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A being with a good sense of humor, Rith is not a typical ruler. He rules alongside his companion Klow Pence. When the two are together his is usually the one doing most of the talking especially when it comes to more public like events. 

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Tiny Beast, Unaligned
Armor Class 12
Hit Points (1d4 - 1) 
Speed 20 ft., climb 20 ft.
Roll Initiative! +2
STR
2 (-4)
DEX
14 (+2)
CON
8 (-1)
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
Skills Stealth +4 
Senses Darkvision 30 ft., Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
SPIDER CLIMB

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

WEB SENSE

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

WEB WALKER

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
BITE

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

GUIDANCE

Guidance. The spider touches one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

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Engineering Magic within the Crest of the Comet is taking the essence of magic and applying it to various types of technology. This is extremely useful for those who don't have strong magic within them and use artificial magic. This crest is one of the newer Crests of the academy and has only been around for the last forty years. 

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You are a child of a god of grapes, wine, parties, and madness. Possible domains for your godly parent include Trickery, Madness, Nature, Life, or Chaos.


Child of Avaija Traits

Ability Score Increase

Your Wisdom and Charisma scores increase by 1.

Friend of Wine

You learn the Acid Splash cantrip. You may choose Wisdom or Charisma as your spellcasting ability for it.

Child of Madness

You cannot be magically charmed or frightened. You are immune to poison and the poisoned condition. When you drink alcohol, you choose how drunk you become and how quickly you become sober.

Party Starter

When in a place where people gather socially, (a pub, tavern, inn etc) you may attempt to start a party. Roll a d20 and add your charisma modifier against a DC 12 (or higher based on DM’s discretion).  If you succeed, you create a more lighthearted mood in the place. For the next 10 minutes, or longer based on the DM’s discretion, you have advantage on all charisma checks made in the area. You may attempt to start a party once per hour per establishment. (or sooner based on DMs discretion, for instance if a large group comes in after you failed to start a party)


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Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.

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A large rock quarry stood within the regions of Chiropetra. Long ago, two opposing sides fought over the rights of the area. These were two nobleman who have since perished within the battle. No side won as the battle was brought to a draw with the deaths of their leaders.

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