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Drakonias is a realm within the universe known primarily as the realm of dragons. Although dragons have been known throughout all of the realms, this realm appears to have been dominantly ruled by the powerful creatures. Over centuries, the populations of the dragons began to dwindle and only few sole survivors remained. Until one day...the dragons disappeared and were believed to have gone extinct. No one knew exactly what became of the creatures, but all those of Draconic blood were kept away, disappeared, and soon forgotten about. Drakonias became known as the realm of The Forgotten Dragons.  ...

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A student at the Frecia Academy, Luna is known to be some kind of prodigy. She has extraordinary magical gifts that enable to her to excel in almost every magical academic course that she goes into. She is usually found with her two best friends Domino Wittenmyer and Malady Visus, with Domino acting as almost like the leader of their group. The three of them would often find themselves in some kind of trouble creating traps or causing disturbances on campus. She has her familiar Daiquiri a black raven. 

Not much is known about Luna's past and any time someone bring it up she changes the subject. 

Character Sheet on DnD Beyond

Outfit Board

Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (leather armor)
Hit Points 85 (10d10 + 3)
Speed 30 ft.
Roll Initiative! +1
Damage Vulnerabilities Fire
Languages Any one language (usually Common)
Challenge 4 (1100 XP)
Proficiency Bonus +2

Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects.


Speak with Beasts and Plants. The mutant can communicate with beasts and plants as if they shared a language.


Tree Stride. Once on their turn, the dryad can use 10 feet of their movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.


Multiattack. The mutant makes two attacks with their cutlass and or tentacle.


Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage


Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage,


Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

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.

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

3rd-level Echo Knight feature

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Unleash Incarnation

3rd-level Echo Knight feature

You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Echo Avatar

7th-level Echo Knight feature

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

10th-level Echo Knight feature

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

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

Reclaim Potential

15th-level Echo Knight feature

You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Legion of One

18th-level Echo Knight feature

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Jo'Han Dough

Jo'han's mother has not reached out to the guild in some time. Normally she would have returned back from her job by now but it appears that something has held her up. 

She was last seen traveling to Trylinion with the task of escorting one of the Trylinion soldiers. It was a high risk assignment with a huge pay out which is what grabbed her attention. But since she has been signed on with the mission, she has lost contact with the guild. 

Found amidst a ship wreck, untouched by time or water, yet when the bow was pulled across the strings, a clear note rang out, as if carried by the waves

This instrument can be used as a spell focus, granting you +2 bonus to spell attack rolls and spell save DC.  

Bow: The bow of this violin can be used as a melee weapon.  It gets a +2 bonus to hit and damage rolls, and deals 1d6 slashing damage.

Melody: As an action you can target 1 creature within 120 feet of you.  Make a spell attack, on hit the target takes 3d6 psychic damage and has disadvantage on attacks and saving throws until the end of your next turn.

Discordant Melody: As an action, you can target up to 10 creatures you see within 60 feet, each having to make a wisdom saving throw vs your spell save DC.  On a failed save, the creature takes 6d6 psychic damage, and has disadvantage on attacks and saving throws, the targets may repeat the saving throw at the end of their turn to end the effects.  On a successful save, the target takes half damage, and has disadvantage on attacks and saving throws until the end of your next turn.  You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The only known time where Unbekannt left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla

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