Remove ads by subscribing to Kanka or enabling premium features for the campaign.

A logistics ship captain was loading up cargo when he noticed a couple new faces. He was initially going to deny them passage until the owner of the golem offered to pay for his own food and a couple barrels of ale. The captain knew there’s some things that are best taken at face value, so he accepted. He feared that one of the boxes he was transporting had some cursed item because the crew started reporting glowing shapes in the dark, but that went away after port, granted some of the crew left afterwards.

Click to toggle
Medium humanoid (elf), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Condition Immunities Charmed
Senses Darkvision 60ft
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
DAGGERS

Daggers. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or 20/60ft, one target. Hit (1d4 +1) piercing damage

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Click to toggle

Blessed Magic is what the Crest of the Sun is all about. It focuses on the magic granted to them by their oaths and beliefs in their Gods or Goddesses. 

Click to toggle

Chromatic Dragonborn

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn’s scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.

Creating Your Character

When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Chromatic Ancestry

You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Chromatic Ancestry
DragonDamage Type
BlackAcid
BlueLightning
GreenPoison
RedFire
WhiteCold

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance

You have resistance to the damage type associated with your Chromatic Ancestry.

Chromatic Warding

Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Click to toggle

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

1st-level Fathomless feature

The Fathomless 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.

Fathomless Expanded Spells
Spell LevelSpells
1st create or destroy waterthunderwave
2nd  gust of windsilence
3rd  lightning boltsleet storm
4th  control watersummon elemental (water only; a spell in chapter 3)
5th  Bigby’s hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

1st-level Fathomless feature

You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

1st-level Fathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

6th-level Fathomless feature

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

6th-level Fathomless feature

Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

10th-level Fathomless feature

You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

Fathomless Plunge

14th-level Fathomless feature

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Click to toggle
Instigator
Copper

Striking a deal with Copper you are now bound in a pact with him. 

He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found. 

Click to toggle

The ensemble is comprise of a mask, a pair of gloves, a light armor, and a pair of boots. Attuning to different parts of the same ensemble counts as only one attunement. When attuned to all the elements of the ensemble, you can the following benefits.

Self Inspired: The 1d4 bonuses of the ensemble increase to 1d6.

Bamf!: You have the ability to use a bonus action on your turn to teleport from a space filled with darkness or dim light to another similar space in a 30ft radius that you can see. 

Grim Satire: Whenever a creature that you can see rolls a natural 1 on an attack roll, you can use your reaction to mock it. Until the end of your next turn, all attacks against this creature have advantage

 

Mask

While Wearing this mask. you are imbued with a spark of the feywild and its jolly spirit. You gain 120 ft of darkvision

In addition, the mask can't be removed from your face against your will, and you cannot be forced to reveal your true name, even by magic means, nor can your identity be learned by divination.

If a creature tried to read your thoughts, all it finds are endless laughter and fart noises. 

 

 Armor

+1 studded leather armor 13+ dex

This armor helps your nimble movements and other somersaults to avoid being hurt, turning you into an escape artist:

Whenever you make a Dexterity saving throw against an area effect or a check to avoid or escape the restrained or grappled condition, you can add a d4 to your roll and move 10ft. This movement doesn't provoke attacks of opportunity, and you must move away from the source area that forced you to make the roll 

 Gloves

These gloves are perfect for jugglers and magicians. You gain access to two tiny extradimensional spaces, which you can use to store or summon one single tiny object that you can touch as a free action. Only one object as a time can be stored in each space. If you store a second one , the first is expelled into your hand.

In addition you can take the attack action when you have at least one free hand and summon a magical dagger in your hand as part of each attacks, then the dagger disappears. If both your hands are free when you use this feature, you can use your bonus action to make an additional attack in this manner. If a magic dagger is stored in one of your pocket spaces, you can summon this one instead.  

 Boots

While wearing these boots, you gain a gift for tumbles, gymnastic figures and other such movements:

Whenever you make a stealth skill check, you can add a d4 to the roll.

You also gain resistance to fall damage and when you fall or are knocked prone, you can use your reaction to land on your feet instead. If you are prone, getting up only costs 5ft of your movement. 

In addition you know the spell Spider Climb. You can cast it once without using a spell slot, and you regain the ability to do so at dawn.  

Click to toggle

Princess Diana Voxville was being escorted to her exhibition site on Kawit. However the vessel never arrived to the destination and the princess and her teams were deemed as missing. 

Click to toggle