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Title Page Tenochtitlan by Yashaswi Karthik
Page 7 Aztec Warrior (Comm) by Kate-Venom
Page 8 "Axolotl Adventurer" by Janislas Mouchet
Page 9 Tallon the Fruit Bat by Diniece Henderson
Page 10 Aztec zombie by Sveta Kudakova
Page 11 Huitzilopochtli by Israel Perez
Page 12 "Quetzalcoatl Trial" by Lucas Parolin
Page 13 Huixtocihuatl by Jonathan Higareda
Page 14 Aztec Warrior by Henry TheMouthArtist
Page 16 Xipe Totec by Moises Tabares
Page 17 Aztec Warrior by Artem Kurenkov
Page 18 Tezcatlipoca by Feig Felipe Pérez
Page 19 Cihuateteo by CESA83
Page 21 El Tlahcuilo by Polaris Castillo
Page 29 Map of Teotlalli by RiverNote
Page 39 Ahuizotl by David Romero
Page 40 MtG: Riverwise Augur by Alayna Lemmer-Danner
Page 41 Jace's Sentinel - Magic the Gathering by Alex Konstad
Page 42 Amoxoaque by CarloMoran
Page 43 Azteclotl by Danielle Jones
Page 44 La Llorona by Adam Duff
Page 45 Dragon Chronicles - Swamp Serpent by Robert Crescenzio
Page 46 Ehecacoatl by Ah-Puch-Zegno
Page 48 MYL Card Illustrations by Tatii Lange
Page 49 Obsidian Golem by Canada-Guy-Eh
Page 51 Quinametzin the Aztec giant by Krzysztof Porchowski Jr
Page 52 Aztec Priest by Razputin93
Page 53 Tlaltecuhtli inspired creature design by Noé Leyva
Page 55 Will O`Wisp by Raquel Rubio
Page 56 Tliltcoatl by Boris Otaegui Alchao
Page 57 Yoaltepuztli by verreaux
Table of Contents
Chapter 1: Character Options..........pg.6
Human...............................................................................................6 Atlateca - Triton ...............................................................................6 Oceloteca - Tabaxi...........................................................................6 Dragonborn Variant: Quetzalteca................................................7 Tototeca - Aarokocra.......................................................................7 Cipacteca - Lizardfolk.....................................................................7 Axoloteca...........................................................................................8 Tzinacanteca - Batfolk.....................................................................9 Ozomalteca - Monkeyfolk.............................................................10
Chapter 2: Subclasses.....................pg.11
- Barbarian Primal Path of the Hummingbird......................11
- Bard Subclass: College of the Feathered Serpent............12
- Cleric Domain: Parenthood Domain....................................13
- Martial Subclass: Cuauhocelotl.............................................14
- Monastic Tradition: Way of the Flayed Lord.......................16
- Roguish Archetype: The Smoking Mirror...........................17
- Warlock Patron: The Cihuateteo..........................................18
- Arcane Tradition: School of the Tlacuilo ............................19
Chapter 3: Spells............................pg.22
Chapter 4: Weapons and Armor........pg.25
Chapter 5: Magic/Mundane Items.....pg.27
Chapter 6: The Teteo......................pg.30
Chapter 7: Monsters of Teotlalli....pg.39
Introductory
In this land made from a great catastrophe and long journey to find a new home Teotlalli is the new world born from the body of Cipactli. In the beginning the teteo, physical manifestations of nature migrated to a new world after the old world was swallowed by a great monster that swam in the waters of this new world. The monster followed the teteo and devoured anything the spirits made. Frustrated and annoyed they pounced onto the great catastrophe and finally defeated the great monster. However, its blood made new monsters and so the teteo got the bones from humans and made the first race, the Yancuiteca or as they called themselves human.
Worried about their chances of survival Quetzalcoatl went down to the land and taught the humans how to use magic and speak the first language. Huitzilopochtli descended and taught them how to fight the monsters that plagued the lands of Teotlalli. Tezcatlipoca taught them how to hunt and how to set up traps. Xipe Totec taught them how to farm and build homes. Soon the human race started to depend heavily on the four Tezcatlipoca. So the four tezcatlipoca started to ask for blood and the people complied, however the sacrifices were small and not enough to go around. So the Teteo started to come up with ideas. One idea was to have quetzalcoatl to teach them how to drain blood with magic. So Quetzalcoatl did so and it went wrong. The People became dried up and the blood was very watery. One day Xochipilli came up to them and told them how about they have children with the humans and they went along with the plan.
These children were made from teotl and a human mother 9 months later the 4 children of the Teteo were born and these four children would go on and make their own tribes and cities. The Ocelots of the Smoking Mirror to the North, the Flayed Monks to the east, the Sons of the Hummingbird to the South, and the Feathered Disciples to the west. While they would stay in their respective regions they would soon branch out and start finding careers in other cities.
The people of Teotlalli are known as Teotlateca or Teotlatec to outsiders. In Teotlalli there are many societies spread far from each other so many towns have their own way of life compared those who live in cities such as Coaxoch. The racial composition of Teotlalli is broad when it comes to the cities though half the population is human with Atlateca and Oceloteca being the second most populated and tied in population. The race that is least populated according to everyone in Teotlalli is the Cipacteca with only a few thousand having been domesticated while others were docile to begin with. Out of all the races they are the least trusted due to being tied with the monstrous Cipactli.
Communities are very far and few between though there are smaller communities that live in rural areas that are not on the main road. Races such as the Axoloteca have their own communities near swamps while the Tzinacanteca and the Tototeca live high in the mountains.
These villages are scattered around the land so many adventurers have to be wary of stumbling upon them either be it on purpose or by accident. Histories and stories are passed down from generation to generation.
From legends of two lovers whose love burned so hot they turned to volcanoes or a warrior who defeated and dragged all their bodies to the temples to be sacrificed. Regardless of the stories all of them have some sort of merit to them, either to teach or to entertain.
Hierarchy
When it comes to the hierarchy of Teotlatecan society it is the Huey Tlatoani (translated to Great Speaker) that rules over the community. He is the commander of armies and the supreme power. He overlooked major decisions and made strategies and led the army to the battlefront.
Second to the Tlatoani was the Cihuacoatl, they acted as a prime minister and second in command in the military and reported to the Huey Tlatoani. They made sure that all the strategies that the commander put out were practical and could be implemented.
After the Tlatoani and the Cihuacoatl was the Supreme War Council. This council consisted of a group of four members of high military ranking. These individuals tooks decisions on war and also kept track of expenses and finances.
The position of the Topileh is one of teaching yet is responsible for the supervision, welfare, and physical training of soldiers. They usually can be seen holding a wooden staff made of oak. This rank upon the hierarchy is a chief of the battlefield.
The Cuauhtlatoh are the ones who lead armies into battle, gave them orders; assigned different positions to different warriors who specialized in different groups.
Tlacatecatl is the commanding general who is sent in the front lines on the battlefield. They used their strategic thinking and presence of mind to instruct warriors on the war ground. The ones who took care of the weapons and the armor are the Tlacochcalcatl and took care of the barracks.
Daily Life in Teotlalli
In the continent of Teotlalli every nation was their own way of life but for the most part they have a lot of similarities. Any character can be familiar with the traditions and customs of Teotlalli.
Currency
For the nations of Teotlalli the Huey Tlatoani (Great Speaker) has set out a standardized currency for the citizens to follow. Dark Sun Cocoa Beans are used as Copper pieces, corn kernels are used as silver pieces, little chipped hoe blades were worth a gold piece, and weaved tapestries were worth a platinum piece. Though there was an established currency, merchants and traders haggled and bartered for their goods.
Technologies
Though the societies were primitive the teotl Quetzalcoatl came down as a human and taught them on how to efficiently use the tools that were brought down from the other worlds. From hammers to hoes to shovels Quetzalcoatl show the people of Teotlalli on how to better tend the land. Soon in time the people had basic plumbing with the advancement of aqueducts so now they can get clean water. Farming was greatly expanded and had little farming islands called Chinampas made from mud, silt and decomposing food scraps. As for weaponry not much has been expanded since going to war with one another seemed counterintuitive and counter productive to the race of humans. Though you can see a chart with all the available weapons in chapter 5.
Childhood
Childhood for a Teotlallian varies from nation to nation but they have more similarities. From the moment they are born the midwife would hold the baby while saying a prayer, warning the child of the struggles and hardships of life. There was also a saying that if an elderly person stepped over the infant they must immediately step back since it was believed that it could hinder the child's growth.
While in the wob the midwives and priests of Chantico would help the mother with anything that she needed and at the child's birth they would perform daily rituals such as bathing the child and naming the child based on their calendar. They would also cut the umbilical cord and preserve it to be ritualistically burned in the hearth for a girl or to be buried in a battlefield for a boy. Infants would also receive gifts based on the fathers profession for boys and weaving instruments for girls.
During toddler years both boys and girls wore a long shirt and their hair was cut short to prevent illness. At this time the toddler was free to run around and play. As they grew however they were taught proper behavior and to stop playing in the mud. Greet people properly, listen to elders. And to eat quietly.
At four to seven years old gender appearances became more apparent boys wore a simple loincloth and shirt while girls wore a skirt and shirt. Chores were introduced to children at this time as well. Girls weaved clothes and fabrics and boys left the house with the father to bring supplies like food and water.
At the ages 8 - 14 children were given more responsibilities and punishments were given out if the child misbehaved. The punishments include Maguey spines to prick the skin who showed idleness, lying, negligence, or wild behavior. There is one punishment that the child would be locked in the house while the mother cooked chili peppers.
Though the punishments are extreme its important to know that they were not used every day the presence however shows how much the parents expected the children to of high standard.
Adulthood
At the age of 15 children are now considered adults males go into military service, become merchants and take up a family, or if they were born into a noble family can influence the Tlatoani in political matters. Girls become betrothed and are married off however there are some cases where the she would run away from her marital duties and go into hiding where they go is a mystery.
Houses of Rest
(Ceuiacalli)(axihuayan)
In Teotlalli each city and village have these spots of rest called Ceuiacalli. The history of these Ceuiacalli is due to a small war in the lands when a small army defeated a large army of a neighboring chiefdom the soldiers started to bleed out and died due to blood loss. So a woman named Cozamalotl with the help of her five sons constructed a small district where warriors, priests, and merchants. Moved by this the Huey Tlatoani ordered that each village have a Ceuiacalli for people to rest and to recuperate. The small district is fortified with stonewalls with moats surrounding it and inside the walls are houses constructed in a grid with each house specializing in an expertise. Be it Combat, Prayer, Medicine, crafting of clothing and jewelry or hunting each house holds a place in the Ceuiacalli.
Character Options
Human
Humans in Teotlalli are descendants of the people that came before them after their bones were saved by Mictlantecuhtli and were used to make the humans of the 1st, 2nd, 3rd, 4th, 5th Suns. The humans are stronger than their 5th sun ancestors they received a gift from the teteo called
Humans in Teotlalli
The humans in Teotlalli live separately depending on their beliefs. Those in the West follow the mortal descendant of Quetzalcoatl 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 in the sustenance of life through sacrifice by blood however they follow a protocol and guidelines of sacrifices.
To the North the people follow the descendant of Tezcatlipoca who rules with mystery and intrigue. A puppet on the throne of lies and conflict while the puppet master pulls 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. Because some days are considered unlucky parents had ways to fudge the exact date to get a more suitable name. They would get names that corresponds to their calendar.
For example in the Faerunian Calendar a person if was born on the 16th of Uktar(November) then the child would get a name Chicuacen Malinalli (Six Grass) To explain this further I will make another section of this PDF in the near future.
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 girlish names like that of flowers or jewelry.
Male Names. Atl, Coyotl, Cuetzpalli, Cuetlachtli, Cuauhtemoc, Cualli, Cuauhtli, Eztli, Ichtaca, Icnoyotl, Ihuicatl, Itotia, Ixtli, Izel, Ohtli, Patli, Tenoch, Tochtli, Toltecatl, Xipil, Xiuhcoatl, Yaotl, Yolotli, Zolin, Zuma,
Female Names. Ahuic, Amoxtli, Anacaona, Apozanolotl, Atlacoya, Atlatonin, Chipahua Cihuaton, Citlalic ,Cozamalotl ,Cuicatl, Huixtocihuatl, Necahual, Ohtli, Quetzalli, Tlachinolli, Tozi, Zyanya
Atlateca - Triton
Atlateca (People of Water) are the children of Tlaloc and Chalchiuhtlicue 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 spirits they have the ability to manipulate water as they see 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 spirits. They are born with the intuition and love of Chalchiuhtlicue and the rage and gluttony of Tlaloc. Not only do they take humanoid form they also gain the ability to breathe underwater to the blessing of the parental Teteo.
Atlateca see humans as advanced and the humans see the Atlateca just as advanced So they often come together to make tools, weaponry and great architecture to their Teteo. It is common to see both humans and Atlateca to coexist in certain cities.
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 parental teteo 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 their ways though there are few and far between.
To the West Atlateca are the majority living in most of the cities.
Oceloteca - Tabaxi
Oceloteca are just as mysterious as their birth however according to legend Tezcatlipoca came down to Teotlalli and possesed his human champion and soon his champion grew fur and claws. Days later his head morphed into that of a jaguar and soon the champion of Tezcatlipoca impregnated the local population and gave birth to the Oceloteca.
The Oceloteca 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 decendant of Tezcatlipoca lived they live 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.
Dragonborn Variant: Quetzalteca
Born from the blood of Quetzalcoatl they walk the lands with grace and a radiant aura. The Quetzalteca are made in the image of Quetzalcoatl and are believed to be the voices of their great father. It is rare to see one and the majority of the Quetzalteca live in the West where they are close to their parent teotl Quetzalcoatl.
Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1.
Flight of Quetzalcoatl. Thanks to your spiritual parentage you gain the ability to sprout magical feathers as a bonus action giving you a flying speed of 30 feet for 10 minutes. After you use this feature you cannot do so again after a short or long rest.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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 so again until you finish a short or long rest.
Aztec Warrior by Kate-Venom
Link by Kate-Venom
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 a bit of history being the 2nd race made in the world of Teotlalli and have Been at war with humans 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.
