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Gidget was born and raised in The Sylvan Glade. She belonged to The Dandelion Herd. Gidget was born smaller than the other children. Small for a centaur anyway. She was stockier and was not as graceful as the others. She struggled to fit in with her high strung and boisterous nature. She preferred to rough house and didn’t take teasing well, being perfectly willing to kick the other kids in the knees if they wanted to be rude. 


Her parents decided to try and put all of that strength and energy to good use. What Gidget lacked in speed and grace, she made up for in power. So she was slated to become one of the herd’s many protectors. Gidget, happy to have a greater purpose, took on the role with enthusiasm. The role was mostly male appointed but some females proved themselves to be capable. Gidget was questioned because of her smaller size but after taking on one of the resident large lizards in the area, wherein she was the victor, she was allowed in the ranks. 


Gidget grew from awkward child to a confident and powerful fighter and was made official. She was a rookie protector. She served her herd well, making friends out of childhood enemies. She still had a rough exterior that some found hard to be around but Gidget, like all the other guardians, loved her herd and protected it with her life. 


Things went down hill for her though, when the outsiders came. She was about a year and half into her position when they were attacked. She did her duty and fought with the other protectors to make sure the others got away, but when it was time to run themselves, she fell behind to hold off the intruders to buy the herd more time. She was quickly overwhelmed and captured.

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Medium Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 91 (11d8 + 30) 
Speed 30 ft.
Roll Initiative! -1
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
BERSERK

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

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

Immutable Form. The golem is immune to any spell or effect that would alter its form.

LIGHTNING ABSORPTION

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

Magic Weapons. The golem's weapon attacks are magical.

Actions
MULTIATTACK

Multiattack. The golem makes three slam attacks or one slam and two hook attacks. 

SLAM

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

HOOK

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) piercing damage.

Legendary Actions

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. 

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A group of individuals who identify as witches and warlocks with no patrons. These are natural born magic users who associate themselves with a specific magical theme. 

Known witches and warlocks are:

Arishia the Flower Child: Magic of Plants

The Siren of Storms: Magic of Storms

The Grimm: Death and Necrotic Magic

The Enchanter: Charms and Illusions

The Other Side: Magic around Spirits

The Flames of Power: Magic of Flames and Volcanic Energy

The Tidal Wave: Magic of Water

The Lightning Strike: Magic of Lightning and Thunder

The Beast: Magic of Animals and Shapeshifting

The Dark Purity: Healing and Death Magic

The Bladed One: Weapons and Metal magic

The Gemstone: Magic of Stones

The Silencer: Magic of the Voice and Ears

The Starlight: Magic of Light and Darkness

The Vile Queen: Magic on Poisons and Corrosions

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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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You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Grappling Pin: 1 Action
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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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Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.

NameCostDamageWeightProperties
Maul10 gp2d6 bludgeoning10 lbsHeavyTwo-Handed
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The largest city that houses the council.


Population:

  • Approximately 21000; mixed races

Government:

  • Goreton is governed by the council.

Notable Places:


Artist's Ward

Notable Places:

  • Hayrai's: A large blacksmith's workshop, built within the walls of an old iron tower.


Brightring Village

Notable Places:

  • Council Hall: A large building of timber and brick walls, once an inn house. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds. This is where the Council holds their meetings.
  • A statue of rune-carved stone, placed to mark the Battle of Ajmah.


Cathedral District

Notable Places:

  • The Gypsy's Tavern: An elegant commoner's inn.
  • A ruined keep of rough-hewn stone walls, said to be haunted by the shadows of the warriors who failed to defend it.


Charger's Domain

Notable Places:


Crag District

Notable Places:

  • Ad's Pottery: A neglected potter's workshop, built within what was once a titan's tankard.
  • Sohai's Anvil: The workshop of a male Lizardfolk blacksmith named Sohai, who is rumored to have once been a brutal warlord.
  • Ry's Armor and Shields: A modest armorer's workshop, built in the shelter of a fallen titan's bronze shield.


Crystalfair District

Notable Places:


Falls Ward

Notable Places:

  • The Pavilion of Antis: A two-storey timber and brick theatre, within which anything might be an illusion.


Goldenwall Village

Notable Places:

  • Qaiwai's Blades: A cluttered weaponsmith's workshop, built atop an outcrop of volcanic rock.

Hart's Ward

Notable Places:

  • Ha's Viper Ink: The workshop of a male Leonin tatooer named Ha, who is rumored to have acquired a young fire breather to work his shop.
  • The ruins of Bay Tower.


Lamp Village

Notable Places:


Merchant's Domain

Notable Places:

  • The Shrine of Pharika: A stone spire engraved with the holy symbol of Pharika, Goddes of Affliction, said to bestow favor to those who leave an offering.


Chant's Ward

Notable Places:

  • The Armory: A sturdy building of stone walls, a station of of the town guard. It adjoins a small gaol used to detain thieves and scofflaws.
  • The Theatre of Dreams: A two-storey theatre of half-timbered walls, home of a troupe of illusionist-dancers.


Orb District

Notable Places:

  • Ni's Elixirs: The workshop of a male Kenku alchemist named Ni.


Elysium Market


Tavern Market


Cobra's Village

Notable Places:


Whitehill Borough

Notable Places:

  • The Shrine of the Watchers: An impressive colonnaded building, dedicated to a pantheon of gods and goddesses.
  • The Bastille: A magical prison of strong stone walls, guarded by arcane golems. It is said that the guards alone decide how long to hold one condemned, and that none have escaped them.

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Princess Diana Voxville was being escorted to her exhibition site on Kawit. However the vessel never arrived to the destination and the princess and her teams were deemed as missing. 

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