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Heads of the Crest of the Moon, Astrillia oversees all students and their courses as they are reborn as Druids, Monks, Rangers and more.
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
The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.
House Tharashk
Leader: The Triumvirate (Maagrim Torrn, Khandar’aashta, and Daric Velderan)
Headquarters: Zarash’ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragonshards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence.
Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as tradition dictates. Each of the three major clans—the Aashta, the Torrn, and the Velderan—has a representative on the Triumvirate that governs the house, and the city of Zarash’ak in the Shadow Marches. Together, they stand as one under the emblem of the dragonne (a lion-dragon hybrid).
Languages
You can speak, read, and write Common and Goblin.
Ability Score Increase
Your Wisdom score increases by 2, and your Constitution score increases by 1.
Hunter’s Intuition
When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
Finder’s Magic
You can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
Spell Level | Spells |
---|---|
1st | faerie fire, longstrider |
2nd | locate animals or plants, locate object |
3rd | clairvoyance, speak with plants |
4th | divination, locate creature |
5th | commune with nature |
You have a knack for learning new things. You gain the following benefits:
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
- 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.
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Long ago, the Frecia Army invaded Cradania through the city of Mikatia. The plan was to invade and take resources to further enhance the technological advances Frecia was conducting. However, in the battle their magic was proven to be useless due to The Divine Crystal. The battle only lasted a few hours before the Cradania Army pushed Frecia out.