Cipacteca - Lizardfolk
The Cipacteca are crocodile-like 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 to the Cipacteca. Although they were born from Cipactli 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 teotl Xipe Totec has seen them and gave them the gift of making makeshift weapons from other living creatures that wander the lands of Teotlalli.
Axoloteca
Born from the blood of the pychopomph teotl Xolotl and construction of broken human bones from Mictlan. The Axoloteca are curious and just like their parent deity tricksters.
Born from the Bones of Mictlan
Xolotl had taken some broken bones from Mictlantecuhtli. Once Xolotl had climbed his way out of the underworld he took an axolotl and began to transform the bodies of axolotl and made them humanoid though they were much shorter than the average human. They can grow up to 3 to 4 feet in height and weigh up to 60 pounds.
Axoloteca Traits
Your Axoloteca character has the following traits.
Ability Score Increase. Your Constitution score increases by 2.
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 3 to 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 if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Natural Regeneration. When you benefit from a short or long rest, you regain hit points equal to your highest hit die for free, even if you do not spend any hit die during that rest.
Blessings of Xolotl. Due to your parental deity being a teotl of diseases you advantage on Constitution saving throws.
Magical Antenna. You can use your antenna as a spellcasting focus.
Ezzo
Ability Score Increase. Your Strength score increases by 1.
Hardened Tail. You possess an abnormally large and muscular tail that you can use in battle. As a bonus action, you can use your tail to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Spitting Blood. While you are grappled or when you get hit with a melee attack as a reaction you can spew a gooey substance that looks like blood. The target must make a Dexterity saving throw. On a failed save the target is covered in acid for 1 minute or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns. The damage increases to 4d4 at 6th level, 5d4 at 11th level, and 6d4 at 16th level.
Once you use this trait, you can’t use it again until you complete a short or long rest.
Tle
Ability Score Increase. Your Charimsa score increases by 1.
Xolotl’s Fire. Due to you being a child of Xolotl you gain resistance to fire damage.
Antenna of Flames. Being a child of the teotl Xolotl you gain the ability to use one of his supernatural fire abilities. You know the firebolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flaming Sphere spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Huiteco
Ability Score Increase. Your Intelligence score increases by 1.
Xolotl’s Lightning. Due to you being a child of Xolotl you gain resistance to lightning damage.
Lightning Rod Antenna. Being a child of the teotl Xolotl you gain the ability to use one of his supernatural lightning abilities. You know the Lightning Lure cantrip. When you reach 3rd level, you can cast the Witch Bolt spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th 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 spellcasting ability for these spells.
Axolotl Adventurer by Janislas Mouchet
Tzinacanteca - Batfolk
The Tzinacanteca are bat-like people made by Itzpapolotl from taking butterflies and ripping off their wings and replacing them with obsidian glass shards. Afterwards she took a piece of her hair and gave it to them and now they have hair on their bodies. Finally picking off a giant fruit and feeding it and thus the Tzinahcantli were born.
Family Stick Together
Tzinacanteca just like their animal counterparts have a sense of community and care for one another. Even if a Tzinacanteca pup's family is killed by humans or nature, another group of Tzinacanteca 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 Tzinacanteca terrifying from afar but up close they are friendly. People have mistakenly killed Tzinacanteca due to their shadow in the moonlight so most Tzinacanteca tend to keep their distance and worry about themselves in their group. Adult Tzinacanteca grow up to be 4 to 5 feet tall upright and weigh about between 60 and 65 pounds. Their fur comes in blacks and browns, though very rarely they come in snow white fur.
Tzinacanteca Traits
Ability Score Increase. Your Wisdom score increases by 2.
Age. Tzinacanteca have relatively short life spans maturing at 10 years old it's very rare to see one live over 60 years
Alignment. Tzinacanteca usually look 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 lb. Your size is small.
Speed. Your base walking speed is 30 feet.
Flight. You gain a flying speed of 30 feet while you aren't wearing medium or heavy armor.
Languages. You can speak common and undercommon however you cannot read nor write.
Screech. Unless deafen, you can use your bonus action to emit a high-pitch Screech to detect illusion and invisible creatures or objects within 30 feet of you with wisdom( perception) checks instead of investigating them physically.
Blindsight(5ft.) At close range your echolocation is extremely precise, granting you blindsight at a very short distance
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 turn, on a hit you deal 1d6 piercing damage + your dexterity modifier and 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.
Tallon the Fruit Bat by Diniece Henderson
Ozomalteca - Monkeyfolk
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 teotl from the pantheon that they respect and see his creation the Quetzalteca as equals. As for Tezcatlipoca’s Oceloteca they see them as bitter enemies as they remind the Ozomalteca of Tezcatlipoca and will not 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 lucky.
Alignment. Most Ozomalteca are of the chaotic alignments; however, very few lean towards Neutral or Neutral good alignments.
Size. Ozomalteca stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet and has a climbing speed of 30 feet.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spider
Ability Score Increase. Dexterity score increases by 2
Nimble Feet. You can take the Disengage or Hide action as a bonus action. You can't use this feature again until you finish a short or long rest.
From Tree to Tree. You gain proficiency in the Acrobatics and the Athletics skills.
Howler
Ability Score Increase. Constitution score increases by 2
Mockery of the Gods. You gain the Vicious Mockery cantrip. Charisma is your spellcasting modifier for it.
Song of Ozomatli. When you reach 3rd level, you can cast the shatter spell once with this trait and regain the ability to 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 spellcasting ability for these spells.
Aztec zombie by Sveta Kudakova
Subclasses for Teotlalli
Barbarian Primal Path of the Hummingbird
When it came to the people of Teotlalli no warrior was more intimidating than a man who took the Path of the Hummingbird. Barbarians who go down this path do so with pride. To be a manifestation of Huitzilopochtli is an honor and a privilege to be one with war.
Aura of Huitzilopochtli
When you choose this path at 3rd level, you can take on aspects of Huitzilopochtli when you rage. Your eyes burn with a bright white light, the air swirls around you with faint screaming. When enraged you send a flash of bright light in a 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 3d6 fire damage and are blinded for one minute and at the 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.
Huitzilopochtli by Israel Perez
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 use 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 level, While enraged you can call upon Huitzilopochtli as an action to give you wings of an hummingbird. While in this state your flying 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 14th level as an action, you let out a roar of Huitzilopochtli’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 in this College are followers of Quetzalcoatl 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 of the teotl Quetzalcoatl and show the populace that they are indeed a disciple of the Feathered Serpent. However; just like a warrior in the battlefield they must be quick with their words and their feathered pens.
Knowledge of the Feathered Serpent
Starting at 3rd level, you gain expertise in 2 skills of your choice and you gain proficiency in one type of artisans tools or two languages of your choice.
Shield of Quetzalcoatl
At 3rd level as an action you create a strong vortex of air with a 15 foot radius which hovers around a creature of your choice within range, granting the target a +2 bonus 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.
Quetzalcoatl’s Flight
At 6th level you can expend one use of your Bardic Inspiration to feel the winds of Quetzalcoatl 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 Quetzalcoatl’s Flight.
Additionally, You can choose a number of creatures equal to your charisma modifier within 30 feet 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 vulnerabilities and what they are. If the creature is hidden from divination magic, you sense if it has 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 long rest.
Manifestation of Quetzalcóatl
At 14th 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 of the tornadoes must make a strength saving throw against your spell save DC. On a failed save, the creature takes 7d8 bludgeoning damage and is pushed 20 feet 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 long rest.
"Quetzalcoatl Trial" by Lucas Parolin
Cleric Domain: Parenthood Domain
Clerics who take this domain embody the caring and nurturing side of raising a family. In this domain there are mostly women than men due to not many Teotl embodying fatherhood. If you are playing a male cleric of this domain, Ce Acatl Topiltzin Quezalcoatl would be a patron to you.
Bonus Proficiencies
At 1st level, you gain proficiency in the Nature and Survival skills. Additionally, you can add your Wisdom modifier to any Intelligence (Nature) check concerning common plants, their uses, or their ailments.
Bonus Cantrip
At 1st level you gain the Guidance cantrip if you don't have it already.
A Welcomed Guest
When you choose this domain at 1st level, identifying yourself as a cleric of parenthood makes you a welcome guest in any rural community. Whether in a hostile or non-hostile community, residents of any community are happy to freely provide food and lodging equal to poor conditions for yourself and up to four others.
In addition, you add double your proficiency bonus to Charisma(Persuasion) checks and Wisdom (Insight) checks when interacting with commonfolk, such as farmers, laborers, and simple craftsmen.
Channel Divinity: Blessings of Tonatzin
Starting at 2nd level, as an action, you can use your Channel Divinity to bolster your allies. You select up to a number of creatures equal to your proficiency bonus + Wisdom modifier within 30 feet of you they gain a number of temporary hit points equal to 1d10 + your cleric level.
Parent’s Comfort
Starting at 6th level, you can rid creatures of ongoing, debilitating conditions. As an action, you generate a burst of rejuvenating energy in a 30-foot radius centered on you. All creatures of your choice within the area, are cured of one of the following conditions or afflictions; one disease, the blinded, deafened, paralyzed, or poisoned conditions. Once you use this you cannot do so again until you finish a short rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Family Always Comes First
At 17th level your parental instincts kick into overdrive giving you the ability to save the ones you consider family. When an ally is reduced to zero hit points within 60 feet that you can see you teleport to an unoccupied space within 5 feet of that ally. Any attacks made against you or your fallen ally are made with disadvantage and spells that require saving throws you roll with advantage. At the start of your next turn when you heal your ally you heal them with double the amount rolled. Once you use this feature you cannot do so again after a long rest.
Huixtocihuatl by Jonathan Higareda
Martial Subclass: Cuauhocelotl
The Cuauhocelotl are on a league of their own when it comes to fighters, while they do take prisoners they to be sacrifices to the sun. From the flight of a eagle to the claws and jaws of a jaguar nothing will stop you from gathering captives.
Grappling Takedown
At 3rd level, as an action you can attempt to disarm and restrain the target with 10 feet of rope and the target must succeed a Strength saving throw or be disarmed and imposed to the restrained condition.
Alternatively when a creature targets you with a melee weapon attack you can use your reaction to attempt to disarm and restrain your target; however, your target has advantage on the saving throw.
DC = 8 + proficiency bonus + Strength modifier
On a failed save, the target is knocked prone and you impose the restrained condition.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Cuauhocelotl Order.
At 3rd level, you undergo the rituals and tests required to join a cuauhocelotl order. Choose one of the following cuauhocelotl orders:
Coyotl: Cleverness and opportunism rank among the coyote Cuauhocelotl’s prized traits, while discretion may be the better part of valor under less-thanideal circumstances. Despite the preceding philosophy, abandoning a friend during combat disgraces the order. Spying also comes naturally to the wily coyote. You have advantage on Dexterity (Stealth) checks made while wearing light or no armor.
Cuauhtli: Keen observation rather than rash reactions win the day. Eagle cuauhocelotls take in their surroundings and then carefully assess every situation. Withdrawal is an acceptable alternative when faced with a superior adversary. An impulsive action that imperils others violates the eagle cuauhocelotl’s core values. Eagle cuauhocelotls see what others miss. You have advantage on Wisdom (Perception) checks that rely on sight.
Ocelotl: Preparation is more important than participation. The always calculating jaguar determines when and where to fight. When the time and place are ideal, there can be no surrender nor retreat. With experience, the jaguar cuauhocelotl’s predatory senses and agility greatly improve. You have advantage on Strength (Athletics) checks and Dexterity (Acrobatics) checks made to climb a surface or maintain your balance on a narrow surface.
Coatl: None can defeat you except yourself. Pain offers the path to vanquishing fear. The serpent’s scales must be pierced to reveal the cuauhocelotl’s true mettle. When the serpent conquers fear, anything becomes possible. Absent the trepidation of failure, trickery and treachery hold the keys to victory. These cuauhocelotls undergo a gruesome scarification ritual that transforms you into a fearless soldier. You have advantage on saving throws against being frightened.
Once you select a Cuauhocelotl order, you cannot change it. If you commit a transgression that violates the tenets of your order, such as displaying cowardice on the battlefield, you do not gain any additional cuauhocelotl order features until you make amends for your sin by redeeming yourself in battle or through magical redemption such as a wish or similar magic.
"Aztec Warrior by Henry TheMouthArtist
Improved Cuauhocelotl Order.
At 7th level, your Cuauhocelotl order bestows the following additional benefits.
Coyotl: You learn to attack in the manner of your beastly namesake. You have advantage on an attack roll against a creature if at least one of your allies is within five feet of the creature and the ally is not incapacitated. You may use this feature once on each of your turns.
Cuāuhtli: Your visual senses detect the minutest details. You do not suffer disadvantage on attack rolls made against an unseen target, and unseen targets do not have advantage on attack rolls made against you.
Ocelotl: You develop the hunting skills of a predatory cat. If you move at least 20 feet straight toward a creature and then hit it with a melee attack, that target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Coatl: You speak with forked tongue and can twist words beyond recognition. You have advantage on Charisma (Deception) checks made to tell lies or disguise yourself. Additionally, you have advantage on saving throws against being charmed and against spells and effects where a creature automatically succeeds on its saving throw if it cannot be charmed, such as compulsion and suggestion.
Sacrifice to the Gods
At 10th level, When you kill a creature with a melee weapon, you can rip out its heart (or equivalent) to give to your patron deity. They are pleased by this display and heal you 4d6 + your proficiency bonus amount of hit points. This feature does not work on Constructs, Oozes, Elemental, Swarms, or other creatures without a heart. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
High Cuauhocelotl Orders.
At 15th level, you become one with your order, reaching the zenith of your orderly powers. Each order gains the following abilities:
Coyotl: You can skulk into the background, allowing you to quickly disappear from sight. You can use the Hide action as a bonus action on your turn.
Cuauhtli: Your visual acuity reaches unprecedented heights. You automatically know the exact location of any invisible creature that ends its turn within 10 feet of you, though you still cannot see it.
Ocelotl: You master the ability to run down your prey. While wearing light or no armor, your speed increases by 10 feet.
Coatl: Antibodies course through your veins, granting you immunity against poison damage.
Manifestation of the Order
Starting at 18th level, you can take the abilities of the order you have chosen at 3rd level.
