a desire of some nightmare creature sponsoring your power with a private stash of magic power held in your name as they call on you to destroy their enemies. You can now cast spells on yourself and sustain them without concentration but your body become addicted to that sense of power and those who supply it.
- If an enemy of yours has a certain type of fear you can take on the apearence of that fear in order to deal extra psychic damage. When a foe you designate takes a critical hit you have the option of doing an aditional amount of psychic damage equal half the total damage dealt to that foe, but your body now can take on that form with the alter self spell and useing that spell that way starts feel more fun.
- If you ever fall to zero hit points the mask breaks and you get all the features of this game permanently with a new mask shaped in a way you wish it to be but from that moment on you are shaped like a desire of a benefactor or a fear of a foe. You can reverse that element with greater restoration but you lose the games features permanently at that point.
- With the help a DM you can decide on a dred form you might be willing to have this form will grant you advantedg on intimidation checks alow you to do deal deadly critical hits to enemies but as long as you receive power from your benefactor you may look more and more like their desires. However each time you fall to zero hit points and get back up your halberd will take on another moonblade enchantment until it has 6 of them at which point you may become your sponsors greatest desire.
World of Wax Craft.

Spells
- Please select any three from the wizard or warlock spell list per level that you want untill you have a total 27 spells known of your choice.
Feats
- Please take metamagic adapt and eldritch adapt three times after that choose the spell casting relevant feats of your choice.
Gear
- One staff of the magic. One ring of spell storing.
Special
- The rules and ways of magic itself rights itself onto you as your inteligence and charisma both increase by two and you can write into existence new first and second level spells through programming mods onto your computer. You are now chosen by Hecate one of these objects apears before you and offers to help you do whatever you want inexchange for you writing a new necromancy spell to help them
- The eye of vecnax offers to teach you soul sight and the magic of ghosts in exchange for divinity the ability to summon a magic gold skull for itself
- The hand of vecnax teaches you secret spells of blood in exchange for building it a magic gauntlet
- The book of deepest darkness offers to teach how to summon greater form of the undead in exchange for giving it a magic table it can controll.
- The sword of Kax offers to teach how to fence and build vampiric weapons in exchange for a bronze skeleton it can controll

- Your charecture gains many traveling companions in game that help her on quests including the folowing.
- One revanenant Assassin assistent who has common enemies with you.
- One humanoid monster of roughly humanoid shape who guards your well being inexchange for being your arcane apprentice
- One jaberwok black dragon knight who in all ways acts as you mount guardian and financle benefactor
- One vengeful ghost who acts as your butler who does chores for you in exchange for getting new necromantic powers
- These beings follow you home into the real world and benefits you give them benefit them in reality as well.
- You instantly see around you who is an ordinary human and who is some other kind of creature.
The Adam’s Pax Romania

Spells.
- Jump, expiditous retreat, feater fall, hex, witch bolt, hellish rebuke, cure wounds, false life, bestow curse, animal afinity, spider climb, alter self, misty step, lightning bolt, fear, vampiric touch, animaye dead sending haste, fly, stone skin, freedom of movement, scry, telepathic bond, contagion, create, teleport. greater undead. Contact other plane, heal, resurection, true polymorph
Feats
- Alert, Actor, Athlete. Skulker, Skilled, Ritual caster, War caster, Gunner, Dungeoneer, Crossbow expert, Tavern brawler, Charger, Savage atacker, eldritch adept, Metamagic adept, peircer, poisoner, chef, Peircer, sharp shooter, spell sniper.
Gear.
- A broom of flying. One frost fangs rapier. Three teleporting dagers of venom, 15 vials of wyvern poison, One pipes of haunting. One Winchester rifle that shoots bullets of green eldritch fire for an extra 2d6 necrotic damage. Two butcher knives of sharpness. A crawling claw as a wizard familiar, a Crossbow that shoots eldritch green Crossbow bolts that do 2d10 and 1d10 peircing necrotic energy. One chain whip of thorns that does 2d4+2 points damage, 26 hand grenades

Special.
- The endogenic DNA within your mitochondria have switched out RA sequences you dont know what that means but your more pale than before and your sweat acts as arcane conduit for ancestral ghosts aditionaly you can use the alter self spell at will
- Durring mitosis and meiosis your junk DNA takes on a number of radicals throughout the sequence. This generaly doesn’t hinder you in any way, however you do have 2 other think fast options and when you crit with a ranged atack spell you create an aura of dred chaos that lets you deal triple damage. Aditionaly you grow one small non malignant weird feature on your body for each atack spell you have.
- Through some magical event you have one extra small medium chromosome if you eat too much raw meat you may grow others because of the way active oxygen behaves within your nucleutides. In any event this has no effect on you besides granting you the ability to draw nutrition from almost any carbon based substance you can eat. Also once per year you form a cocooning around yourself from a threading substance produced in your belly button. If you wish you may use the true polymorph spell to become a creature with a CR equal to your proficiency modifyer.
- You may cast the the spell fear as bonus action durring an aura of dred chaos spell whenever you create one the DC for this spell gets a bonus in proportion to half the number of attack spels you know. You also get a bonus to intimidate equal to the number of atack spells you know.
- Your internal organs only require 10% their original amount of blood but will work fine in even grueling conditions however this has caused your skeleton to look just a little off
- You can know what a humanoid deepest fears are. Nobody can guess how you always know that.
- When a humanoid strives to be ethical or polite while at the same time holding back great violence, contempt, and disgust they smell like a mix of Hawaii salt and lavender soap… You gain expertise in the incite skill.
- Once a month for two hours you build a cocooning for yourself. You can heal yourself completly but each time you do your body changes in some way you can decide upon
- Most creatures who have fear based spells and effects cant impact you in any way you are esentialy immune to fear however unless you encounter a humanoid wearing something kind of cute and fashionable by contemporary standards

- Your nervous system works with an incredibly high amperage and voltage you can use the shocking grasp cantrip and the lightning bolt spell at once per short rest
- For some reason your body is incredibly resistant to damage you 20 temporary hit points ery short rest
- You find yourself deeply interested in dark and creepy things.
- Vibrant colors in broad daylight can be a little dazling for your eyes but you get blindsight with a range of twenty feet even though your pupils ten to take on weird shapes.
- Your body aches to take on more dark powers in some way
Think Tank Feature

- Dice
- Durring each player gets to roll a d6 at the beginning of each tokens turns.
- On a 6 the toke gets a plus 8 to their next roll
- On a four or five you the get a plus 4
- On a two or three nothing happens
- On a one the token stays in place
- Durring each player gets to roll a d6 at the beginning of each tokens turns.
- Xax Hammer 40X

- This is an old plastic box of lead miniatures books papers and dice this is an old war game from the 90s but many editions have been made later
- This game takes place in an ultimate end of war in the future where magical creatures fight as armies.
- Each player gets a selection of two ilustrati token chess entities of any undead, fey, abberation, or celestial help out each player according to their desighn
- Tokens can not be a CR higher than your proficiency mod
- Each player gets acess to future weapons as rune casters treat guns like advanced spells wands
- Magix the Gaxxering

- This is a binder with sheets of cards and a playing mat partnered with a big box of game cards
- This is game about waring wizards whotravel through the planes to do battle.
- As long as you have face cards you can either
- 1: Set up a third level spell from for you to cast against enemy tokens each round.
- 2: You can have two ilustrati cards of a any fey, aberation, undead, or celestial.
- Ilustrati cards may have as many as threemonster abilities.
- Ilustrati can not have a CR higher than your proficiency modifier.
