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You grew to adulthood in the beating heart of a large city, such as Baldur's Gate. You spent countless evenings in taverns, playhouses, parlors, and gambling dens, savoring all the city had to offer. You're a natural at interacting with people to learn their secrets, whether over a high-stakes game or at a high-class soiree. You might have been thrown out of an establishment or ten, but only by people who don't know how to party. You were in service to a vampire or a small group of vampires lairing together. The Undead drank your blood more times than you can count. You might have served willingly, perhaps with aspirations of one day becoming a vampire yourself. Or you might have been magically charmed and retain only a few muddled memories of your time as a vampire familiar. In either case, your time in the vampire den is over. You witnessed or survived a vampire attack. You might have been directly involved in this confrontation, or perhaps you were frozen in terror by what you saw. Regardless, you remain vigilant for monster attacks and pride yourself on being ready for anything. No vampire will catch you or your allies by surprise again. Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Beloved of the Sun. You have Immunity to Radiant damage. Blazing Strike. When you hit a creature with a weapon attack, the damage can be Radiant or the weapon's normal damage type (your choice). Burst of Sunlight. Once per turn when you hit a creature with an attack that deals Radiant damage, you can emit Bright Light in a 30-foot radius from yourself and Dim Light for an additional 30 feet until the start of your next turn. This light is sunlight. Once per turn when you hit a creature with an attack that deals Radiant damage, you can emit Bright Light in a 30-foot radius from yourself and Dim Light for an additional 30 feet until the start of your next turn. This light is sunlight. Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Shadowy Stretch. When you take the Attack action, your reach for your Melee weapon attacks increases by 10 feet until the end of your turn. Dancing Silhouette. You can take the Dodge action as a Bonus Action. You can take the Dodge action as a Bonus Action. Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Gaseous Form. If you drop to 0 Hit Points but aren't killed outright, you can instead drop to 1 Hit Point and cast Gaseous Form without expending a spell slot (no action required). When you cast this spell this way, you can target only yourself, your Fly Speed is 20 feet, and you regain 10 Hit Points at the start of each of your turns for the spell's duration. The spell's spellcasting ability is the ability increased by this feat. Once you use this benefit, you can't do so again until you finish a Long Rest. Increase your Intelligence by 1, to a maximum of 30. Increase your Wisdom by 1, to a maximum of 30. Increase your Charisma by 1, to a maximum of 30. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. Powerful Recovery. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3. Sanguine Feast. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier. 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. Once per turn when you hit a Bloodied creature that isn't a Construct or Undead with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier. 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. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Far Lobber. When you use the Attack action to throw a vial or flask, you can target an object or creature you can see within 40 feet of yourself. Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Thrown weapons. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Arise, Fog. You always have the Fog Cloud spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat. Grasping Mist. Whenever you cast Fog Cloud, nonmagical flames in the spell's Sphere are extinguished, and creatures other than you and your allies have their Speed reduced by 5 feet while in the spell's Sphere. Increase your Intelligence by 1, to a maximum of 20. Increase your Wisdom by 1, to a maximum of 20. Increase your Charisma by 1, to a maximum of 20. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Toughened Flesh. Immediately after you take Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Sacred Magic. You learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell's spellcasting ability is the ability increased by this feat. Solar Luminance. When you cast Light, you can have the light from the spell be sunlight. Once you use this benefit, you can't use it again until you finish a Long Rest. Sun's Healing. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. Increase your Intelligence by 1, to a maximum of 20. Increase your Wisdom by 1, to a maximum of 20. Increase your Charisma by 1, to a maximum of 20. As a Bonus Action while within sunlight, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Endearing Pain. Immediately after you damage a creature with a Melee weapon or an Unarmed Strike, you can take a Bonus Action to give the target the Charmed condition until the start of your next turn or until you or your allies damage it. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Necrosis. When you make a damage roll that deals Necrotic damage, you can cause one creature taking that damage to have the Poisoned condition until the start of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20. Radiant Strike. When you make a damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Enchanting Presence. You always have the Charm Person spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat. Inevitable Betrayal. You have Advantage on attack rolls against creatures with the Charmed condition. Increase your Intelligence by 1, to a maximum of 20. Increase your Intelligence by 1, to a maximum of 20. Increase your Intelligence by 1, to a maximum of 20. General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Vampire Magic. Choose one level 1 spell from the Enchantment or Illusion school of magic. You always have that spell and the Spider Climb spell prepared. You can cast each of these spells without expending a spell slot, but when you cast Spider Climb this way, you must target yourself, and you must finish a Long Rest before you can cast each spell in this way again. You can also cast either spell using spell slots you have of the appropriate level. Your spellcasting ability for the spells is the ability increased by this feat. Increase your Intelligence by 1, to a maximum of 20. Increase your Wisdom by 1, to a maximum of 20. Increase your Charisma by 1, to a maximum of 20. Origin Feat When an ally you can see within 60 feet of yourself expends Heroic Inspiration, you can gain Heroic Inspiration if you lack it. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Origin Feat You gain the following benefits. Decanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids evaporate when you finish another Long Rest. Timely Retreat. You can take a Bonus Action to take the Dash action or the Disengage action. You can use this benefit a number of times equal to your Proficiency Bonus, and you recover all expended uses when you finish a Long Rest. Vampiric Connection. The DM determines the fate of your former vampire master. While you and your former vampire master are on the same plane of existence, the vampire can communicate with you telepathically, and you can choose to allow the vampire to perceive through your senses. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids evaporate when you finish another Long Rest. You can take a Bonus Action to take the Dash action or the Disengage action. You can use this benefit a number of times equal to your Proficiency Bonus, and you recover all expended uses when you finish a Long Rest. The DM determines the fate of your former vampire master. While you and your former vampire master are on the same plane of existence, the vampire can communicate with you telepathically, and you can choose to allow the vampire to perceive through your senses. Origin Feat You gain the following benefits. Adroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. Vitality Ward. When you take Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. When you take Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges. Dhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while others are partially transformed by a vampire's bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit their vampiric nature in various ways, including increased speed and a life-draining bite.