Coyotl: You learn the tricks of a coyote. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Cuauhtli: You grow wings of an eagle and gain a flying speed of 30 feet. Additionally you can leave a creature's attack range without provoking attacks of opportunity.
Ocelotl: You gain the claws of a jaguar and as an action you can pounce onto a target that you can see within 20 feet then hit it with a melee attack on the same turn.
Coatl: You grow scales that harden at will. Your armor class is increased by 2 and
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 it is a true honor for Xipe Totec. 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 a fire.
Arts of our Flayed Lord
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 if you don’t already know it.
Maize o’Plenty
Starting at 6th level, As a bonus action, you can spend 2 ki points to sprout life-giving maize plants from your flesh. For the next minute, you gain 10 temporary hit points at the start of each of your turns. When the minute ends, you lose any remaining temporary hit points granted by this feature. The number of temporary hit points you gain with this feature increases to 15 at 11th level, and 20 at 17th level.
Additionally, you can cast the Goodberry spell by spending 1 ki point.
The Lords Cactus Thorns
At 11th 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 1d8 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 it is being flayed and as if cactus thorns are piercing your heart and lungs and in death will sprout new life such is the way of Xipe Totec.
As part of any attack you make with a monk weapon or unarmed strike against a target creature you can see, you can implant a virulent seed of the flayed one inside that creature. This seed gradually grows inside the body of the target, causing the creature to feel as if it is being flayed alive. At the start of each of its turns, the target makes a Constitution 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 10 ki points.
Xipe Totec by Moises Tabares
Paladin Oath: Oath of Self Sacrifice
Back in the old times in Teotlalli there was a man who went by the name Etalpalli and was considered to be the strongest man in the tribe of the hummingbird. When a wild jaguar would pounce on a unsuspecting child Etalpalli would leap in and take the bite from the jaguar and took it down with little effort. This man would soon be the local Tlatoani and would teach his ways to the next generation.
Paladins of the Oath of Self Sacrifice take the role as an act of being the shield for their community from the dangers of wild fauna or supernatural phenomena. These Paladins face dangers head on while also making sure their fellow party doesn't fall in battle.
Oath Tenets
The Tenets for the Oath of Self Sacrifice goes as follows.
Be the Shield. You must put yourself in harm's way to shield your comrades from life's struggles.
Undying Loyalty. Loyalty to your army and your Tlatoani is the greatest mark of loyalty to ones you call family.
One Life for Many. Selfishness leads to dishonor. Those who lose everything gain the most.
Eradication. Kill those who dare harm those you call family and friends.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | false life, sanctuary |
5th | aid, warding bond |
9th | beacon of hope, spirit guardians |
13th | faithful hound, death ward |
17th | hallow, dawn |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Indomitable. You have advantage on constitution saving throws for 10 minutes.
Transference of Sickness to Comfort. As a bonus action, you target one creature of your choice within 30 feet of you. If the target is blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned, your Channel Divinity ends the condition affecting the target and transfer the condition to yourself. If you are immune to the condition then you are not afflicted with the status condition.
Additionally, if the creature that caused the condition on the original target is within 30 feet of you, it must make a Wisdom saving throw against your paladin spell save DC. On a failed Wisdom saving throw, your act of selflessness deals 2d6 radiant damage to that creature, and half as much damage on a successful Wisdom saving throw.
Aura of Selflessness
You emit an aura of selflessness while you aren’t incapacitated. Starting at 7th level, you can shield others from harm at the cost of your own health.
When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage plus half the damage that you took rounded down, the creature that would’ve taken that damage now heals up to half the damage. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Favor of the Teteo
Starting at 15th level at the start of your next turn if you are within 10 feet of an ally and have fewer than half of your hit points you regain hit points equal to 1d6 + half your paladin level if you aren’t incapacitated.
Selflessness Sacrifice.
At 20th level you become the ultimate example of being the one to be shield not just for your family, not just for your friends but for your community. You gain the following benefits for 1 minute.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You are immune to necrotic, radiant, force, and fire damage.
- You glow a radiant rainbow of black, white, blue, jade, and red. Emitting a bright light within 10 feet and dim light for an extra 20 feet. Additionally, you gain a flying speed of 30 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
Roguish Archetype: The Smoking Mirror
You learn the way of the roguish Tezcatlipoca which will bless you with a few abilities.
Tezcatlipoca'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’t discern color in darkness, only shades of gray. If you are playing a race that has darkvision you gain additional 30 feet of darkvision.
Pounce of The Smoking Mirror
At 3rd Level You gain the strength of the jaguars of Tezcatlipoca surprising your enemies when they least expect it. You are able to pounce onto a target that you can see within 20 feet then hit it with with a melee weapon 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)
or be knocked prone. If the 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 1 minute. Once you have used this ability, you cannot do so again until you complete a short rest.
Tezcatlipoca’s Seduction
At 13th level, you learn to infuse innocent-seeming words with an enchanting magic that can inspire lust in even the most loyal hearted individuals. If you speak to a humanoid alone for at least 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
(DC = 8 + your proficiency bonus + your Charisma modifier)
or be charmed by you or another creature of your choice. The target is charmed in this way for 24 hours, until it is attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t 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 Tezcatlipoca. Your eyes shine a brilliant lunar yellow and your skin turns into a nightly black. You grow claws and fangs of a jaguar. You gain the following benefits.
- The 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 modifier) 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 see that is also in dim light or darkness. You then have 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 like 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, you can’t use it again until you finish a long rest.
Tezcatlipoca by Feig Felipe Pérez
Warlock Patron: The Cihuateteo
Expanded Spell List
The cihuateteo lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Cihuateteo Expanded Spells 1st dissonant whispers, heroism 2nd blindness/deafness, moonbeam 3rd bestow curse, speak with dead 4th confusion, phantasmal killer 5th contagion, dream
Midwife.
At 1st level, you gain proficiency with Medicine from your experience and knowledge of childbirth.
Transference of Motherly Woes
Starting at 1st level, your patron grants you the ability to transfer the profound melancholy of loss onto other creatures. As an action, choose one creature you can see within 30 feet of you and the target must succeed on a Wisdom saving throw against your warlock spell save DC to avoid succumbing to crippling sadness. On a failed saving throw, the target has disadvantage on attack rolls, while attack rolls made against the target have advantage. In addition, the target cannot speak or communicate with other creatures in a meaningful way. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Transference of Motherly Suffering
Starting at 6th level, your patron grants you the ability to transfer the agonizing pain of childbirth onto other creatures. As an action choose one creature you can see within 30 feet of you and the target must make a constitution saving throw against your warlock spell save DC to to avoid becoming wracked by excruciating muscle contractions and spasms. On a failed save, the target’s speed is dropped to zero, it has disadvantage on attack rolls, ability checks, and Dexterity saving throws, and it cannot use reactions. On its turn, it can use either an action or a bonus action, but not both. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
Troubled Thoughts.
At 10th level, horrific images and ideas troubling to most others swirl through your consciousness, making you gain resistance to psychic damage and immune to being frightened. In addition, when another creature attempts to possess you, read your thoughts, or telepathically communicate with you, that creature must succeed on a Wisdom saving throw against your warlock save DC or become frightened until the end of its next turn, regardless of whether you successfully saved against the triggering effect.
Call of the Cihuateteo
Starting at 14th level You can let out a scream of pain and sorrow that frightens the souls of even the bravest of warriors. As an action you create phantoms of the cihuateteo with the visage of the creature's mother equal to your charisma modifier you then choose creatures within 60 feet of you. The chosen creatures must make a wisdom saving throw against your warlock spell save DC. On a failed save the target is overwhelmed with dread and sorrow and is considered paralyzed and takes 5d6 psychic damage. On the start of their turn they can reroll their save and on a success they are no longer paralyzed. On a successful saving throw the target takes 3d6 psychic damage. Once you use this feature you must complete a short or long rest.
Cihuateteo by CESA83
Arcane Tradition:
School of the Tlacuilo
It is said that to the people of Teotlalli the color of paint that is applied to the skin is a mark of a person's character and their role in society but to this wizard it is a way of life. Characters who choose this school in wizardry must know what color would symbolize their fellow party members so that in the societies of Teotlalli are to be respected.
Wizards of the school of paint can also utilize their paints with their spells depending on the color. Be it changing a spell's damage properties or applying a buff on a team mate. Be it what it may, the School of Paint has a role in the battlefield as much as in a classroom.
Bonus Proficiencies
Beginning at 2nd level, you gain proficiency with the Painter's Supplies. If you are already proficient with painter’s supplies choose another tool proficiency for the proficiency you already have.
You may then use your Painter's Supplies as a spellcasting focus for your wizard spells.
Colorful Spellbook
Beginning at 2nd level, when it comes to your spellbook it acts the same however it takes twice as long to write down spells but half the cost. When you transcribe a spell into your spellbook, You use the following colors to use to record the incantation: blue, green, orange, red, yellow, white, black, purple (a mix of red and blue), and white (a mix of white and red) . Each pigment corresponds with the following damage types.
Paint Color | Damage Type |
---|---|
Blue | Cold |
Green | Poison |
Orange | Force |
Red | Fire |
Yellow | Lightning |
White | Radiant |
Black | Necrotic |
Purple | Psychic |
Colors be with you
Starting at 6th level You enchant your paints to give your allies protection depending on the color of paint. As an action you can apply a resistance to a damage type to a number of times equal to your Intelligence modifier (a minimum of once) and gain a +2 to their AC. The paint wears of after 4 hours or can be washed off with water.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and you regain all expended uses when you finish a long rest.
Dust Pigments
At 10th level during a long rest you can smash pigments in bowls. You can create 5 pigments at a time.
As an action you blow the pigments into the air and cause a dust cloud of pigments. The dust can travel up to 30 feet and is in a radius of 15 feet. The dust can have the following properties.
Blue. The cloud is cold and passing through it halves your movement speed and must make a dexterity saving throw or take 3d8 cold damage or half on a success.
Green. The cloud is intoxicating and creatures within the cloud must make a constitution saving throw or be poisoned and take 3d4 poison damage or take half as much and not be poisoned on a success.
Orange. The cloud feels heavy creatures must make a strength saving throw or be knocked prone and take 3d6 force damage and take half as much and not knocked prone on a success.
Red. The Cloud is hot like fire and creatures in the dust cloud take 2d6 fire damage when they enter or end their turn inside the cloud.
Yellow. The cloud is electrifying and smells of ozone. Creatures must make a dexterity saving throw or take 3d6 lightning damage and is paralyzed. On a success the target takes half damage and is not paralyzed. At the start of the creature's turn they can reroll their saving throw to not be paralyzed.
White. The Clouds are bright and soothing. Friendly creatures are cured of any status ailments and heal 3d4 hit points. Once they are healed they cannot be healed until you dispel the cloud and make a new one.
Black. The clouds are dark and suffocating. Creatures in the cloud must make a constitution saving throw or take 3d6 necrotic damage.
Purple. The clouds are vibrant and the air around it is thick and hard to breathe. Creatures in the cloud must make a constitution saving throw or take 4d6 psychic damage and be stunned.
Colors of the Teotl
Starting at 14th level you can envoke the power of the teotl into your brush and cause the following abilites.
Tezcatlipoca. You cover a surface of 30 square feet with black paint. Each target must make a constitution saving throw. On a failed save the targets take 5d6 necrotic and are blinded for 1 minute. On a successful save targets take half as much damage and are not blinded.
Quetzalcoatl. You slash your brush and create a gust of powerful winds. In a 15 by 30 line targets must make a strength saving throw or be pushed back 30 feet and take 4d8 bludgeoning damage. On a successful save targets take half as much damage and are pushed back 15 feet.
Tlaloc. You raise your brush upward and then down to bring the heavy rains of Tlaloc in a 30 foot radius. Hostile creatures in the rain storm half their speed and the terrain is heavily obscured.
Chalchiuhtlicue. You twirl your paint brush and summon a watery visage of a Chalchiuhtlicue within 30 feet of you. Creatures within 30 feet of the visage must make a wisdom saving throw. On a failed save they are charmed and must approach the visage in the most direct and safest route.
Huitzilopochtli. You stroke your brush in the shape of a heart. You select a number of creatures equal to your prof bonus. Each creature must make a constitution saving throw. On a failed save the creature feels as if their heart is being set ablaze and take 6d8 fire damage.
Xipe Totec. Within 10 feet you thrust your brush and make a melee weapon attack towards a target and paint them in green pigments. On hit, the target must make a constitution saving throw or take 8d10 slashing damage or half as much on a successful one.
You can only have one ability active at a time and are dispelled after one minute or until you cast another one. You can summon one a number of time according to your proficiency bonus. You regain all uses after you complete a long rest.
El Tlahcuilo by Polaris Castillo
Spells
Bee Swarm
1st-level Conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (a drop of honey)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger, Sorcerer, Wizard
- Subclasses: Nature Cleric, Oath of the Ancients Paladin
You shoot angry bees from your fingertips in a 30 by 5 foot line. Each creature in that area must make a Dexterity saving throw, taking 3d6 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.
Hummingbird’s Strike
4th-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger, Sorcerer, Wizard
- Subclasses: Nature Cleric
You summon spectral hummingbirds that fly towards your target with sharp beaks. On a hit, the target takes 3d10 piercing damage. Additionally the hummingbird then digs into the target's body reaching into their soul dealing 3d6 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.
Hunger of Cipactli
4th-level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Teeth of a crocodile)
- Duration: 5 minutes
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
You call upon the spirit of Cipactli and a pool of water appears full of crocodiles born from Cipactli. A 20-foot-radius sphere of darkness and bitter cold waters appears, centered on a point that you can see 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 2d6 piercing damage.
Itztlacoliuhqui's Shivering Smite
5th-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: : V
- Duration: Concentration, up to 1 minute
- Classes: Paladin
The next time you hit a creature 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 its turns. It takes 1d10 cold damage on a failed save, or the spell ends on a successful one.
Itzpapalotl's Obsidian Shield
3rd-Level Abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
- Subclasses: Arcane Trickster Rogue, Artillerist Artificer, Battle Smith Artificer, Eldritch Knight Fighter, Hexblade Warlock
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 +5 to your AC and when you are hit with a melee or ranged attack you can use your reaction to shoot out shards of obsidian at your target. The target must make a dexterity saving throw or take 4d6 slashing damage.
