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A sentry unit created by The Reborn One as a tester subject of a lacrima infusion. Dova was the second creation as a suitor for soul magic testing and storage. The first being Aigis Leviathan. Dova is the opposite of Aigis and appears to strictly be following orders. They do not have a sense of free will nor act on their own. If the unit is ordered to protect or has an underlying order of attack those that are threatening it, then it will do so. The unit is proven to be physically stronger than is predecessor Aigis, but is also deemed weaker and more prone to being shut down. 

He controls all of the constructs that reside within the circus through a hive mind like control. 


Character Sheet on DnD Beyond

Outfit Board

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Dire Wolf Summon
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.

Ability Score Increase

Your Wisdom score increases by 1.

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


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As an Astral Cleric your god grants you similar power over space to their own. Open portals, teleport, call upon the celestial bodies that aren't angelic/godly in nature.

Astral Domain Spells

Cleric LevelSpells
1stmagnify gravity, jump
3rdimmovable object, silence
5thblink, melf's minute meteors
7thdimension door, gravity sinkhole
9thbanishing smite, contact other plane

Knowledge of Beyond

When you choose this domain at 1st level, you gain the Dancing Lights cantrip, you become proficient in Intelligence(Arcana) and at 5th level your Channel Divinity: Turn/Destroy Undead feature also effects Aberrations.

Channel Divinity: Spacial Shift

At 2nd level, you brandish your holy symbol for one minute and concentrate on your god's power over space. You will yourself and up to 10 other creatures within 10 feet of you to teleport to any location you have visited in the last month.

At 13th level, you can use this Channel Divinity in the same manner as a Plane Shift spell without need of the tuning fork material component. You can only use Channel Divinity: Plane Shift once per long rest.

Spatial Flux

At 6th level whenever you cast a spell on yourself or an ally, those who received the spell effect may teleport up to 60 feet as a bonus action so long as that spell remains active on them. If you heal someone they may use this teleportation effect as their Reaction.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bishop of the Void

At 17th level, you gain more spells that count as Domain Spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Astral Domain Spells

SPELL LEVELSPELLS
6tharcane gate, gravity fissure
7threverse gravity, crown of stars
8thmaze, dark star
9thmeteor swarm, gate
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Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.

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This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Spell effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.

 

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or itemCharges Lost
Disintegrate1d12
Horn of blasting1d10
Passwall1d6
Prismatic spray1d20
Wall of fire1d4

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