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Featherdust was raised by two loving parents, merchants who would travel between the Sylvan Glade and the rest of the world selling wares that they brought from the Sylvan Glade. Featherdust didn’t want to live that life, she didn’t want to be a merchant. She, however, didn’t know what she wanted to do. Once she was old enough to go on her own, she would wander around the towns her family would visit and study people. Though, it didn’t really interest her as much as the books and learning about the history. Featherdust would pick up and read anything she could get her hands on.
As Featherdust became an adult, she wanted to study magic at the Frecia Academy of Magic.She managed to pick up a few spells in her travels on top of the little fighting her parents did teach her so that she could survive.
Featherdust was still not prepared for traveling alone and she was jumped by bandits, left for dead. She was found by someone in the Order, who nursed her back to health and taught her about the Reborn One. Featherdust felt so indebt to this person, she stayed and served the Reborn One. It started as a debut being repaid, but Featherdust so came to enjoy serving the Reborn One. She finally found something that she enjoyed and wants to serve The Reborn One until her death.
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes three slam attacks or one slam and two hook attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) piercing damage.
When the Body Puppet drops below 50% health, it mutates, growing a long python-like tail. it gains the following attack option:
Bite. Melee weapon attack: +7 to hit, reach 10 ft. 11 (1d12+4) piercing plus 15 (3d8) poison damage. On a successful hit, the target must make a dc 14 constitution save or be poisoned for 1 minute.
Guild of Scholars
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Variant Tiefling
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
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.