Jaws of the Jaguar
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Teeth of a jaguar)
- Duration: 1 minute
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
You create a set of spectral jaguar jaws that streak toward and attack a chosen creature. On a successful ranged spell attack, the creature takes 3d6 piercing damage and it must make a Strength saving throw or be knocked and held prone. The creature makes a new saving throw at the start of each of its turns, and on a success, it breaks free and the spell ends.
Mictlantecuhtli’s Wave of the Dead
6th-level Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
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 7d8 necrotic damage and 2d6 bludgeoning damage or half as much on a successful one. Additionally, on a failed save creatures are 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.
Piedra Del Sol
9th-level Evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Small golden emblem of ***)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
You sacrifice your soul to the 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 a failed save or half as much on a successful one.
Quetzalcoatl’s Spitting Venom
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You summon a spectral serpent that spit venom within 60 feet. On a hit the target takes 3d4 acid damage. The die improves at 6th(4d4) 11th(5d4) 17th(6d4) levels.
Quetzalcoatl’s Tempest
2nd-Level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
A powerful updraft capable of carrying creatures up in the air in a 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 turn they take fall damage and are knocked prone.
At Higher Levels. When you cast this spell for every two slot levels above 2nd. You can affect creatures one size category larger.
Scream of Death
3rd-level Evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, M (Death Whistle)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
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 1 minute. You can reroll the saving throw at the end of each round.
Steam of Temazcal
5th-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (Clay and fire wood.)
- Duration: 1 day
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
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. A creature 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 dust.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points granted increases by 5 for each slot level above 4th.
Tezcatlipoca’s Rain of Jaguars
8th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (Claws and teeth of a jaguar)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
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 12d8 slashing and half as much on a successful one.
Tlachtli Curveball
2nd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A small piece of rubber)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger
You summon a spectral rubber ball and kick it to a creature within range. On a hit, the target takes 1d6 bludgeoning and 1d6 necrotic damage.
If you decide to kick the ball to an ally they can use their reaction to kick it to a creature within double the range. On a hit, the target takes 2d6 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 1 for each slot level above 2nd.
Tlaloc’s Rain of Fire
6th-level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A charred piece of flesh.)
- Duration: Instantaneous
- Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
You point your finger towards the sky and a blazing heat envelops the area with hot burning coals coming out of the clouds. Each creature in a 60-foot-radius centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Xoc’s Regulate Temperature
2nd level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a drop of water or a chili pepper)
- Duration: 24 hours
You rub the items over your body as you were applying an ointment. Your body temperature can be cooled or warmed depending on your environment and have advantage on constitution saving throws under extreme weather.
Xochiquetzal’s Soothing Aroma
3rd-level Transmutation
- Casting Time: 10 Minutes
- Range: 300 feet
- Components: V, M (a petal from a Cempoalxóchitl)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
You release a relaxing scent into the air. Every humanoid and giant within 300 feet that can smell the aroma must succeed on 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. If the charmed target is more than 5 feet away from the caster, the target must move on its turn toward the caster 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 caster, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
Weapons and Armor
Weapons
Name | Cost | damage | Weight | Properies |
---|---|---|---|---|
Simple Melee Weapons | ||||
Quauholōlli - Wooden Mace | 5 gp | 1d6 bludgeoning | 4 lb | - |
Cuahuitl - Wooden Club | 1 sp | 1d4 bludgeoning | 2 lb | Light |
Tepoztopilli - Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Cuauhololli - Small Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb | Versatile (1d8) |
Huitzauhqui - Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
Tecpatl - Obsidian Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Simple Ranged Weapons | ||||
Tematlatl - Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
Martial Melee Weapons | ||||
Macuahuitl | 10 gp | 1d8 slashing | 6 lbs. | Special |
Itztopilli - Hand axe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
Martial Ranged Weapons | ||||
Atlatl With Yaomitl (Obsidian tipped arrows) | 5 gp | 1d8 piercing | 1 lbs. | Ammunition, Range (90/240) |
Atlatl With Tlacochtli (Darts tipped with obsidian) | 1 sp | 1d6 piercing | 1/2 lbs | Ammunition, Range (60/120) |
Tlacalhuazcuahuitl - Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
Tlahhuitolli - Shortbow | 15 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
Macuahuitl
When you land a critical hit or exceed the targets armor class by 5 with the Macuahuitl the obsidian shards chips. for the next 1d4 rounds or until the target uses an action to remove the piece it's movement speed is reduced by 5 feet and the target takes 1d4 damage at the start of each of their turns. However, this also reduces the damage of the Macuahuitl reducing it from 1d8 to 1d6 and finally to 1d4. You can fix the weapon when you take a short rest and find the missing obsidian shard pieces
Additionally, when you land a hit on a creature you can use your bonus action to pull the macuahuitl and shred your target's flesh dealing 1d6 slashing damage.
Atlatl
The Atlatl is used by the people in Teotlalli to throw darts, arrows or javelins at a long distance. Most warriors use the Atlatl as a tool to throw javelins or darts rather than a weapons up close and personal. What makes the Atlatl different from a bow is that its versatile on how you would want to use it. Throw the dart as hard as you can or with technique to accurately hit your target.
Armor
Name | Cost | Armor Class | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | - | - | — | — | — |
Ichcahuipilli | 10 gp | 12 + Dex modifier | — | — | 10 lbs. |
Medium Armor | ─ | ─ | ─ | ─ | ─ |
Ehuatl | 30 gp | 13 + Dex modifier(Max 2) | ─ | ─ | 20 lbs. |
Tlahuiztli | ─ | 14 + Dex modifier(max 2) | - | ─ | 12 lbs. |
Shields | ─ | ─ | ─ | ─ | ─ |
Chimalli | 5 gp | +2 | ─ | ─ | 5 lbs. |
Ichcahuipilli
The Ichcahuipilli is a well rounded armor that shields the wearer from weather and flying arrows from an opposing army. In Teotlalli armor is minimal due to the warm climate of Teotlalli however that did not stop the people from Yaotlan to develop armor to protect themselves. The armor is made of cotton stuffed and sowed like a European gambeson.
The cotton was soaked in salt water brine and then hung to dry in shade so that the salt would crystallize inside of it. One or two fingers thick, this material was resistant to Macuahuitl's obsidian blades and Atlatl darts.
Ēhuatl
The Ehuatl was only for those who climbed up the ranks of the military or were those who were born nobles. This armor was a sowed garment full of feathers in addition the warriors were able to wear sandals to battle.
Tlahuiztli
This "armor" was used to signify the status of a soldier in battle and was weared over the Ichcahuipilli. It was a suit adorned with jaguar pelts and eagle feathers with a thin bottom layer of cotton.
Chimalli
The Chimalli is a circular shield that was made of wood, and would be adorned with paint, designs or feathers. Most are used in combat and some are used in festivals and ceremonies. The most popular design is the Tloquenahuaque.
Magic/Mundane Items
Cozolli (Cradle)
Common item
A cradle that can be worn like a travelers pack. Commonly used to carry infants and small children.
Death Whistle
instrument, minor tier, common
As an action when you blow into this instrument creatures within 30 feet must make a DC12 wisdom saving throw or be frightened 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.
Huitzilopochtli’s Xiuhcoatl
Legendary weapon, artifact
Huitzilopochtli’s Xiuhcoatl is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to celestials, fiends and undead. If the sword isn’t bathed in blood within 1 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
Huitzilopochtli’s Xiuhcoatl has the following properties:
Fighting Spirit of Huitzilopochtli
While the sword is on your person, you add a d10 to your initiative at the 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 of its 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 can use an action to cast one of the 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 dawn.
Sentience
Huitzilopochtli’s Xiuhcoatl is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma 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 Coyolxauhqui. Killing Coyolxauhqui’s worshipers, destroying the her works, and foiling her machinations all help to fulfill this goal.
Itzpapalotl’s Fang
Legendary weapon, any sword
This blade is made of the fangs of Itzpapalotl herself. As you hold the blade you feel light as a butterfly. On a hit, the target takes damage from the weapon plus 4d6 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 is to cast the lesser restoration spell.
Jar of Endless Salt
Rare item, major tier.
This jar with a symbol of a salt rock contains an endless amount of salt. The jar weighs 10 pounds.
You can use an action to remove the lid and speak one of three Command words, whereupon an amount of salt pours out of the flask. The salt stops pouring out at the start of your next turn. Choose from the following options:
• "Cup" produces 10 pounds of salt.
• "Jar" produces 50 pounds of salt.
• "Landslide" produces 100 pounds of salt that gushes forth in a landslide 30 feet long and 5 foot wide. As a Bonus Action while holding the jar, you can aim the landslide at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Macuahuitl
Common Item
Macuahuitl Martial Melee Weapon
Cost: 15gp
Weight: 2lbs
Damage: 1d8 Bludgeoning
Properties: Versatile (1d10)
Made from hardwood such as oak, this weapon resembles a long, flat paddle with obsidian or flint chips embedded into the weapon’s edges. The insertion of these incredibly sharp stones gives the weapon unmatched cutting power at the cost of increased fragility.
When you attack a creature with this weapon and roll a natural 20 on the attack roll, you score a critical hit as normal and the target must make a DC 13 dexterity saving throw. On a failed save a shard of obsidian pierces into the target's skin and takes 1d8 piercing damage at the start of each of its turns. Any creature within five feet can take an action to stanch the deep laceration with a successful DC 10 Wisdom (Medicine) check. The deep laceration also closes if the target receives magical healing
Mask of the Dead
Wondrous item, major tier, rare
When worn you can 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.
Molcaxitl (Molcajete)
Common item
Used for grinding various food products.
Mictlantecuhtli's Staff
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.
The staff has 20 charges for the following properties. It regains 3d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Random Properties.
The Ruler of Mictlan's Staff has the following random properties:
- 1 minor beneficial property
- 1 major beneficial property
- 2 minor detrimental properties
The Guide of Itzcuintlan. Casts 'Faithful Hound', uses 4 charges.
Mountains of Tepectli Monamictlan. Creates a large shockwave emanating from the staff, the sound can be heard up to 120ft away. Every creature within the range must make a DC 17 Constitution Saving Throw or take 2d6 thunder damage. On a successful save you take half damage. This attack uses 1 charge at base and you can spend 1 charge to increase the damage by 1d6, to a maximum of 5d6.
The Path of Iztepetl. Obsidian spikes appear in a 30-foot line in front of you, the spikes last for 1 minute. The area with spikes count as difficult terrain and deal 2d4 piercing damage for every 5 feet traveled. This attack uses 1 charge at base and you can spend 1 charge to increase the damage by 1d4, to a maximum of 4d4.
Echoes of Cehueloyan. Casts 'Scream of Death', uses 3 charges.
Winds of Pancuetlacaloyan. Casts 'Whirlwind', uses 7 charges.
Hands of Timiminaloayan. Summons an invisible mage hand, you can use your action to throw an arrow from the hand, the arrow functions as a dart but deals 1d6 piercing damage. Casting the spell takes 1 charge and you may spend a charge to increase 1 attack by 1d6, to a maximum of 5d6.
Jaguars of Teocoyocualloa. Casts 'Conjure Animals', can only summon Jaguars (Panthers). Casting the spell takes 3 charges and you may spend 1 or 2 charges to upcast the spell to 4th or 5th level.
Waters of Izmictlan Apanohualoyan. Casts 'Create or Destroy Water' or 'Control Water.' Casting the spell 'Create or Destroy Water' takes 1 charge and you may spend charges to increase the spell level by one level, you can increase it to a maximum of 5th level. Casting the spell 'Control Water' takes 4 charges.
Tezcatlipoca’s Dagger
This dagger holds immense power and while holding it 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 4d6 piercing damage.
As an action you can speak a command word to cover the area in a 60 foot radius in a 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.
Tlaloc's Axe 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 6d6 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 can't 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 roll for any attack you make with it.
Xipe Totec’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.
Alpha Map of Teotlalli
This is a start when it comes to Teotlalli this is a regional map of Teotlalli. As of right now I plan to expand this a bit. To the north will be tribes like the Haudenosaunee (Iroquois), the Diné (Navajo) and the Néhinaw (Cree). The Maya and the Tawantinsuyu (Inca) will be next but I'm going to start small. Names and such are not final and will change with coming updates.
Map of Teotlalli by RiverNote
The Four Tezcatlipoca
Teteo | Roles | Alignment | Domain |
---|---|---|---|
Tezcatlipoca | Teotl of Discord, Divination, Hurricanes, Jaguars, Night, Obsidian, Sorcery, Temptation, and War. | Chaotic Neutral | Trickery, Knowledge |
Quetzalcoatl | Teotl of winds, storms, learning, knowledge,life, creativity, Air, Intelligence, and Serpents. | Lawful Good | Life, Nature, Tempest |
Xipe Totec | Teotl of Agriculture, Disease, Liberation, Rebirth, Seasons, , and Blacksmithing | Neutral | Forge, Nature, Life |
Huitzilopochtli | Teotl of war, sun(Former), human sacrifice and Patron of former Tenochtitlan | Lawful Neutral | War, Light |
Quetzalcoatl
One of the most well known of the teteo, he is the Teotl of the west, arts and crafts, and wind. The most docile of all the teteo he only asks for serpents and butterflies to be sacrificed in his name. Human hearts though he does appreciate the thought it is considered taboo to sacrifice a human in his name.
He played a major role in guiding the pantheon of teteo to the new world they call Teotlalli and used his power of the winds to make the lifeless planet to spin in circles to give the planet winds to erode the high mountains that were there. Although his relationship with Tezcatlipoca his brother, is still very hostile towards each other.
Tezcatlipoca
Teotl to the North, Tezcatlipoca is the Teotl of the night sky , ancestral memory, and in some cases time. He is a patron teotl to the Oceloteca in the land of Teotlalli.
He is responsible for the destruction of the 2nd, 3rd, and 4th Suns. The second due to a rivalry with Quetzalcoatl, the third due to him capturing the heart of Xochiquetzal and making Tlaloc very upset which caused a rain of fire and burned all the people of the Third world and a fourth making Chalchiuhtlicue cry blood for 52 years. Needless to say he's not very popular with the other teteo. Though there are some people who shout his name in the land of Teotlalli.
