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Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (leather armor)
Hit Points 85 (10d10 + 3)
Speed 30 ft.
Roll Initiative! +1
STR
18(+4)
DEX
12(+1)
CON
16(+3)
INT
10(0)
WIS
10(0)
CHA
10(0)
Damage Vulnerabilities Fire
Languages Any one language (usually Common)
Challenge 4 (1100 XP)
Proficiency Bonus +2
MAGIC RESISTANCE

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

SPEAK WITH BEASTS AND PLANTS

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

TREE STRIDE

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.

Actions
MULTIATTACK. THE MUTANT MAKES TWO ATTACKS WITH THEIR CUTLASS AND OR TENTACLE

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

CUTLASS

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

TENTACLE

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

CONSTRICT

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.

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Great beings chosen by the Gods themselves to be champions of the realm. These 5 individuals rose up to the challenge to take on the demons in the Great Demon War. The banded together to take out all of Unknown casting them out of the realm. They took down the Key Demon and thus saved the realm from utter disaster. 

The sages continued to appear at the same site where they defeated the Key Demon and bound him with chains. They called this the resealing ceremony where they would perform a ritual and strengthen the chains that binds the creature. 

However, during one final ritual, the sages disappeared. There was no trace of them left to be found. 

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You are a child of a god of smiths and the forge. Possible domains for your godly parent include Knowledge, Creation, Fire, Forge, or Metal.

Child of Theron Traits

Ability Score Increase

Your Dexterity and Intelligence scores increase by 1.

Friend of Fire

You learn the Produce Flame cantrip.

Child of the Forge

You are immune to fire and fire damage. You gain proficiency with any 2 tools of your choice.

Forge to Battle

You are proficient with all item types you have made.


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The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

TENETS OF CONQUEST

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

  Oath of Conquest Features

Paladin LevelFeature
3rdOath Spells, Channel Divinity
7thAura of Conquest (10 ft.)
15thScornful Rebuke
18thAura of Conquest (30 ft.)
20thInvincible Conqueror

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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Instigator
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. 

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You have a +1 bonus to attack and damage rolls made with this magic weapon.

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Years ago Divelinson invaded Marktinla to obtain resources and control over the mining industry. With the help of Frecia they were able to drive the Divelinson Army out.

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