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Thirza is often referred to as mother nature. She is a warm being who controls the plants that dwell within the realm. She is one most farmers call to for guidance. Sometimes she is able to listen and help.


The Symbol of Thirza is a plant that is often harvested to use for meals, potions, elixirs, and more. 


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Cogwork Archivist
Large construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft.
STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
17(+3)
WIS
11(+0)
CHA
6(-2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned,
Senses Darkvision 60ft., passive perception 12
Languages All
Challenge 4 (1100 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The Archivist makes two Grasping Limb attacks


Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. 


Spellcasting. The Archivist can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence


Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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Magik Heart's team of individuals. They are dancers, singers, mimes, and more. Their type of performance is both enchanting and often haunting, almost as if they were puppets being controlled by a puppeteer. 

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Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.

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.

Gem Ancestry

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

Gem Ancestry
DragonDamage Type
AmethystForce
CrystalRadiant
EmeraldPsychic
SapphireThunder
TopazNecrotic

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 15-foot cone. 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 Gem 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 Gem Ancestry.

Psionic Mind

You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Gem Flight

Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

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The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

Rite of the Dawn

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Aether Walk

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

Brand of Sundering

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.

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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. 

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Captain Heartless takes out vessels of the Spider Network ran by Widow.

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