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+ Dhampir Traits
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As a Dhampir, you have these special traits.
+Darkvision. You have Darkvision with a range of 60 feet.
+Spider Climb. You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
+Trace of Undeath. You have Resistance to Necrotic damage.
+Vampiric Bite. When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.
+In addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:
+You can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+ +You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.
+When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.
+In addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:
+You can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
+Join Astarion in 2 play-ready digital adventures and explore the seductive horrors of vampiric power with new backgrounds, feats, and more.
]]> +This smooth, oval stone is etched with faintly glowing, magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic.
+The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
+The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
+This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy. The eddy appears in an unoccupied space as close to you as possible. The eddy is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes no other actions. It takes its turn immediately after you on your Initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can't be used this way again until the next dawn.
+This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10-foot Cube originating from you and lasts for 1 hour. While the vortex is present, its area is Difficult Terrain.
+You decide a vortex's visual details when you create it. For instance, the vortex might be multicolored or glittery.
+While holding this brass handbell, you can take a Magic action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bell can't be used this way again for 1d6 days.
+Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied, roll 1d6. On a 6, the magen goes berserk.
+While berserk, the magen no longer obeys your commands, and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears, or until a creature holding the handbell takes an Influence action and succeeds on a DC 15 Charisma (Persuasion) check to regain control of the magen.
+This jeweled mask has 3 charges. As a Magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour.
+Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed.
+Three small, crystal beads made from a decommissioned mythallar are strung on this leather bracelet. As a Magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute.
+A bead disappears immediately after it's plucked. Once all three beads have been plucked, the bracelet loses its magic.
+This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn.
+While wearing the cloak, you can take a Bonus Action and expend 1 charge to activate the cloak's magic. The magic lasts for 1 minute or until you end it early (no action required).
+While the cloak's magic is active, you gain a Fly Speed of 30 feet and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the target to take an extra 1d4 Radiant damage. If you are aloft when the cloak's magic ends, you fall.
+Large Construct, Chaotic Neutral
+| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| STR | 10 | +0 | +0 | DEX | 12 | +1 | +4 | CON | 16 | +3 | +3 |
| INT | 12 | +1 | +4 | WIS | 9 | -1 | -1 | CHA | 17 | +3 | +6 |
Magic Resistance. The eddy has Advantage on saving throws against spells and other magical effects.
+Multiattack. The eddy makes two attacks, using Searing Swipe or Arcane Bolt in any combination.
+Searing Swipe. Melee Attack Roll: +6, reach 10 ft. Hit: 13 (3d6 + 3) Fire or Lightning damage (eddy's choice).
+Arcane Bolt. Ranged Attack Roll: +6, range 120 ft. Hit: 14 (2d10 + 3) Force damage.
+Eldritch Overload. Trigger: The eddy takes damage. Response—Strength Saving Throw: DC 14, each creature of the eddy's choice in a 5-foot Emanation originating from the eddy. Failure: 7 (2d6) Force damage, and the target has the Prone condition.
+Medium Construct, Unaligned
+| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| STR | 16 | +3 | +3 | DEX | 10 | +0 | +0 | CON | 12 | +1 | +1 |
| INT | 10 | +0 | +0 | WIS | 18 | +4 | +7 | CHA | 10 | +0 | +0 |
Disintegration. If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
+Magic Resistance. The magen has Advantage on saving throws against spells and other magical effects.
+Multiattack. The magen makes two attacks, using Hammer Fist or Thunderous Boom in any combination.
+Hammer Fist. Melee Attack Roll: +6, reach 5 ft. Hit: 16 (3d8 + 3) Bludgeoning damage plus 13 (3d8) Force damage.
+Thunderous Boom. Ranged Attack Roll: +7, range 60 ft. Hit: 28 (8d6) Thunder damage.
+Spellcasting. The magen casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
+At Will: Mage Hand, Mending, Prestidigitation
+1/day each: Disintegrate, Move Earth, Stone Shape
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