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Dire Wolf Summon
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.

House Cannith

Leaders: Cannith East, Zorlan d’Cannith; Cannith West, Jorlanna d’Cannith; Cannith South, Merrix d’Cannith

Headquarters: Cannith East, Korth Enclave (Karrnath); Cannith West, Aundair Enclave (near Fairhaven, Aundair); Cannith South, Cannith Tower (Sharn, Breland)

House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.

The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.

Ability Score Increase

Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

Artisan’s Intuition

When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.

Maker’s Gift

You gain proficiency with one type of artisan’s tools of your choice.

Spellsmith

You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Intelligence 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 Making Spells table are added to the spell list of your spellcasting class.

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Spirit Archers are rangers that have learned how to combine their bow attacks with the power of summoned animal spirits. Some of these archers can be found among groups of druids and barbarians, acting as scouts and hunters. Others can be found living on their own, or living for hire, as specialists at dealing with certain foes, such as orcs or giants. In any case, you'll find these warriors to be strong and reliable ranged attackers, if you're on their side. If you're one of their enemies, you may not notice them until you suddenly see a wolf-headed arrow flying towards your face.

Spirit Shots

When you choose this archetype at level 3, you gain the ability to call on animal spirits to empower your arrows. Choose two “Spirit Shots” from the list below. Before you make an attack role with a longbow or shortbow, you may choose to spend a spirit charge and use a spirit shot as part of the attack. If the spirit shot requires the target to make a saving throw, the save DC is equal to your spell save DC.

Choose two additional spirits shots every four levels (7th, 11th, 15th, and 19th). Your number of spirit charges is equal to your ranger level, and you regain all uses after you finish a long rest.

Note: The animal spirits associated with these spirit shots do visually appear when you attack, usually coalesced around the arrow somehow. If your character doesn't know of some of the animals associated with these attacks (such as triceratops or shark), don't let that stop you from using what spirit shots you want. Feel free to come up with some other animal that makes more flavorful sense to associate with the shot if you want. For example, a ranger that does not know what a triceratops is may have the spirit summoned with their "triceratops" shot appear like a giant boar instead.

Bear Shot

On a hit, your attack deals an additional 2d4 slashing damage, and you gain that many temporary hit points if the target is one of your favored enemies. Temporary hit points you gain this way replace each other, and do not stack.

Eagle Shot

Instead of a normal attack, you may use this shot to create a glowing eagle spirit. For up to one minute, you can decide where the spirit flies (no more than 300 feet away from you), and whether it is loud or quiet. These decisions are free actions. The eagle can not attack, but you may spend your movement action to concentrate and look through the eyes of your eagle (switching back to your vision is a free action).

Use the stats block for a normal eagle with the following changes: the eagle cannot attack, and the eagle is immune to all damage from nonmagical attacks.

When making checks to track one of your favored enemies through the eyes of your eagle, you use your own skill bonuses and gain advantage on the roll. If the creature you're tracking is not one of your favored enemies, use the skill bonuses of your eagle.

Elk Shot

After you make this attack, your walking speed increases by 10 feet and you do not provoke attacks of opportunity by moving until the end of this turn (regardless if you hit or miss). This speed bonus increases to 15 feet at level 6, then 20 feet at level 14.

If the target of this attack is one of your favored enemies, you may take the hide action at the end of this turn as a free action.

Panther Shot

This attack must target a creature that is levitating, flying, or otherwise off the ground. The target must also be of large size or smaller. On a hit, the target must make a STR saving throw, taking an additional 1d6 piercing damage on a failed save, or have as much damage on a successful one. If the target is one of your favored enemies, instead roll 2d6 for this damage.

If the target fails the saving throw, they are also brought down to the ground directly below them (falling damage determined by DM). They land prone.

Ram Shot

This attack must target a creature that is not levitating, flying, or otherwise off the ground. The target must also be of large size or smaller. On a hit, the target must make STR saving throw, taking an additional 2d4 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, they are also knocked prone. If the target is one of your favored enemies, instead roll 2d6 for this damage. 

Shark Shot

You have advantage on this attack roll if your target doesn’t have all of its hit points. On a hit, the target takes an additional 1d8 piercing damage. If the target is one of your favored enemies, it instead takes an additional 2d8 piercing damage.

Snake Shot

On a hit, the target must make a STR saving throw. If the target is one of your favored enemies, it has disadvantage on this saving throw. If they succeed, nothing happens. If they fail, they become restrained for up to one minute (no concentration required). The target may attempt the same saving throw at the end of each of their turns until they escape. As long the target is restrained this way, you may use your bonus action to deal bludgeoning damage to the target equal to 1d8 + your wisdom modifier.

Spider Shot

On a hit, the target must roll a CON saving throw, taking an additional 2d4 poison damage on a failed save, or half as much damage on a successful one. If the target is one of your favored enemies, it has disadvantage on this saving throw. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining Hit Points, and is paralyzed while poisoned in this way.