Huitzilopochtli
Teotl to the South, he is the manifestation of war. Known to lead his people to do horrific deeds such as having his priests ask for a man's daughter in marriage and soon to flay her skin and make a young boy wear it. However after the fall of the fifth world and him being resurrected he has changed in a sense. He has grown more calm yet calculated and has begun to develop a father-daughter relationship with the young Teotl Tlālticpactlahuilli.
Xipe Totec
Teotl to the East, Xipe Totec is teotl of spring, and patron of seeds, planting, metalworkers and gemstone workers. Despite his horrifying appearance he is a neutral spirit and quite approachable. Though sacrifices in his name were inhumane they have been toned down to bloodletting and soaking the fields in blood to give the plants nutrients to grow faster and stronger. His image can be found in almost every blacksmith and jewelry shop.
The Other Major Teteo
Teteo | Role | Alignment | Domain |
---|---|---|---|
Centeotl | Male Teotl of Corn | N | Life, Nature |
Chalchiuhtlicue | Teotl of Beauty, Fertility, Love, Rivers, Seas, Storms, and Water. | NG | Nature, Tempest, Parenthood |
Chantico | Teotl of the Family Hearth, Home, Volcanoes | NG | Life, Parenthood |
Chicomecoatl | Female Teotl of Corn | N | Life, Nature |
Coatlicue | Former Mother Earth | CG | Trickery, War, Parenthood |
Coyolxauhqui | Former Moon Goddess | CN | Trickery |
Ehecatl | Teotl of Winds | N | Tempest |
Huehuecoyotl | Teotl of Dance, Luck, Mischief, Music, Sexuality, and Song. | CN | Trickery |
Huixtocihuatl | Teotl of Salt | CG | Life, Nature |
Itzpapalotl | Teotl of the Heavens, Death and Stone | N | Death, Light |
Itztlacoluihqui | Teotl of Frost, Former Teotl of Justice | LE | Death |
Mayahuel | Teotl of the Maguey plant | NG | Light, Life, Nature Parenthood |
Mictlantecuhtli | Teotl of Darkness, Death, Undead, and the Underworld.(Mictlan) | LE | Death, Grave |
Mictēcacihuātl | Teotl of Death, Wife to Mictlantecuhtli | NG | Life, Death |
Mixcoatl | Teotl of the Hunt | NG | Nature |
Opochtli | Teotl of Hunting and Fishing | N | Life, Nature |
Patecatl | Teotl of Medicine, Endurance, Fertility, Healing, and Love. | NG | Life |
Piltzintecuhtli | Teotl of the Rising Sun, Healing, Summer, Sun, and Prophecy. | LG | Life |
Tecciztecatl | Magic, Former Moon Spirit, Trickery. | N | Trickery |
Tepēyōllōtl | Teotl of Earthquakes, Echoes and Jaguars. | CN | Tempest, Nature |
Tlaloc | Teotl of Rain, Water, Lightning, Floods, Droughts, and Agriculture | NG | Life, Tempest |
Tlālticpactlahuilli * | Teotl of the Sixth Sun | NG | Life, Light |
Tlazōlteōtl | Teotl of purification, steam baths, midwives, filth and a patroness of adulterers | CN | Trickery, Tempest |
Tonatiuh | Former Sun Teotl and ex Teotl of Sickness, formerly known as Nanautzin | CN | Light |
Xiuhtecuhtli | Teotl of Fire, Hearth, Time, Afterlife, and Day. | N | Nature, Light |
Xochipilli | Teotl of Summer, Flowers, Pleasure, Love, Feasting, Creativity, and Souls. | CG | Nature, Light |
Xochiquetzal | Teotl of Flowers, Grain, Pleasure, and Weavers | NG | Nature, Parenthood |
Xolotl | Teotl of Thunder, Dogs, Illness and Deformity | N | Death, Grave |
Yacatecuhtli | Teotl of Commerce and Travelers | CG | Knowledge, Trickery |
Yancuimetztli * | Teotl of the Moon | N | Knowledge, Light |
Zacatzontli | Teotl of Roads | NG | Knowledge |
- New Teteo
Other Major Teteo
Centeotl
Teteo of corn and maize, his name translates to dried maize still on the cob. He is also considered to be an aspect of either Quetzalcoatl or Xochipilli. Farmers pray to Centeōtl for plentiful maize when it comes to the harvest come the upcoming months.
Chalchiuhtlicue
Chalchiuhtlicue is the Teotl of Beauty, Fertility, Love, Rivers, Seas, Storms, and Water. Formerly the 4th Sun she now stays lovingly near the heartbroken Tlaloc comforting him with her scent of rain. To Tlaloc it is the scent of home. She looks after her children who use her godly powers.
Chantico
Teotl of the family hearth and brings wealth and stability to homes. Chantico helps homes from thieves. She is shown to be wearing a crown of cactus thorns and red snakes. She was once a girl in a village that ate paprika during a fast and was turned into a dog. In Teotlalli, Her presence resides in the lands to the west and north. The northern parts of Teotlalli is riddled with thievery so the people pray to Chantico to help the poor. She takes the form of a young mother with paprika colored paint with light tanned dress.
Chicomecōātl
Chicomecōātl is the Teteo of agriculture. She is sometimes called "Spirit of nourishment", a teteo of plenty and the female aspect of maize. More generally, Chicomecōātl can be described as a deity of food, drink, and human livelihood. She is regarded as the female counterpart to Centeōtl the spirit of maize, their symbol being an ear of corn. She is occasionally called Xilonen, who was married also to Tezcatlipoca.
Depiction: She comes as a woman with a snake wrapped around her waist and a shield with a sun imprint. Her skin is golden with hair like corn silk.
Coatlicue
Mother of Huitzilopochtli she is Mother Nature incarnate. In one story she is the mother of Quetzalcoatl and Xolotl but soon after they were born her daughter Coyolxauhqui and four hundred sons severed her head and it turned into two fiery serpents. Soon after Huitzilopchtli came out of Coatlicue and killed Coyolxauhqui and his 400 other brothers. She rarely shows herself to the people of Teotlalli but when she does she takes many forms. one of them is she has two snakes protruding from her neck from when Coyolxuahqui decapitated her. She wears a necklace with human hearts and hands, and has a skirt covered in deadly snakes.
The other is a woman with light leather skin with a dress that is red as a Mexican Poinsettia (Cuetlaxochitl) with a robe of green with stars embedded onto the robes.
Coyolxauhqui
Arguably Huitzilopochtli’s only sister Coyolxauhqui is the only daughter of Coatlicue out of 400 of her brothers. She was defeated when Huitzilopochtli came out of Coatlicue’s womb when Coyoxauhqui decapitated her mother. Her head became the moon and her brothers became the stars of the 5th world. In Teotlalli She is a mentor to the new moon spirit. She is loosely related to Tezcatlipoca being that he can shape-shift into a coyote or a human at will.
Ehecatl
Loosely close to Quetzalcoatl Ehecatl is the Teteo of the winds and gathers spirits from the recently deceased to take to Mictlan for their Journey.
Huehuecoyotl
Also known as the Ancient Drum, Huehuecoyotl is the trickster teotl of storytelling, music, dance and merriment. Being a trickster spirit Huehuecoyotl's plays tricks on other teteo but frequently backfire and causes more trouble for himself than the intended victims. He is the life of the party though beware he is known to stir up human conflict due to his boredom. He comes to Teotlalli as an coyote standing upright on its hindlegs dressed in tlatoani garb.
Huixtocihuatl
Huixtocihuatl (or Uixtochihuatl, Uixtociuatl) is a teotl who presided over salt and salt water. Her younger brother is Tlaloc, and the Tlaloques, the Tlaloques were her sisters, or, in some parts of Teotlalli, the children of Tlaloc. One interpretation of the myths surrounding Huixtochiuatl says she gained control over sea water when she was having a fight with the Tlaloques and they threw all their salt water at her in an attempt to drown her. Some sources place her as a wife of Tezcatlipoca . In the beginning of summer, there was a festival in her honor. During the festival, one woman was considered to be the embodiment of Huixtochiuatl. That woman would be sacrificed by the end of the festival. Salt makers would honor her with dances. However due to the finding of the Extract Blood spell in the southern parts of Teotlalli
Itzpapalotl
One of many Tzitzimime she is a monstrous Teotl to fly over the night sky. At times she will protect women during childbirth or seduce men and then murder them in cold blood. She is known to have jaguar claws and wings shaped of chipped obsidian and is the mother of the Tzinacanteca.
Itztlacoluihqui
Itztlacoliuhqui is the Teotl of frost. He also represents matter in its lifeless state. The creation of this Teotl appeared in the myth of creation. Tonatiuh, the sun spirit, demanded obedience and sacrifice from the other spirits before he would move. Enraged at his arrogance Tlahuizcalpantecuhtli, shoots an arrow at the new sun. However, the dart misses its mark and the sun throws his own back at the morning star, piercing the Lord of Dawn through the head. At this moment, Tlahuizcalpantecuhtli is transformed into the Teteo of obsidian stone and coldness, Itztlacoliuhqui. In Teotlalli there are some that sympathize with Itztlacoliuhqui however due to the frost that covers the mountain ranges many people die from hypothermia and become frost skeletons.
Ixtlilton
He is the Teotl of medicine and healing and therefore was often alluded to as the brother of Macuilxochitl (Xochipilli), the Teotl of well-being or good luck. Ixtlilton is a gentle Teotl, who emanated from an obsidian mask which brought darkness and peaceful sleep to children in their beds at night. In Teotlalli, Ixtlilton is found all over the continent being worshipped by all walks of life.
Mayahuel
Mayahuel is the Teotl of the maguey plant and is a dead spirit due to the Tzitzimime tearing her from limb to limb however her body became seeds and gave birth to the maguey plant. However, when the fifth world was ending Xochipilli saved some of her seeds and planted them in the new world of Teotlalli. In Teotlalli she remains as a Maguey plant and the juice is harvested into a brew called pulque.
Mictlantecuhtli
Lord of the Underworld and Death, Mictlantecuhtli stays in the Underworld with his wife Mictēcacihuātl. Ruling over the dead he was the one who tricked Quetzalcoatl many times when he was retrieving the bones of the dead and sent his helpers to dig a pitfall trap and Quetzalcoatl fell and was left unconscious. Meanwhile he sent quail and eagles to gnaw on the bones. When Quetzalcoatl woke up he took the broken bones and had a teteo break them down and spilt his blood.
Mictecacihuatl
Queen of Mictlān, the underworld, ruling over the afterlife with Mictlāntēcutli, another deity who is her husband. Her role is to watch over the bones of the dead and preside over the ancient festivals of the dead. She is known as the "Lady of the Dead", since it is believed that she was born, then sacrificed as an infant. Mictēcacihuātl was represented with a flayed body and with jaw agape to swallow the stars during the day. In Teotlalli she stands next to Mictlantecuhtli and is worshipped by clerics of the Grave and Death Domains.
Mixcoatl
Mixcoatl, 'Cloud Serpent,' was a teteo of hunting, the Milky Way and the stars and heavens in general. In Teotlalli his remains can be found in lands of the south. He is the father of Topiltzin Quetzalcoatl.
Opochtli
Opochtli was a Teotl of hunting and fishing. He is said to have invented the atlatl, the net, the canoe pole, and the bird snare. In Teotlalli he goes around as a man with very dark skin hunting in the forests. Hunters and foragers usually pray to him for a good hunt and bountiful.
Patecatl
Patecatl is the spirit of healing and fertility, herbology and surgery. He gives comfort in illness. Logically he is patron of day Grass. Husband of Mayauel, he is the father of the Centzon Totochtin (400 Rabbits), the spirits of drunkenness led by Ome Tochtli. As well as being a pulque spirit like his wife, he’s the deity of intoxication by peyote, hallucinogenic mushrooms, and psychotropic herbs such as datura (jimson weed), morning glory, and marijuana. These plants were used in healing, fortune telling, shamanic magic, and public religious ceremonies, hopefully also to tranquilize sacrificial victims and enhance the sacramental nature of the ritual. In Teotlalli he is worshipped openly in the lands of the west and east. The Southern Lands outlaw him however the Sons of the Hummingbirds do used some herbs and pray to him to keep them from getting sick.
Piltzintecuhtli
Piltzintecuhtli is the spirit of the rising sun, healing, and visions, associated with Tōnatiuh. The name means "the Young Prince". It may have been another name for Tōnatiuh, but he is also mentioned as a possibly unique individual, the husband of Xōchiquetzal. He was the lord of the third hour of the night. Piltzintecuhtli was said to be the son of Oxomoco and Cipactonal (the first man and woman that were created) and was seen as a protector of children. He was identified as the Youthful Sun.
Tecciztecatl
Tecciztecatl (or Tecuciztecatl), the Old Moon spirit, represents the male aspect of the moon. Tecciztecatl is the son of Tláloc and Chalchihuitlicue. In the beginning of the current world, the spirits gathered at Teotihuacán and asked "Who will take on the charge of illuminating the One World?" The beautiful and wealthy Tecciztecatl volunteered. When the moment arrived to complete the necessary rituals by throwing himself into the sacrificial fire, he became scared. The spirits passed the opportunity to the sickly and blistered Nanahuatzin . He went and became the sun. Ashamed, Tecciztecatl followed her to become another sun. However, the spirits threw a rabbit at him to dim his radiance. This is how the Fifth Sun started and how Tecciztecatl became the moon. Tecciztecatl is often pictured carrying a large, white seashell, representing the moon. He is also called "he who comes from the land of the sea-slug shell.”
Tepēyōllōtl
Tepēyōllōtl "heart of the mountains" is the spirit of earthquakes, echoes and jaguars. He is the spirit of the Eighth Hour of the Night, and is depicted as a jaguar leaping towards the sun. In Teotlalli Tepēyōllōtl is seen more as a part of Tezcatlipoca and a way for Tezcatlipoca to communicate with his priests and followers. He resides in Mictlan to rip the hearts of man.
Tlaloc
Tlaloc is the Teotl of rain and formerly the 3rd Sun he is responsible for all storms in Teotlalli and the people of Teotlalli have decided to harness some of his power Tlaloc and his wife Chalchiuhtlicue saw this and decided to make them their children and gave them a fraction of their power to control the weather to reasonable lengths. However, asking their father to make it rain or to make a tornado is seen as unethical and selfish. Though it may bother Tlaloc, Chalchiuhtlicue is always happy to lend a helping hand to her children.
