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Ryver is known to not talk. It is proven that he is able to communicate and understands basic languages but unfortunately his vocal cords didn't develop like that of a normal person. He uses a sonar like communication, using clicks to try and talk with individuals. It seems that Heartless is the only person who seems to understand what he is saying and is able to translate. 

Ryver is a newer recruit to the The Aces as well as being one of the youngest members. He is a skilled fighter but is still learning. He has markings on his skin which was originally believed to be some kind of tattoo or make up job. However, it was later revealed that they were in fact his skin pattern from his triton heritage. 


Character Sheet on DnD Beyond

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Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
SCIMITAR

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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The council that rules over Risla. They work together to discuss political, economic, and more for the country. As representatives of the country they also maintain relationships with other leaders.

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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 Emotions that empower a rage can include anger, pain, or sorrow. Those on the Path of the Dark Side harness these negative emotions into an umbral power not unlike that of the Shadowfell. These dark knights endure as much harm as they can muster then unleash it back onto their enemies.

Vengeance, self-loathing, or the desire to protect others are among the many reasons a barbarian would seek this path. The Dark Side welcomes both the saviors and the destroyers. 

Dark Knight

3rd-level Path of the Dark Knight feature

At 3rd level, you can withstand the burden of your ebon armor. You gain proficiency with heavy armor and you gain the benefits of raging even while wearing it.

Your armor helps suppress your feelings until they're ready to be unleashed. While you are wearing heavy armor and you're not raging, you can add your Rage Damage value to ability checks and saving throws against attempts at discerning your intent, emotions, or thoughts. 

Soul Eater

3rd-level Path of the Dark Knight feature

Also at 3rd level, you can turn your suffering into strength. When you enter your rage and at the start of each turn you are raging, you can choose to take an irreducible 1d6 damage. Until the end of that turn, your weapon attacks deal extra necrotic damage equal to 1d6+ your Constitution modifier. 

If you score a critical hit while Soul Edge is active, you gain temporary hit points equal to the necrotic damage dealt.

If you are below half your maximum hit points, you can choose to maximize both the damage you take and the necrotic damage you deal with this feature.

Shadow Wall

6th-level Path of the Dark Knight feature

At 6th level, you gain resistance to necrotic damage.

Additionally, you can draw harm away from others. When a creature within 15 feet of you takes damage while you are raging, you can use your reaction to take that damage instead.

Dark Mind

10th-level Path of the Dark Knight feature

At 10th level, your imposing presence aids you in both combat and in conversation. You can interrogate a creature alone for at least 5 minutes. At the end of the interrogation, you can make a contested Charisma (Intimidation) check against its Charisma (Deception) check. If you are successful, you can ask it up to three questions, which it must answer truthfully. 

The creature has disadvantage on this check if you have damaged it in the last 24 hours and it either is below half its maximum hit points or if it was knocked unconscious within that time frame.

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

Quietus

14th-level Path of the Dark Knight feature

At 14th level, you can sacrifice yourself to end your foes. When you hit a creature with a melee weapon while raging, you can expend up to half your hit die. Roll the expended hit dice and both you and the target take additional necrotic damage equal to the number rolled, ignoring resistance. 

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

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Instigator
Chef

Your son, the last thing you have is gone. All that remains are pieces of clay fragments from the destruction. However, that's all that remains. You know that with those fragments should have been the core.

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While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

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The only known time where Unknown left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla

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