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Xeala may be small, but he packs a powerful punch using the brilliant mind of his. His small stature allows him to work in small areas which lead him to be a former graduate of the Crest of the Comet. He now acts as the assistant to the lead. 

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Medium Undead (Any Race), Any Non-Good Alignment
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws CON +4
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2

Pack Tactics. The runner has advantage on an attack roll against a creature if at least one of the runner's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The runner makes two melee attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) Piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d6+3) piercing damage.

Bonus Actions

As quick and cunning as they are they can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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The Dandelion Herd is a group of Centaurs within the The Sylvan Glade.

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The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria’s largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.

Ability Score Increase

Your Wisdom score increases by 1.

Incisive Sense

You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

Blessing of the Moon Weaver

You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn’t require material components. Wisdom is your spell­casting ability for these spells.

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For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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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 comprehend languages spell from it at will.

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An unexplored area due to the barrier that is in place. The barrier is an ancient one that no one has been able to dispel or figure out the ritualistic symbols. Not much is known about the islands. 

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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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