Triceratops Shot

This attack ignores half cover or three quarters cover. If the target is one of your favored enemies, on a hit it also takes an additional 2d6 bludgeoning damage.

You may also choose to use this spirit shot to break down an obstacle (door, barricade, etc.). Roll a Wisdom check (DC decided by the DM), and you break the obstacle on a success. If you fail the roll, the obstacle remains.

Wolf Shot

On a hit, you deal an addition 1d6 weapon damage. This damage increases to 2d6 at level 6, and 3d6 at level 14. If the target is one of your favored enemies, you also gain a bonus to the attack roll equal to your wisdom modifier, and all attack rolls made by allies against that target get the same bonus until the start of your next turn.

Empowered Ammunition

At level 7, your spirit shots become more effective at piercing your enemies’ defenses. Any attacks made using one of your spirit shots count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primal Shot

At level 11 you can combine the animal spirits you call on with your own ranger magic, to devastating effect.

You learn one spirit shot of your choice from the three listed below. These spirit shots function the same as your other spirit shots with the following changes: these shots each cost two spirit charges to use instead of one. When you use one of these shots, you must also spend a ranger spell slot (minimum of one) as a part of the cost for the shot. At level 16, you learn a second spirit shot from this list.

Predator Shot

A spirit of a vicious, predator animal appears next to the target of your attack (appearance up to the user). After you make your attack role (and damage roll if you hit), the target must roll a DEX saving throw to avoid the spirit's attack. The target takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

As long as the spirit is summoned, it attacks the same target once on each of your turns, forcing the target to make the same save against the same damage. If the target has moved, the spirit teleports next to the target. The spirit can not be attacked, and it disappears after the target of this spirit shot is incapacitated. You may only have one spirit summoned this way at a time. Otherwise, the spirit stays summoned for a number of turns equal to the level of spell slot you spent to use this spirit shot. For example, if you only used a 1st level spell slot to use this spirit shot, the animal spirit would make its first attack as described above, it would make a second attack on your next turn, and then it would disappear.

If the target is one of your favored enemies, it has disadvantage on all saving throws made against the spirit's attacks.

Stampede Shot

Your arrow is accompanied by a line of stampeding animal spirits (appearance up to the user). This line is 100 feet long and 5 feet wide, going in the same direction as your attack. After you make your attack role (and damage role if you hit), each creature in the line must make a DEX saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Increase this damage by 1d6 for each spell slot level above 1st spent to use this spirit shot. Any creature that fails this saving throw is also stunned until the end of its next turn. A creature has disadvantage on this saving throw if it is one of your favored enemies.

Swarm Shot

A swarm of animal spirit follow your arrow and envelop everything around your target (appearance up to user). After making your attack role (and damage roll if you hit), each creature in a 20-foot radius sphere centered on the target must make a DEX saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. Increase this damage by 1d6 for each spell slot level above 1st spent to use this spirit shot. Any creature that fails this saving throw is also blind until the end of their next turn. A creature has disadvantage on this saving throw if they are one of your favored enemies.

Experienced Hunter

At level 15, your spirit shots become especially potent. Attacks you make using one of your spirits shots now score a critical hit on a 19 or 20. If your spirit shot requires a target to make a saving throw and you score a critical hit, the target automatically fails the saving throw.

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Within the town Greckas of Marktinla there lives a farmer. Alarus, is a notable farmer within the town renowned for supplying food to the Marktinla army. He confronted the crown about how livestock has mysteriously gone missing, suspected a fox or wolf to be at play. A small group of individuals just starting out within a hunting lodge was sent to the location and proceeded the hunt. However, the group failed to return on time. With no word, your group has been sent to investigate and hunt the creature.


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Session Journal

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This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

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A large town that houses a lot of the military family.

Population:

  • Approximately 4800; primarily human, some orc and half orc.

Government:

  • Natiladae is governed by a consortium of military captains

Notable Places:

  • The Wicked Hero: An elegant commoner's tavern, decorated with wards against demons.
  • A two-storey half-timbered building, the home and personal library of a male human sage named Clamio. He specializes in the study of distant lands and peoples.
  • The Guildhall for Soldiers: An impressive building of stone walls, decorated with brightly dyed pennons. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds.


Greatlamp District

Notable Places:

  • Etzkich's Ironworks: A neglected blacksmith's workshop, built within the walls of an old iron tower.
  • The Old Fire Shrine: A ring of broken black stone lies within an area of scorched earth. It was once a shrine placed to honor Solvi, God of the Sun, but was destroyed by adventurers several years ago.
  • The Floating Alley: The ground between the buildings here appears to fall away into a storm-wracked sky. A path of floating stones offers the only way across.


Hart's District

Notable Places:

  • Cradalma's Masonry: A modest stonemason's workshop, hewn from a single massive outcrop of rock

Market

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Before the council was established there was a battle between each of the races. The battle lasted for four months before a peace treaty was drawn up between each of the races. 

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