Tlazōlteōtl
Tlazolteotl is a Teotl of purification, steam bath, midwives, filth, and a patroness of adulterers. In Nahuatl, the word tlazolli can refer to vice and diseases. Thus, Tlazolteotl was a Teotl of filth (sin), vice, and sexual misdeeds. However, she is a purification Teotl as well, who forgave the sins and disease of those caused by misdeeds, particularly sexual misdeeds. Her dual nature is seen in her epithets; Tlaelquani (‘she who eats filth [sin]’) and Tlazolmiquiztli (‘the death caused by lust’), and Ixcuina or Ixcuinan (‘she of two faces’).
Tonatiuh
Tonatiuh ("Movement of the Sun") is the former sun. According to legend, Tonatiuh was known as "The Fifth Sun." He would travel aross the sky like an eagle. and decended in the west. It was thought that his journey was sustained by the daily sacrifice of humans. In Teotlalli though he has reformed to the weak Nanahuaztin but guides the Young Sun.
Xiuhtecuhtli
Also known as the Lord of Fire Xuihtecuhtli is the Teteo of fire, heat and volcanoes. Despite his fiery portfolio Xiuhtecuhtli he is also known to be the personification of Heat during the cold, Light in the darkness, and food during famine. In the homes of Teotlalli almost every building be it a temple, a house, or at the marketplace there is always a lasting flame to honor Xiuhtecuhtli for his warm kindness. He is also a patron spirit to merchants.
Xochipilli
Xōchipilli is the teotl of art, dance, flowers, and song. As the patron of writing and painting. His twin sister is Xōchiquetzal. Xōchipilli has also been interpreted as the patron of both homosexuals and male prostitutes, a role possibly resulting from his being absorbed from the Toltec civilization. He, among other teteo, are depicted wearing a talisman known as an oyohualli, which was a teardrop-shaped pendant crafted out of mother-of-pearl.
Xochiquetzal
Xochiquetzal , also called Ichpochtli meaning "maiden", was a Teotl associated with concepts of fertility, beauty, and female sexual power, serving as a protector of young mothers and a patroness of pregnancy, childbirth, and the crafts practiced by women such as weaving and embroidery.
Xolotl
Xolotl is a Teteo of fire and lightning and death. He was also associated with the sunset and would guard the Sun as it traveled through the underworld every night. Dogs were associated with Xolotl. This deity and a dog were believed to lead the soul on its journey to the underworld. He was commonly depicted as a monstrous dog. He was also teteo of twins, monsters, misfortune, sickness, and deformities. Xolotl is the canine brother and twin of Quetzalcoatl, the pair being sons of the virgin Coatlicue.
Yacatcuhtli
Yacatecuhtli was the patron spirit of commerce and travelers, especially business travelers. His symbol is a bundle of sticks. Merchants carry an uttal cane as they move from village to village peddling their wares, and at night-time would tie them together into a neat bundle before sprinkling them with blood from their ears. It was believed that this ritual in Yacatecuhtli's honor would guarantee success in future business ventures, not to mention protection from vicious beasts and robbers on their journeys. His name means "lord of the nose."
Zacatzontli
Zacatzontli is the spirit of day road, he has an eagle as sun's symbol guide. He holds in his left hand a staff and his right hand supports a backpack full of quetzal birds. He can be a protector of merchants. He also helps travellers making him like Jokõjin and Jizu in Japanese mythology. One of the odd things about Zacatzontli is that he doesn't have a headdress, only a feather. His name could mean Lord of the Road. In Teotlalli many adventurer’s pray to him for safe travels and to not be ambushed by barbarians.
Afterlife
When it comes to the afterlife it's not based on what alignment you are but rather on how you died. If you died due to drowning then your soul would go to Tlalocan, a plane ruled by Tlaloc. It is said to be a paradise filled with every flower and a sparkling river.
Or if an infant died at a young age they would go to Tamoanchán where Itzpalolotl ruled and a tree with nipples would feed the infant's souls. But for everyone else they would go to Mictlan where they would travel through the realm in order to reach Mictlantecuhtli where they are rewarded eternal rest.
When a soul dies they aren’t sent to a plane that corresponds to their alignment. Instead in this world they are sent to a few worlds. One is Mictlan where Mictlantecuhtli and his wife watch over the souls of the dead.
Mictlan
Mictlan is an underworld realm that is home to Mictlantecuhtli and Mictecacihuatl where the souls journey through nine layers to finally meet Mictlantecuhtli and be given eternal rest. There is a river that flows through the underworld called the Apanohuaia River where the gargantuan monster named Xochitonal resides to devour the souls who get lost when crossing the river. Unlike the Nine Hells in the Forgetten Realms, Mictlan is a journey to eternal rest and on their journey is a dog called Xoloitzcuintle and their coat was either white or vermilion. It's color is the only way to see in the place full of darkness; however, if the person in question was not kind to dogs they would spend their lives here for all eternity.
The First Layer
Itzcuintlán, The first layer of Mictlan consists of crossing the great Apanohuaia River with the help of an animal guide that is bestowed unto kind people by the teotl Xolotl. The river's surface is covered in a dense greenish grey fog that is only traverable with the help of the animal guide Xoloitzcuintle as they guide you though the river. Lurking in the river is the sea monster Xochitonal, described as a large iguana with mouths on each joint and with claws sharper than obsidian.
The Second Layer
The Second level is Tepectli Monamictlan it is a place where two giant hills crash into one another. Each time they crash a sharp piercing ringing shoots through the ears of mortal souls causing them to flinch and cover their ears. The Soul must either wait for the right moment to continue its way or break through the ringing and push onward. Those who get caught in the hill colliding with each other are crushed and their soul returns to the first layer starting the journey from scratch.
The Third Layer
Then comes the third layer of Mictlan, Iztepetl. In this layer of Mictlan the souls must cross a path of obsidian and flint. Cutting and shredding through the skin of the dead to shred the blood and muscle that the spirit may still have in their bodies. This is to shred what flesh that tied them to the living.
The Fourth Layer
The fourth layer of Mictlan is called Cehueloyan, it is a place of sorrow and woe where the words of the midwife echo through the vast fields of snow and through these words the spirit remembers the saddest moments of its life. It must go through to get rid of them.
The Fifth Layer
In the middle of the journey is Pancuetlacaloyan, a place with so much wind that bodies float like flags. Souls that cannot overcome the harsh winds are blown away. This layer of Mictlan was at the foot of the last hill Izteecayan and there began a very cold desert area, composed of eight moors that had to go.
The Sixth Layer
Next comes Timiminaloayan, the sixth layer of Mictlan. Where invisible hands throw arrows that must be dodged by the souls. Each Arrow represents a person who had an influence on the departed be it good or bad. This is also the process to get rid of any blood that the deceased has.
The Seventh Layer
In the seventh layer is know as Teocoyocualloa. In this layer you are attacked by wild beasts. The deceased makes it out the chest is sliced open by a jaguar and then your heart is ripped out. This is to symbolize that you have left all worldly possessions and moving on.
The Eighth Layer
The eighth level is Apanohualoyan, a place where a fog covers the area and Waters reach up to their waists. In the fog the departed see their life pass as they wade over the dark waters. They must get through to seek eternal rest those who don’t drown and do not get eternal rest.
The Ninth Layer
The last level is Chiconahualoyan where the souls finally meet Mictlantecuhtli for the ultimate test and it goes as follows. The deceased fights for his survival, and reflects on the existence of life and how it is a constant battle. By recognizing the efforts of others and their courage (including that of the other deceased at his side and the hardships they have gone through), he goes to the next stage.
The deceased thinks about their condition and must be able to act without thinking, to detach themselves from reasoning.
The third state is that of the desire for importance, where the deceased must open his eyes to the fact that if he had not been blinded for a single moment by the desire to dominate the other, he would have lived a life more prosperous.
In the fourth state of consciousness, that of clarity, the deceased must realize that people were present for him or to help him and that sometimes he did not give them any importance. He needs to come to terms with his relationships and put his mind in order.
Once his mind is clear, the deceased has clear access to what he wanted to achieve in his life, what was his goal and his vision. The challenge at this level is to feel that a clear vision and healthy relationships would have brought greater success.
Reaching the sixth state supposes an active will to help others in the achievement of their goals. The deceased must recognize that asking for or providing help is a strength.
The deceased must wake up at a stage where he accepts to unite with his life as it was without experiencing resistance, complaints or regrets.
The eighth state is that of plenitude, where the deceased must feel a deep connection between what surrounds him, the world and himself to move on to the next stage.
The deceased must experience unity, admit that there is no separation between inside and outside, between him and others and that existence is an inseparable whole. By this path he attains eternal rest.
Creation Myth
In the beginning, The being known as Ometeotl, a being both male and female, both good and bad, created itself and gave birth to four sons, the Tezcatlipocas of the North, South, East, and West. Their names were Tezcatlipoca, Xipe Totec, Huitzilopochtli and Quetzalcoatl. Shortly after their birth They tried to create people but there was something lurking in the cosmic Waters below eating anything they created and it was named Cipactli. So Tezcatlipoca came up with a plan to lure it out with his foot and Cipactli took the bait then four teteo trapped Cipactli and strangled it to death.
However; it was mostly dead. Cipactli was still moving and wanted blood and so the Teteo promised Cipactli to give it blood. After the defeat of Cipactli they began to create the first sun to do this they lit up a pyre and Tezcatlipoca wanting to be the first Sun tied the sun around his waist, flew up to the heavens and became the first sun. There was one problem however, Tezcatlipoca could only produce half a sun. Over time however Tezcatlipoca and Quetzalcoatl start to have a rivalry so Quetzalcoatl grabs a club and knocks Tezcatlipoca out of the sky and into the water. Tezcatlipoca emerges from the ocean as a giant jaguar and kills his people in a fit of rage.
Afterwards Quetzalcoatl became the sun and although he was doing a good job the humans of the second world became rude and disrespectful and they offended Tezcatlipoca and he turned them into monkeys.
This is where the Ozomalteca were born. Quetzalcoatl, upset that the humans were turned into monkeys, blows them off in a hurricane and drifts into space.
Tlaloc the teotl of rain becomes the third sun and does a good job giving people much more rain and making the soil fertile but Tezcatlipoca seduces Tlaloc’s wife Xochiquetzal and becomes so upset that he will not let it rain. The people plead and beg for Tlaloc to give them rain angered Tlaloc unleashed a rain of fire and burnt all of his people into a crisp.
The Next sun was Tlaloc’s new wife Chalchiuhtlicue and was doing a good job of being the sun and loved her people as if a mother loved her children however Tezcatlipoca grew jealous of Chalchiuhtlicue and accused her of showing false love this hurt Chalchiuhtlicue greatly and cried blood for 52 years.
Quetzalcoatl, frustrated to remake humanity, goes to Mictlan and meets with Mictlantecuhtli, the lord of the dead. Mictlantecuhtli challenges Quetzalcoatl to play his conch horn however when Quetzalcoatl went in to blow the horn there was no sound. Mictlantecuhtli had played a trick on him. Quetzalcoatl called upon bees to help him produce sounds and ants to make holes and played a note.
Mictlantecuhtli was shocked and gave Quetzalcoatl the bones of humanity. On his way up to the earth he tripped and broke the bones. Quetzalcoatl then sacrificed himself and showered the bones with his blood he peoples skin began to form from the dried bones from Mictlan and the teteo seeing the sacrifice that Quetzalcoatl made the teteo did the same and when it was up to someone to become the new sun Tecciztecatl boasted that he should be the sun.
The Teteo weren’t too keen on him being the sun then came the humble Nanahuatzin the sickly spirit offered to be the sun and Tecciztecatl laughed at him. But when the time came to jump into the great pyre Tecciztecatl tried so many times but he turned away in cowardice.
Nanahuatzin without hesitation jumped into the fire and from the flames came the Nanahuatzin now known as Tonatiuh. Ashamed of himself Tecciztecatl jumped into the fire and from the flames Tecciztecatl came out as a sun.
Now that there were two suns the sky was two bright so Huitzilopochtli grabbed a rabbit and threw it at Tecciztecatl and the rabbit dimmed his light and made the moon. Now that Tonatiuh was the sun he did not move. So Quetzalcoatl turned into a falcon and questioned Tonatiuh. Tonatiuh demanded the hearts of man. The humans grabbed stone knives and tore through their stomach and ripped their hearts out and then Tonatiuh began to fly across the sky.
A World Reborn
During the era of the fifth sun ruled by Tonatiuh the halt of the sacrifice of humans for their blood halted the sun in its place and soon the earth began to rumble. Monuments and buildings began to topple to the ground and rose from the ground was Cipactli and it began to devour everything. Cipactli flailed and roared and with its tail, knocked Tonatiuh out of the sky and he fell into the ocean snuffing out his flame.
When Tonatiuh was knocked out of the sky the Tzitzimime descended from the stars and slaughtered then ate the flesh off peoples bones then took their souls to Mictlan.
The teteo fought Cipactli and they were victorious but some of the teteo were devoured by Cipactli. The bodies of the teteo that were devoured by Cipactli began to glow with life and gave the lands life while making sure that Cipactli remained dead.
After the defeat of Cipactli the teteo began to migrate for centuries. They found a place to settle and placed Cipactli’s corpse in the water and molded his body deforming it to suit their needs and wants. They made mountains from his teeth, rivers from his tears, the seas from his eyes, and life from its blood. The teteo dug a hole into Cipactli and Xipe Totec Tezcatilpoca to the East planted a seed in the hole and sprouted a great tree and soon the tree began to produce seeds and soon made the people called the Amoxoaque people made from trees that are to be the embodiment of nature.
Quetzalcoatl began to remake humanity again and dipped their bones in his blood and so the people of the 6th sun were reborn. After a few centuries, humans began to build and grow again just like the people of the old world. The teteo called them Yencuiteca meaning “The New People.” The Yencuiteca began to build cities for the teteo as thanks for their knowledge of hunting, arts, architecture, agriculture, and language.
Soon the teteo began to do their part and make this world and land much stronger and better than it was however there was no sun...
Making of the Sixth Sun.
