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Dia, Goddess of Love, is the older sister of Avaija. She seems to be the more sensible one between the two of them. Dia takes thing very seriously as to not let her emotions take control over her decisions. Out of all of the Gods, she can often been seen as the most powerful because of this. This is due to her innate ability to play with ones emotions. She and Agnar are the ones who are to be feared the most between all of the Gods in the pantheon. Currently, if it were not for Solvi and Raka, Agnar and Dia would be the ones running the pantheon. 


It is believed that her daughter Unknown was fathered by Agnar but no such confirmations have been made. 


The Symbol of Dia is an open heart looped into an infinity symbol with an X on the bottom. This is placed on a shield. The open heart represents keeping ones love open. The infinity symbol means love that can last forever. The X stands for paths that have crossed. Lastly the shield represents protecting loved ones and love itself. 


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Medium Fey (Merfolk), Chaotic Evil
Armor Class 18 Scales
Hit Points 78 (12d8 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +5, CHA +7
Skills Acrobatics +2, Deception +2, Persuasion +5, Stealth +2
Damage Vulnerabilities Fire, Lightning
Damage Resistances Acid, Bludgeoning, Necrotic
Damage Immunities Thunder
Condition Immunities Charmed
Senses Darkvision 120ft, Passive Perception 15
Languages Common, Sylvan Common and Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Is immune to any conditions caused by sound or needing hearing

Sing (5/day) The siren releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the siren song for the next 24 hours.

As a bonus action the siren can move the charmed targets 10ft closer to them. 

Actions

X2 Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.

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The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.

House Tharashk

Leader: The Triumvirate (Maagrim Torrn, Khandar’aashta, and Daric Velderan)

Headquarters: Zarash’ak, Shadow Marches

House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragon­shards are the lifeblood of the magical economy, the house’s talent has given them new wealth and influence.

Tharashk is the youngest of the dragonmarked houses and hasn’t embraced all the customs of the others. The distinct clans that united to form the house remain important, and heirs of the family usually retain their family names rather than adopting “d’Tharashk” as tradition dictates. Each of the three major clans—the Aashta, the Torrn, and the Velderan—has a representative on the Triumvirate that governs the house, and the city of Zarash’ak in the Shadow Marches. Together, they stand as one under the emblem of the dragonne (a lion-dragon hybrid).

Languages

You can speak, read, and write Common and Goblin.

Ability Score Increase

Your Wisdom score increases by 2, and your Constitution score increases by 1.

Hunter’s Intuition

When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.

Finder’s Magic

You can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom 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 Finding Spells table are added to the spell list of your spellcasting class.

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The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Forge Domain Features

Cleric LevelFeature
1stDomain Spells, Bonus Proficiencies, Blessing of the Forge
2ndChannel Divinity: Artisan’s Blessing
6thSoul of the Forge
8thDivine Strike (1d8)
14thDivine Strike (2d8)
17thSaint of Forge and Fire

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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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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While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

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The Sylvan Army intercepted a vessel with kidnapped individuals. They battled and released those that were in captivity later gaining control of the vessel after losing their own. 

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