
A land where empires rise beneath the blazing sun and ancient gods walk unseen among mortals. From the chariot-lords of the northern Hindayan Empire to the Tamilan dynasties of the south, every kingdom is a jewel on the endless garland of Rajamala. Beyond humans roam tiger warriors, elephant sages, and serpent sorcerers who remember the world’s first dawn. Here, holy wars are waged in the name of god-kings, jungle spirits guard forgotten temples.
Played | 1 times |
Cloned | 0 times |
Created | 5 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Vaidya: Auspicious Alignment
Allies within 20 feet gain advantage on attack rolls until the end of your next turn.

Vaidya: Remedy Brew
Heal an ally for 2d8 hit points and cure one poison or disease affecting them.

Vaidya: Protective Mantra
You invoke a sacred mantra that bolsters an ally's resolve, granting them a +1d4 bonus to all saving throws for 1 minute.

Vaidya: Herbal Poultice
You apply a quick herbal salve to an ally, restoring 1d4 hit points and curing minor ailments such as nausea or mild poison effects.

Aghori: Soul Drain
You force a creature to make a Constitution saving throw or take 4d6 necrotic damage. On a failed save, you heal for half the damage dealt.

Aghori: Spirit Binding
Summons a dark translucent spirit ally for one encounter. The spirit has moderate health, low AC, and attacks with shadow damage.

Aghori: Grave Hex
You curse a creature within 30 feet, dealing 4d4 necrotic damage and causing it to take an additional 1d4 necrotic damage from all attacks for 1 minute.

Aghori: Ash Touch
Mark a creature with sacred ash, causing them to have disadvantage on their next saving throw before the mark fades.

Banjaran: Hidden Blade
Instantly draw a concealed weapon and make a melee weapon attack. If the target is unaware of you, deal an additional 2d8 damage.

Banjaran: Captivating Dance
You perform a brief, mesmerizing dance. Creatures of your choice within 15 feet must succeed on a Wisdom saving throw or be charmed by you for 1 round.
Banjaran: Beguiling Glance
You fix your gaze on one creature within 30 feet. The target must succeed on a Wisdom saving throw or be charmed by you until the start of your next turn.

Dandapala: Zone of Law
Creates a 20-foot radius zone of lawful energy. Enemies within the zone are lashed with spectral chains, taking bludgeoning damage and are unable to Dash, Disengage, or Hide while inside. The zone lasts for 1 minute.

Dandapala: Arresting Grip
A melee spell attack that, on a hit, forces the target to make a Strength saving throw or be restrained until the end of your next turn.

Dandapala: Guard’s Command
As a reaction, you command an ally within 15 feet to move up to 10 feet without provoking opportunity attacks.

Dandapala: Stern Word
You force a creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, the creature has disadvantage on its next attack roll before the end of its next turn.

Agnihotri: Agni’s Wrath
Unleash a 15-foot cone of searing fire that engulfs creatures within, dealing intense fire damage. Targets must make a Dexterity saving throw to halve the damage.

Agnihotri: Burning Sigil
You hurl a fiery sigil at a creature, causing it to burst into flames and take 2d6 fire damage on a hit. Deals damage to others nearby in 10 feet.

Rajputi: Lion’s Charge
Move up to 30 feet in a straight line. Attack all enemies in your path, dealing 2d8 slashing damage to each.

Rajputi: Unbreakable Stance
For 1 minute, you cannot be knocked prone, have advantage on saving throws against being moved or frightened, and take half damage from bludgeoning, piercing, and slashing damage.

Rajputi: Parry
As a reaction to being hit by a melee attack, reduce the damage by 1d8 + your Dexterity modifier and immediately make a melee weapon attack against the attacker.

Rajputi: Rallying Cry
As a bonus action, you unleash a rallying cry that bolsters your allies within 10 feet, granting them hit points equal to 1d4 plus your Charisma modifier.

Thugee: Shadow Escape
Instantly vanish into nearby shadows and reappear up to 30 feet away in an area of dim light or darkness. This spell allows the caster to teleport between shadows as a bonus action.

Thugee: Chokehold
A melee spell attack that deals 2d6 bludgeoning damage. On a hit, the target must succeed on a Strength saving throw or be grappled and unable to speak until the grapple ends.

Thugee: Marked for Death
As a bonus action, mark a creature you can see. For the next minute, your first attack each turn against the marked creature deals an additional 1d4 damage.