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Domino is an eccentric individual. Once he sets his mind to something he sticks to it and doesn't want to falter. He is a young man who has bright new ideas and loves to experiment with new things. However, with a troubled history he strives to look past everything and create a future of wonder.

He is the son of Alora Wittenmyer and the only survivor to what can be referred to as the monster attack and magic burst. His mother and father perished in that attack due to a wild magic surge that killed them. It was believed to be created from some kind of entity. 

As a student at Frecia Academy he acts as a leader like figure for his friend group consisting of Luna Eventide and Malady Visus. He often causes troubles for the teachers with his inventions and is known to get into fights. Coming from the Crest of the Comet, he is a brilliant mind and a promising engineer. 


Character Sheet on DnD Beyond

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Medium Humanoid, Chaotic Evil
Armor Class 10 in humanoid form, 11 in shark and hybrid form
Hit Points 140 (18d8 + 60)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
21 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 40 ft (Only usable in water while in hybrid or shark form), Passive Perception 17
Languages Aquan (Cannot speak in shark form), Common (cannot speak in shark form), Sahuagin (Cannot speak in shark form)
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.

Blood Frenzy: The shark has advantage on melee Attack rolls against any creature that doesn't have all its hit points.

Water Breathing The wereshark can breathe only Underwater while in shark form.

Amphibious(Hybrid form only). The wereshark  can breathe air and water while in hybrid form.

 

Actions

Multiattack. In shark form, the wereshark makes two claw attacks. In humanoid form, it makes two trident attacks. In hybrid form, it can attack like a shark or a humanoid.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereshark lycanthropy.

Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

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A circus troupe of whimsy and wonder.


Cirque du Mystere is a travelling circus that tends to float around Divelinson and Frecia on the average. All established members of the troupe wear a mask of some kind to conceal their faces. All but the ringmaster Narrin Joker who does juggling acts. Those who do not wear a mask are typical the "help" or rather those who have been brought on for set up, clean up, and the likes. They are usually the ones who take care of the main troupe members. On some of the members a number can be seen on their backs between their shoulder blades. This is their identifying number within the troupe for their roster value. 


The troupe has it's own Hierarchy. Joker acts as the main leader of the troupe and handles all of the members within it. She has two individuals by her side who act as as the promoters and networkers. they also double back sometimes as the main defense team for the troupe when required. They both wear a mask, one a mask of Tragedy and the other a mask of Comedy. They tend to wear more normal attire as opposed to the standard jester costumes as to not draw further attention to themselves. 

Next are the The Royal Suits or otherwise referred to by some as the Royal Troupe. These are the ones who are the main stars of the show. Aerial Diamond, Spadia Spade, Magik Heart. Dova Club,  Sora, Nyla


Aerial Diamond, otherwise known as the Queen of Diamonds runs the aerial acrobatics performances of the troupe. She and her team are the ones often seen being thrown in the air and performing various types of stunts and balancing acts.  

Spadia Spade, or the Queen of Spades, is Aerial counterpart and sometimes partner. She runs the trapeze and trampoline acts as part of her portion of the show. She and her team often work in combined acts with Aerial's team.

Magik Heart, the Queen of Hearts, is the musical and dance performance of the show. The Spectacular 5 are the ones who perform using a series of dance, music, and miming. 

Dova Club, the King of Clubs, is the strength based performance of the show. He and his team are automatons that put their limitations to the test on their strength and might.

Sora, who is sometimes known as Jester,  is the second in command when the Ringmaster is away. He is the lion tamer of the group with no actual team of his own. His considered team consists of his animals he manages. Out of all of the Elites, he is the only one that speaks on the regular. 

Nyla, also referred to as the Ace, focuses on magic and illusions to captivate the crowd. He has no team of his own and is often seen working solo more than with others.


Other performances of the show include the freak show sector before the actual performances which are often viewed outside of the tents, contortionists, fire breathing, knife throwing, sword swallowing,  unicycle, and more. 


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Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.

Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score 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 can follow those suggestions or ignore them, but you can’t raise any of your scores 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 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.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Kenku Traits

As a kenku, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

Your size is Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Expert Duplication

When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Kenku Recall

Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mimicry

You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

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Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
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Comedina and Tragedonna are tasking you to clear out the ruins within the Badlands by any means necessary. Once cleared the second delivery unit will arrive and they will claim the place as a new base of operations. 

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Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. 

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. 

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The war between Frecia and Divelinson involving large constructs. Before the invasion of Kawit, the Frecia Army invaded Divelinson. The battle lasted a few days before the Frecia Army was eventually pushed out. The Divelinson Army came forth with unknown constructs and creatures that were never seen before.

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