The Teteo began to create the Great Pyre for the next teteo but no one had the guts to be a next sun. Tonatiuh cried out why he couldn’t be the sun. The teteo looked at him and said
“The time of blood is over though you have asked for our sacrifice just so you would glide across the sky. All the others asked for no such thing.”
Tonatiuh replied “You all doubted me when I was the weak Nanahuatzin. I proved myself to all of you and I demand that I become the sun once again!”
Huitzilopochtli having enough of Tonatiuh’s tantrum picked up a sick bird and threw it at Tonatiuh causing him to grow sores and become the same way he was before. Xochiquetzal raised her granddaughter and told the teteo that her granddaughter will be the next sun and the previous suns will have to teach her ways of being the sun. So in the Pyre she leaped and it burned her.
Moments passed and the flames calmed and crawled from the pyre was Tlālticpactlahuilli. Hair was black as charred wood and skin gold as the sun. Her eyes were all kinds of red and orange like metal being taken out of a furnace. The teteo gave the young sun gifts and the one she enjoyed the most was chocolate.
She demanded that chocolate be offered to her in her name. The teteo were confused and asked her about the blood of humans. She being both mortal and a teteo disliked the taste and preferred not to take the lives of people.
The teteo acknowledged her preferences and she went down to Teotlalli and spoke to the humans and told them that she would need 500lbs of chocolate each 52 years.
The Birth of the Moon and the Stars
After a few years Tlālticpactlahuilli began to feel as if he was the only one to own the sky. She was lonely so she went to find some friends there in Teotlalli and she found children birthed from noble families.
Tlālticpactlahuilli ran through the field with the children and asked if they wanted to play hide and seek; the children agreed. So they hid in the bushes, in the tree, down in the undergrowth, by the river, they hid anywhere they could. Tlālticpactlahuilli began her search and after she found them and tagged them she left a mark on where they were tagged. One by one she found more and more children but she had to go back home in the sky. She said farewell and raced towards the sky. After a few decades have passed the children have become old and have passed on but instead of going to the afterlife to live with Mictlan they went towards the heavens.
Tlālticpactlahuilli was waiting all this time. She assigned ev’ry soul to be a star in the night sky. As for who was going to be the moon She assigned a girl now a woman to be the new moon. The Teotls name was Yancuimetztli. So now when you look up at the night sky of Teotlalli you can hear all the children playing up in the night sky, can you see all of them?
Creation of the Mecahuehuetl
Up in the mountain near the remains of Mixcoatl lived a man named Olanxo and this man would go up to the mountains and sing. One day the teotl Xochipilli saw the man and walked up to him and asked if he would play him something to accompany his singing. He planted a seed and it sprouted in minutes to a full grown tree. Xochipilli then cut it down and gathered the wood and hollowed it down. Then he took a branch and with its sap glued it to the top of the body. After that he carved a flower from the wood and used the sap again and glued it to the top of the branch.then he wove strings from the vines and created strings. This finally made the first Mecahuehuetl. Olanxo looked in awe at the fine creation and when Xochipilli lucked the first string it was said that the birds flew and danced in the sky above. Olanxo and Xochipilli performed many songs and nature danced to their music. Hours go by and Tlālticpactlahuilli rests for the night. Olanxo bids Xochipilli farewell, but before he can walk away Xochipilli gives him the instrument he created from nature itself. Olanxo gave his thanks and went back to his village.
More Myths will be added soon!
Ahuizotl
Small monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 71 (13d6 + 26)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 2 (450 XP)
Amphibious. The Ahuizotl can breathe air and water.
Spiky Coat. A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.
Mimicry. The Ahuizotl can mimic sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Grab. The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus.
Pet of Tlacocan. The Ahuizotl is a dog-like monster with the end of a tail. It is a guardian of lakes and rivers and is said to be a messenger of Tláloc and Chalchiuhtlicue to look for people that they deemed perfect to spend eternity with. However, this does not mean it wasn’t malicious. Ahuizotl does have a life of its own and will drown and devour its victims. It lures people by mimicking a baby’s wail or a woman's screams for help. It has also been said to attack fishing canoes but people could offer up their catch to appease the Ahuizotl.
Ahuizotl by David Romero
Atlateca Soldier
Medium humanoid, neutral
- Armor Class 11
- Hit Points 13 (2d8 + 4)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 11 (+0)
- Saving Throws Str +3, Dex +3
- Skills Perception +3
- Senses passive Perception 13
- Languages Aquan, Common
- Challenge 1/8 (25 XP)
Amphibious. The Atlateca can breathe air and water.
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
MtG: Riverwise Augur by Alayna Lemmer-Danner
Atlateca Mage
Medium humanoid, any alignment
- Armor Class 12 (15 with mage armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 10 (+0)
- Saving Throws Int +5, Wis +3
- Skills Arcana +5, History +5
- Senses passive Perception 11
- Languages any four languages
- Challenge 3 (700 XP)
Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, Shape Water, mage hand, prestidigitation
1st level (3 slots): Create or Destroy Water, mage armor, magic missile, shield
2nd level (2 slots): misty step, Snilloc's Snowball SwarmActions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Atlateca Acolyte
Medium humanoid, any alignment
- Armor Class 11
- Hit Points 19 (3d8 + 6)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 12 (+1) 15 (+2) 11 (+0)
- Skills Medicine +4, Religion +3
- Senses passive Perception 12
- Languages any one language (usually Common)
- Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuaryActions
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Atlateca Paladin
Medium humanoid, any alignment
- Armor Class 15 (Ehuatl)
- Hit Points 19 (3d8 + 6)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 13 (+1)
- Saving Throws Wis +3
- Skills Intimidation +3, Religion +2
- Senses passive Perception 11
- Languages Common
- Challenge 2 (450 XP)
Channel Divinity: Marine Layer. (1/Short Rest). As an action the Atlateca Paladin can channel the sea to create a thick cloud of fog that surrounds the Atlateca Paladin and heavily obscures the area for 20 feet in all directions, following the Atlateca Paladin as it moves. the Atlateca Paladin and all creatures within 5 feet of it instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.
Channel Divinity: Fury of the Tides. (1/Short Rest). As a bonus action, the Atlateca Paladin can channel the powerful might of the waves to bolster its attacks for 1 minute. Once per turn for the duration, when the Atlateca Paladin hits a creature with weapon attack, it can choose to push the target 10 feet away from itself. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to its Charisma modifier.
Spellcasting. The Atlateca Paladin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The Atlateca Paladin has the following ??? spells prepared:
1st level (3 slots): _ command, compelled duel, thunderous smite_Actions
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Jace's Sentinel - Magic the Gathering by Alex Konstad
Link - https://www.artstation.com/artwork/Yd3bY
Amoxoaque
Huge plant, Lawful neutral
- Armor Class 16 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing
- Senses passive Perception 13
- Languages Common, Druidic, Elvish, Sylvan
- Challenge 13 (10,000 XP)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Innate Spellcasting. The Amoxoaque's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Speak with Plants, Spike Growth, Hail of Thorns
3/day each: Entangle, Plant Growth, Tree Stride
1/day each: Wrath of Nature, Wall of ThornsActions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
People of the Forest. The Amoxoaque are tree spirits inhabiting forests as their guardians, natural beings who have the ability to turn anyone into a tree who has destroyed any tree as a consequence. Amoxoaques are overprotective with their land, which is why they were in charge of punishing those who damaged it. Thus, they managed to instill fear among the community and communicate the fate that awaited the destroyers.
Skin of Bark. Their appearance is like that of an authentic tree with very little characteristics of a humanoid. This is because the Amoxoaques put aside their human form when they emerged from the tree of life called Tonacacíhuatl, when it broke in the city of Tamoanchan.
Living History. Legend assures that the tree people lived in peace at the time of the second sun, a kingdom that was run by Quetzalcóatl. However, when Tezcatlipoca sent an intense deluge to Earth (which lasted 52 years), almost all of the Amoxoaques died. Now only a few remain around the forests of Teotlalli, taking care that no one hurts them and punishing those who do. They hide among the plants, like sentinels who watch over the conservation of mother earth.
Amoxoaque by CarloMoran
Axoloteca Barbarian
Small humanoid, unaligned
- Armor Class 13 (hide armor)
- Hit Points 32 (5d6 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 8 (-1) 13 (+1) 11 (+0)
- Saving Throws Str +6, Con +6
- Skills Nature +2, Survival +4
- Senses passive Perception 11
- Languages any one language (usually Common)
- Challenge 5 (1,800 XP)
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Hardened Tail. The Axoloteca Barbarian possess an abnormally large and muscular tail that you can use in battle. As a bonus action, The Axoloteca Barbarian can use its tail to make unarmed strikes. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Spitting Blood. While the Axoloteca Barbarian is grappled or when the Axoloteca Barbarian gets hit with a melee attack as a reaction the Axoloteca Barbarian can spew a gooey substance that looks like blood. The target must make a Dexterity saving throw. On a failed save the target is covered in acid for 1 minute or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.
Once the Axoloteca Barbarian usse this trait, the Axoloteca Barbarian can’t use it again until it completes a short or long rest.Actions
Multiattack. The Axoloteca Barbarian makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Azteclotl by Danielle Jones
Axoloteca Mage
Small humanoid, any alignment
- Armor Class 11 (14 with mage armor)
- Hit Points 33 (6d6 + 12)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 18 (+4) 13 (+1) 12 (+1)
- Saving Throws Int +7, Wis +4
- Skills Arcana +7, History +7, Insight +4
- Senses passive Perception 11
- Languages any four languages
- Challenge 5 (1,800 XP)
Spellcasting. The mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, melf's acid arrow
3rd level (3 slots): counterspell, fireball, tidal waveActions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Chocacihuatl
Medium undead, chaotic evil
- Armor Class 12
- Hit Points 63 (14d8)
- Speed 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 18 (+4)
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Ethereal Sight. The Chocacihuatl can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Chocacihuatl can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Decaying Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) necrotic damage.
Etherealness. The Chocacihuatl enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Chocacihuatl that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this Chocacihuatl's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Hopeless Wail (1/Day). The Chocacihuatl emits a magical cry. Every humanoid and giant within 60 feet of the Chocacihuatl that can hear the wail must succeed on a DC 15 Constitution saving throw or be cursed with Chocacihuatl's sadness. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
The Weeping Lady
Poor Souls Lost. Chocacihuatl Are women who have committed crimes against their families and then ended their lives by suicide. The said crimes can vary however the most well known is that a mother murders her family out of wrath or envy. She will either live out her days and live with the fact that she killed her family or she will commit suicide. They are often seen by rivers and it is rare to hear one by a river let alone see a Chocacihuatl.
Mark of the Wailer. When a Chocacihuatl notices someone she will give chase and if or when she gets close to you she will mark you. When someone is marked my the Chocacihuatl they must go to a priest as soon as they can for if 3 days elapse the victim of the Chocacihuatl will die and their soul will turn into a Tlemacoa.
La Llorona by Adam Duff
Offspring of the titanic caiman that formed the Earth, the Cipactli are large crocodilians with a sharp toothed maw at each body joint.
From Monster to the World. When the Teteo created the people of the 6th world Cipactli would swim in the waters and eat anything the Teteo would create so Huitzilopochtli dove into the waters and tore cipactli limb from limb his teeth were made into mountains, his skin into the earth and his eyes into water and rain.
From Blood Came Offspring. the blood of Cipactli soaked the earth and from the blood grew the spawn of Cipactli that were fiendish in nature. They are much bigger than regular crocodiles and can grow up to 20 to 35 feet. Up to twelve meters long, their thick armor protects against clubs or arrows, but each mouth is a vulnerability. Because of this, the Cipactli have had to learn stealth. They are primarily ambush predators, hiding among the trees and lunging at passing deer, javalina, and people. Sometimes they will sit in a river, using their limb-mounted mouths to consume passing fish.
Cipactli Spawn
Large fiend, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 8 (-1) 14 (+2) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; non-obsidian attacks
- Senses passive Perception 12
- Languages understands Aquan
- Challenge 6 (2,300 XP)
Amphibious.. The Cipactli Spawn can breathe air and water.
Actions
Multiattack. The Cipactli Spawn makes two attacks: one with its bite and one with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.
Dragon Chronicles - Swamp Serpent by Robert Crescenzi
Ehecacoatl
Medium dragon (Subspecies Couatl), lawful good
- Armor Class 19 (natural armor)
- Hit Points 97 (13d8 + 39)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)
- Saving Throws Con +5, Wis +7, Cha +6
- Damage Resistances radiant
- Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical weapons
- Senses truesight 120 ft., passive Perception 15
- Languages all, telepathy 120 ft.
- Challenge 4 (1,100 XP)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scryingMagic Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Ehecacoatl by Ah-Puch-Zegno
Huey Mazatl
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 19 (3d10 + 3)
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 12 (+1) 6 (-2) 15 (+2) 10 (+0)
- Saving Throws Con +3
- Skills Athletics +4
- Senses passive Perception 12
- Languages Can understand common but can't speak it
- Challenge 1/4 (50 XP)
Trampling Charge. If the Huey Mazatl moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC14 Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
The Huey Mazatl was born from nature itself and acts as a mount to the people of Teotlalli. Many people used them to haul supplies and goods to cities with markets. Wild Huey Mazatl are very timid and are rarely seen but there are some people who have captured them and domesticated them into being rideable mounts. The first to domesticate Huey Mazatl was a man of the Chichimeca Nomads in the lands to the West by the name of Achcauhtli (meaning "leader.") Achcauhtli taught his tribe and then soon used them in combat with many successful raids.
Physiology
Huey Mazatl at birth are about foot long and weigh 35 to 50 pounds and at maturity they reach up to 9 to 15 feet tall and weigh up to 900 to 2,200 pounds.
Male Huey Mazatl during mating season their horns grow half their size and their antlers start to shed. The bigger the antlers the more likely the Huey Mazatl will attract female Huey Mazatl. With female Huey Mazatl their antlers shrink and sprout honeysuckle and with the honeysuckle the smell travels in a 5 mile radius to attract nearby Huey Mazatl.
Huitzicuezaltol
Tiny beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 3 (2d4 - 1)
- Speed 10 ft., fly 120 ft.
