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Lily hails from a land of anime and wonder.


Character Sheet on DnD Beyond

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Small Construct, Any Alignment
Armor Class 15
Hit Points 85 (16d8 + 15) 
Speed 40 ft.
Roll Initiative! +4
STR
12 (+1)
DEX
19 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +4, DEX +7, CON +6
Skills Acrobatics +7Intimidation +5Stealth +7 
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities CharmedExhaustionFrightenedPoisoned
Senses Darkvision 60, Passive Perception 15
Languages Common, Infernal but can only speak infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
INCONSPICUOUS

Inconspicuous. While the haunted puppet remains motionless and out of combat, it gains a +5 to Stealth rolls, and is indistinguishable from a normal puppet.

EVASION

Evasion. When the haunted puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

HEAD ON A SWIVEL

Head on a Swivel. The haunted puppet cannot be surprised.

MAGICAL PUPPETRY

Magical Puppetry. The weapon attacks made by the haunted puppet are considered magical for the purpose of overcoming resistance.

Actions
MULTIATTACK

Multiattack. The haunted puppet makes three Blade Fury or Ranged Bolt attacks.

BLADE FURY

Blade Fury. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 slashing damage.

RANGED BOLT

Ranged Bolt. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 1d8 + 4 necrotic damage.

WEB OF STRINGS (3/DAY)

Web of Strings (3/day). The haunted puppet  shoots a web of strings at any number of creatures within a 15 foot radius. Creatures within range must succeed on a Dexterity saving throw or be restrained until the end of the haunted puppet's next turn. While a creature is restrained in this way the haunted puppet's movement speed is reduced by 10 feet.

Reactions
SCURRY

Scurry. When a creature misses an attack against the haunted puppet, it can move half its movement speed in any direction without provoking attacks of opportunity.

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The Horrors act as a type of corrupted divine magic. This is primarily through means of God's procreating with mortal races, an individual killing a God, or those of far superior magic comprehension. These are being who often act as a secondary deity and bestow their magic unto beings of their own choosing. 

Horrors born to the God's are bestowed a unique mark on their body in red, those who have killed a God have a mark that appears black. Those who surpass in magic aura have a mark that often appears in a dark purple. 

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Scourgebornes should not exist. They are an abomination of the world, a vile curse placed on those who peered beyond the veil and succumbed to madness. Their twisted appearance is but a mirror of the darkest recesses of their personality. All sentient creatures harbor a monster within their soul - the dark of you that resents your neighbor for having a better life than you, that hates your friends when they ignore you, that wishes to harm those that wrong you - most are fortunate enough to be able to hide this monster behind a mask of false virtues. Not the Scourgeborne.

Their curse has taken all the most twisted aspects of their personality and laid them bare for the whole world to see. They wear this disfigured appearance every day; the more resentment, hatred and anger one possesses, the more monstrous the appearance

Many view this Eldritch revelation as a curse - a curse that drives one to slip deeper and deeper into the depths of depravity until nothing but the monster remains. Yet, many refuse to let it break them - with their innermost darkness now visible, they have no choice but to accept it. It is said that accepting a fault is the first step in correcting it. Those scourgeborne who embrace their inner monster, but refuse to let it rule them, often become messianic heroes within the walls of Luyarnha, attempting to redeem the entire world with their actions, and perhaps one day, themselves.


Scourgeborne Features

Ability Score Increase. Your Constitution score increases by 1

Age. Scourgeborne are made not born. This means that they mature at the same rate as the race they originally belonged to.

Size. Scourgeborne are about the same size and build as humans. Your size is Medium.

Languages. You can speak, read, and write Common and one other language of your choice.

Speed. Your base walking speed is 30 feet.

Feral Limbs. The horns, claws or fangs that you have developed due to your mutation are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If your alignment is Evil, your feral side is more dominant and the die size for your unarmed strikes increases to a d8.

Eldritch Curse. Your curse is not something mere mortals can undo. You are immune to any spell that would alter your form. (e.g., alter self, polymorph...)

Born of Madness. Your body is not the one you were born with, but rather the consequence to your exposure to eldritch madness:

  • If your alignment is Good, you gain control over your darkest impulses. You have advantage on saving throws against madness.
  • If your alignment is Evil you let the depraved monster within you influence you. You have disadvantage on saving throws against madness but gain a bonus to Dexterity saving throws equal to your Proficiency bonus.

Subraces. Your subrace is dictated by an eldritch curse, which doesn’t seem to follow a clear reasoning, although it seems that whatever aspect of your personality is most depraved will influence the beast that emerges. There are 4 subraces: belua, vespertilio, aranea, and cervus.

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Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

College of Whispers Features

Bard LevelFeature
3rdPsychic Blades, Words of Terror
6thMantle of Whispers
14thShadow Lore

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

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

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

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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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You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Applicable Weapons:

NameTypeDamageProperties
HandaxeSimple Melee1d6 slashingLightthrown (20/60)
BattleaxeMartial Melee1d8 slashingVersatile (1d10)
GreataxeMartial Melee1d12 slashingHeavytwo-handed

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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.

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