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Special Equipment. Sasha wears a magic gown that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).
Spellcasting. Sasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
Cantrips (at will): mage hand, toll the dead, [spell]chill touch/spell]
1st level (4 slots): cure wounds, cause fear, shield, silent image
2nd level (3 slots): phantasmal force, ray of enfeeblement, invisibility, mirror image
3rd level (3 slots): fear, counterspell, major image, summon shadowspawn
4th level (3 slots): summon aberration, phantasmal killer
Multiattack. Sasha makes three Necrotic Strike attacks or two claw attacks
Necrotic Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5) necrotic damage.
Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.
Sing (5/day) Sasha releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the her song for the next 24 hours.
As a bonus action the siren can move the charmed targets 10ft closer to them.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail. Sasha releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of Stygia
You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level 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 darkness 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.
The Emotions that empower a rage can include anger, pain, or sorrow. Those on the Path of the Dark Side harness these negative emotions into an umbral power not unlike that of the Shadowfell. These dark knights endure as much harm as they can muster then unleash it back onto their enemies.
Vengeance, self-loathing, or the desire to protect others are among the many reasons a barbarian would seek this path. The Dark Side welcomes both the saviors and the destroyers.
Dark Knight
3rd-level Path of the Dark Knight feature
At 3rd level, you can withstand the burden of your ebon armor. You gain proficiency with heavy armor and you gain the benefits of raging even while wearing it.
Your armor helps suppress your feelings until they're ready to be unleashed. While you are wearing heavy armor and you're not raging, you can add your Rage Damage value to ability checks and saving throws against attempts at discerning your intent, emotions, or thoughts.
Soul Eater
3rd-level Path of the Dark Knight feature
Also at 3rd level, you can turn your suffering into strength. When you enter your rage and at the start of each turn you are raging, you can choose to take an irreducible 1d6 damage. Until the end of that turn, your weapon attacks deal extra necrotic damage equal to 1d6+ your Constitution modifier.
If you score a critical hit while Soul Edge is active, you gain temporary hit points equal to the necrotic damage dealt.
If you are below half your maximum hit points, you can choose to maximize both the damage you take and the necrotic damage you deal with this feature.
Shadow Wall
6th-level Path of the Dark Knight feature
At 6th level, you gain resistance to necrotic damage.
Additionally, you can draw harm away from others. When a creature within 15 feet of you takes damage while you are raging, you can use your reaction to take that damage instead.
Dark Mind
10th-level Path of the Dark Knight feature
At 10th level, your imposing presence aids you in both combat and in conversation. You can interrogate a creature alone for at least 5 minutes. At the end of the interrogation, you can make a contested Charisma (Intimidation) check against its Charisma (Deception) check. If you are successful, you can ask it up to three questions, which it must answer truthfully.
The creature has disadvantage on this check if you have damaged it in the last 24 hours and it either is below half its maximum hit points or if it was knocked unconscious within that time frame.
Once you use this feature, you can't use it again until you finish a short or long rest.
Quietus
14th-level Path of the Dark Knight feature
At 14th level, you can sacrifice yourself to end your foes. When you hit a creature with a melee weapon while raging, you can expend up to half your hit die. Roll the expended hit dice and both you and the target take additional necrotic damage equal to the number rolled, ignoring resistance.
Once you use this feature, you can't use it again until you finish a long rest.
- Instigator
- Chef
Your son, the last thing you have is gone. All that remains are pieces of clay fragments from the destruction. However, that's all that remains. You know that with those fragments should have been the core.
A large scale battle between magic users. There were those who from The Sylvan Glade who infiltrated Jortha in the hopes of taking down the problem at the source. The battle lasted for a week against the Marktinla Army. However, Marktinla was proven victorious at standing their ground.