STR DEX CON INT WIS CHA 6 (-2) 25 (+7) 8 (-1) 10 (+0) 14 (+2) 12 (+1)
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Understands Common but can't speak it.
- Challenge 1/8 (25 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Beaks. Melee Weapon Attack: +9 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (1d6+7) piercing damage
Gift from the 5th Sun. This hummingbird is a gift from Huitzilopochtli. It is said that f you kill it you will evoke the wrath of the war god. These Hummingbirds have the flames of Huitzilopochtli when he was a sun god and now these birds are made from human souls who have died in battle.
Physiology
Huitzicuezaltol (loosely translated to Flaming Hummingbird) are a group of birds that live in the southern regions of Teotlalli and are considered to be some villages sacred bird. Some households take these birds as pets and some teachers in the West even have them as familiars.
Mazacóatl
Large monstrosity, unaligned
- Armor Class 16 (natural armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
- Senses blindsight 10 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Flyby. The mazacoatl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
The Mazacoatl is a fantastic animal with the body of a serpent and deer ergot, he lived in Mictlan, the Underworld from where he used to be absent to carry out his evil deeds, which were not few.
Myth
This beautiful snake had the ability to become a woman in order to seduce men who came too close to the waters. Once she had achieved her seductive purpose, she killed them ruthlessly, without the slightest remorse.
With women he proceeded in a different way: he induced them to climb on his back and since they were mounted, he took pleasure in burning their entrails, forcing them to writhe in pain, which is why he was extremely feared by females. It says that its flesh, white and soft, had the ability to grant men great virile power, although of course it was unthinkable to eat the Mazacóatl, since it was impossible to kill her. Due to this quality, it was considered the symbol par excellence of sexual relations and, therefore, it was related to the fertility of the earth.
MYL Card Illustrations by Tatii Lange
Tlacacitlalcuitlatli
Large construct, unaligned
- Armor Class 21 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 20 (+5) 5 (-3) 11 (+0) 6 (-2)
- Saving Throws Str +12, Con +10
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 13 (10,000 XP)
Immutable Form. The Tlacacitlalcuitlatli is immune to any spell or effect that would alter its form.
Magic Resistance. The Tlacacitlalcuitlatli has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Tlacacitlalcuitlati weapon attacks are magical.
Constructed Nature. The Tlacacitlalcuitlatli doesn't require air, food, drink, or sleep.
Actions
Multiattack. The Tlacacitlalcuitlatli makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Obsidian Shards. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d4 + 7) piercing damage.
Slow (Recharge 5-6). The Tlacacitlalcuitlatli targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Made by Xiuhtecuhtli, the Tlacacitlalcuitlatli serve as protectors of civilization. They are highly regarded as guardians of small villages and very few thieves would dare face a Tlacacitlalcuitlatli. They have been known to slice through even the toughest of metals that the blacksmiths can forge. Xiuhtecuhtli gave the people a book on how to make them and how to control them. In return? Xiuhtecuhtli requires feasts and a heart of a human every 52 years.
Obsidian Golem by Canada-Guy-Eh
Quetzalteca Priest
Medium humanoid, Lawful Good
- Armor Class 14 (Ehuatl)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
- Skills Medicine +7, Persuasion +3, Religion +5
- Senses darkvision 60 ft., passive Perception 13
- Languages any two languages
- Challenge 4 (1,100 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardiansFlight of Quetzalcoatl. As a bonus action you gain the ability to sprout magical feathers through your arms giving you a flying speed of 30 feet for 10 minutes. After you use this feature you cannot do so again after a short or long rest.
Presence of the Feathered Serpent. When you make a Charisma(Persuasion) check you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Quetzalteca Bard
Medium humanoid, Neutral good
- Armor Class 11 (16 with barkskin)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
- Skills Medicine +3, Nature +2, Perception +3
- Senses passive Perception 13
- Languages Druidic plus any two languages
- Challenge 2 (450 XP)
Spellcasting. The Quetzalteca Bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatterSong of Rest. The Quetzalteca Bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The Quetzalteca Bard can confer this benefit on itself as well.
Taunt (2/day). The Quetzalteca Bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the Quetzalteca Bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the Quetzalteca Bard's next turn.
Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Quinametzin
Huge giant, neutral
- Armor Class 15 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 50 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 8 (-1)
- Skills Perception +4
- Senses passive Perception 14
- Languages Giant
- Challenge 5 (1,800 XP)
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
The Quinametzin were a race of giants during the cycle of the first Sun. They built great cities and temples and respected the teteo, but when Quetzalcoatl knocked Tezcatlipoca who was the current sun at the time from the sky, they were killed by Tezcatlipoca and his jaguars. Some say that there were a few survivors who buried themselves beneath the vaults of Teotihuacan and Cholula, hibernating, to reawaken when the time was right. Standing sixty feet tall, and with great obsidian spears and clubs, the Quinametzin may not be kind to the miniature usurpers currently strutting around on the surface.
Quinametzin the Aztec giant by Krzysztof Porchowski Jr
Teotlateca Warrior
Medium humanoid (human), neutral
- Armor Class 13 (Ichcahuipilli)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 12 (+1) 12 (+1) 10 (+0)
- Skills Acrobatics +3, Athletics +4, Perception +3
- Condition Immunities charmed
- Senses passive Perception 13
- Languages Common
- Challenge 1/4 (50 XP)
Actions
Macuahuitl. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Teotlateca Priest
Medium humanoid, any alignment
- Armor Class 10
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)
- Skills Medicine +4, Perception +4, Religion +2
- Senses passive Perception 14
- Languages Common plus any two languages
- Challenge 2 (450 XP)
Spellcasting. The Teotlateca Priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Teotlateca Priest has the following spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardiansDivine Eminence. As a bonus action, the Teotlateca Priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Teotlateca Priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Aztec Priest by Razputin93
Tlatecuhtli
In the world long before the sixth sun come into existance some elders spoke of a great devourer. This monster had an insatiable appetite and nothing could ever hurt it, This monster is known as Tlatecuhtli.
The story goes that it was swimming in the astral seas and the Teteo setting aside their differences pounced unto the monster and grabbed its limbs and ripped the monsters body apart.
Its shoulders became the mountains, its nose was used to make valleys, Its tears was used to make the seas and lakes, it hair was used to make trees, every single organ was used to make the worlds. However its blood morphed into a much smaller version of Tlatecuhtli.
Adaptive traveling Devourer
In the regions of Teotlalli the Tlatecutli Spawn has been seen from swamps, forests, plains, tundras, and even in the outer planes. It is certain that when it comes to location it adapts to its current location. The Tlatecuhtli does have a special property. Depending on its environment it will grow plant life from pine trees to mesquite trees to oak. This also effects grass and fungi as well. All plants will start to overgrow as long as the Tlatecuhtli is nearby.
Attempts of Slaying
People of Teotlalli have made procedures to ensure that the Tlatecuhtli doesn't devour anyone some are to lead it off course with a deer packed with all kinds of meats and rub its pelt with plant oils of a Marigold. Some have tried to fight the Tlatecuhtli Spawns and very few came back. With those who came back they have reported that when they were close to weakening it they were ensnared on some vines and it vanished leaving the party of soldiers confused as to why it didn't eat them.
Tlaltecuhtli inspired creature design by Noé Leyva
Tlatecuhtli Spawn
Huge monstrosity, unalighed
- Armor Class 17 (natural armor)
- Hit Points 150 (12d12 + 72)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 22 (+6) 7 (-2) 17 (+3) 10 (+0)
- Saving Throws Str +9, Con +10, Wis +7
- Skills Acrobatics +8, Intimidation +4, Nature +2, Perception +7
- Damage Vulnerabilities fire, lightning
- Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities blinded, charmed, frightened, grappled, paralyzed, poisoned, stunned
- Senses darkvision 120 ft., tremorsense 180 ft., passive Perception 17
- Languages Abyssal, Celestial, Common, Deep Speech, telepathy 30 ft.
- Challenge 10 (5,900 XP)
Innate Spellcasting. The Tlatecuhtli's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Thorn Whip, Earth Tremor, Hail of Thorns
3/day each: Wall of Thorns, Erupting Earth, Tidal Wave
1/day each: Maelstrom, Move EarthLegendary Resistance (3/day). If the Tlatecuhtli fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Tlatecuhtli has advantage on saving throws against spells and other magical effects.
Amphibious. The Tlatecuhtli can breathe air and water.
Blood Frenzy. The Tlatecuhtli has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) piercing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Frightful Presence.. Each creature of the Tlatecuhtli's choice that is within 120 feet of the Tlatecuhtli and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tlatecuhtli's Frightful Presence for the next 24 hours.
Legendary Actions
The tlatecuhtli incarnate can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tlatecuhtli incarnate regains spent legendary actions at the start of its turn.
Claw Attack. (Costs 1) The Tlatecuhtli makes a Claw attack.
Cast a spell.(Costs 2) The Tlatecuhtli Casts a spell.
Move.(Costs 1) The Tlatecuhtli moves up to its movement speed.
Regional Effects
The region containing the tlatecuhtli incarnate's lair is warped by the creature's presence, which creates one or more of the following effects:
-
Jungle and forest terrain become difficult terrain.
-
Within 1 mile of its lair, the Tlatecuhtli leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the Tlatecuhtli's path.
If the tlatecuhtli incarnate dies, the first two effects fade over the course of 3d10 days. Forests and Jungle become overgrown with plant life. Rainfall and Land Slides occurs more frequently.
Tlemacoa
Small elemental, unaligned
- Armor Class 22 (natural armor)
- Hit Points 7 (2d6)
- Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 14 (+2) 16 (+3) 11 (+0)
- Damage Vulnerabilities force
- Damage Resistances acid, cold, fire, psychic, radiant, thunder
- Damage Immunities lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses truesight 120 ft., passive Perception 13
- Languages Celestial, Common
- Challenge 1 (200 XP)
Incorporeal. The Tlemacoa can move through other creatures and objects as if they were difficult terrain. It takes 1d4 force damage if it ends its turn inside an object.
Variable Illumination. The Tlemacoa sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The Tlemacoa can alter the radius as a bonus action.
Magic Resistance. The Tlemacoa has advantage on saving throws against spells and other magical effects.
Remembrance of the Dead. The Tlemacoa passes through you with a warm sensation and attempts to bring warm memories of the deceased. The target must make a wisdom saving throw. On a failed save, The target gets on their knees and proceeds to wail in sorrow. You are considered knocked prone for 1 minute. At the beginning of the targets turn they can make a wisdom saving throw to break out of effects of the Tlemacoa.
Some say that these wisps are the spirits who died soon after they're dearly beloved passed away mere moments before they did or are they just creations of the Teotl of fire, Xiuhtecuhtli. No one knows for sure however these spirits though not hostile are extremely dangerous. When one touches you it goes into your mind and reaches in deep memories you have long suppressed. Some even show you a visage of your family passing away and you can do nothing but watch.
Though it will not outright kill you, your grief will be so great that you will weep so much that you dehydrate yourself leaving you a husk.
Will O`Wisp by Raquel Rubio
Tlilcoatl
Huge beast, Chaotic Neutral
- Armor Class 15 (natural armor)
- Hit Points 37 (5d12 + 5)
- Speed 15 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
- Proficiency Bonus +2
- Senses blindsight 10 ft., passive Perception 11
- Languages —
- Challenge 4 (1100 XP)
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
It is a long and powerful snake found in the swamps and flooded caves of Teotlalli. This gleaming black snake is thick enough that a man's arms can barely wrap around it. The scales are shiny black. The head is large, with burning eyes and beard-like appendages on the back, similar to those on the chin. The tail is forked.
Behavior. The powerful mouth of a Tlilcoatl can generate a suction strong enough to attract prey from a distance. Tlilcoatl feed primarily on fish, but are not above drowning and eating people. They can spit venom like passersby, incapacitating them enough to absorb them, drag them underwater, and devour them.
Tliltcoatl by Boris Otaegui Alchao
Yoaltepuztli
Medium undead, neutral
- Armor Class 9
- Hit Points 37 (5d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 9 (-1) 15 (+2) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities acid, necrotic, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- Senses passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
The Yoaltepuztli lives in the dense forests and could be found throughout the lands of Teotlalli. It is headless and in some accounts he was known to carry his head around by the hair. People went to the forests to search for the Yoaltepuztli because according to legend, if you are brave enough to seek him out and meet with it, the Yoaltepuztli would consider granting you wishes. Many would try to commune with this creature to try to obtain money or a military victory. The headless Yoaltepuztli would make a loud cracking sound, like a tree falling in the forest. From this sound came the creature’s nickname, “The Night Axe.” The sound came from the Yoaltepuztli opening up his chest when he sensed humans nearby. Like the Tlacanexquimilli, this monster would offer humans its cactus thorns. If he sensed great bravery among his human visitors, he would give that person more thorns. If the Yoaltepuztli was in a bad mood or didn't wish to be disturbed by humans, sometimes he would strike down his visitors and curse them with poverty and misery.
In one tale, if a human visitor could tear out the heart of the Yoaltepuztli from its already opened up torso, this led to a whole other series of fortunes and misfortunes. If you could keep the creature away from its heart for one day, the lucky – or unlucky – human would get to see the heart transform. If the heart turned into a ball of feathers the next day the human would be prosperous and lucky throughout his life. If the heart turned into a black blob, the human would be forever cursed.
Yoaltepuztli by verreaux
Updates and Changes
May 2021
- Axoloteca Ezzo's "Student of Diseases" has been removed.
- Axoloteca's "Magical Antenna." has been changed to only being a spellcasting focus.
- Added which classes get which spells
- Alphabetized magic items
- Added mundane items category
- Updated College of the Feathered Serpents "Knowledge of the Feathered Serpent" feature
- Updated the Vampire Tzina'Cantli pounce racial ability.
- Updated Monks Monastic Tradition: Way of the Flayed Lord "Maize O' Plenty" Ability
- Added a Table of Contents
- Corrected some grammatical and spelling issues
August 2021
- Added Subclasses for Fighter, Cleric, and Warlock
- Added Aztec "Gods" Section (Under Development)
- Added Monsters (Under Development)
- Added a Map (Under Development)
September 2021
- Added New Mosnters
- Added Subclasses for Paladin and Wizard
- Added Weapons and Armor
- Added Brief descriptions of the Teteo