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Avaija, one of the youngest within the Pantheon of the Gods. She is naïve in nature and child like, often is depicted as a child dressed in pure white or that of a young naked woman. Some believe that she is actually to souls put into one while others believe that she is a shapeshifter of some sort. Even though, Avaija is one of the youngest of the Pantheon, she is recognized as being one of the strongest. Her blood was used to help create those of Unknown descent. 

Avaija fell in love with one of the Aasimars who would eventually perish. Distraught, she begged Thana to bring him back. Thana refused her request and forbade her from crossing through the planes on her own. Refusing to take no as an answer Avaija threw a tantrum. She went across the planes to find the man she loved. The two bonded in the afterlife. Than was outraged and forced her out, forbidding her from ever entering her domain again. The rest of the Pantheon had put Avaija under a lock down to prevent her from trying Thana again. During this time she had given birth to first non pure child. The concept of a being as powerful as a God but who would not be recognized as a pureblooded deity scared the Pantheon. They cast the child out from the heavens, stripping her of her powers and leaving the child to die. Being pulled away from her own blood caused Avaija to lose control, her mind split into two corrupting a part of her mind. Solvi and Raka erased all of her memories of her child returning her to her previous joyous state without starting a war within the Pantheon. The child became known as the first of The Horrors. While her memory was wiped she retained the corrupted horns she had grown out of the anger that was over taking her. 

During her corruption, there were Aasimar's who became corrupted at the same time. However, unlike Avaija, they did not revert back to their previous state. This created the Unknown race. 

The Symbol of Avaija is that of an intertwined horned heart representing fertility and connections to both the divine and corrupted. 



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Medium Fey, Neutral
Armor Class 14 (natural armor)
Hit Points 19 (3d8 + 6) 
Speed 40 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Perception +4 
Senses Passive Perception 14
Languages understands Common, Elvish, and Sylvan but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
BONDING

Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.

KEEN HEARING AND SMELL

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.

Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.

Variant: Ancestral Traits

Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.

Ancestral Traits

d8Trait
1Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
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The Guild of Divelinson has formed together a union with one another. This union is a way to share resources, materials, and even people should the reason call for it.

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Void Astrians trend on the darker side of the spectrum with dark navy and purple, almost black complexions. They typically have dark eyes that look like black pools. They themselves come off as cold and mysterious, but can also be eerily friendly and inviting.

Their Astromantic Aura functions differently, draining light from the area. The area within 10 feet of them becomes pitch black and the area 10 feet beyond that becomes dim light. No Entity can see within the blackness or into the blackness, making it difficult to see the Astrian. Entities within the Aura are considered Blind. The Astrian can see as if they were in dim light.

While their Astromantic Aura is activated, their melee attacks deal cold damage equal to their Charisma Bonus.

In addition, when they cast spells that deal damage, they may add additional cold damage equal to double their Charisma Bonus. They can use this ability a number of times equal to their Charisma Bonus.

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Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
NameCostAmmoDamageWeightRangeProperties
Palm Pistol50g2g (20)1d8 piercing1 lb.(40/160)
Lightreload 1, misfire 1
Pistol150g4g (20)1d10 piercing3 lb.(60/240)
Reload 4, misfire 1
Musket300g5g (20)1d12 piercing10 lb.(120/480)
Pepperbox250g4g (20)1d10 piercing5 lb.(80/320)
Reload 6, misfire 2
Blunderbuss300g5g (5)2d8 piercing10 lb.(15/60)
Reload 1, misfire 2
Bad NewsCrafted10g (5)2d12 piercing25 lb.(200/800)
Hand MortarCrafted10g (1)2d8 fire10 lb.(30/60)

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

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Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.

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You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

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                Many years ago the world was in turmoil as Demons walked the earth. The gates of hell were wide open allowing passage of many who sought out destruction and blood. The people of the world were distraught and sought for ways to fight back. War broke out. Blood was spilled and many lives were lost.

There were many who tried to close the gates, but no one had the power to do it. Then there was a blessing. Five were born with extraordinary powers. They say that these individuals were a gift of the divine. As they grew, they began to strengthen the gifts that they have been given. They banded together and closed the gates.

Even though the gates were closed there was still one thing that The Five needed to complete. A titan controlled by the kings of hell still remained. This titan was deemed a great adversary but also as a gate key. The demon had the capability of undoing the work of the sages as he was the highest ranking demon general. With great strength they used what power they had and chained the great beast. With the beast chained, the final seal was created and peace would soon return.

The Five were deemed the Great Sages. Daru of the Earth, Nia of the Ocean Igniferious of the Volcano, Majore Highdale of the Sun, and Mijure of the Moon.

The Great sages returned to their lands and continued to live their lives. That was until the chains of the great beast broke. The Great Sages were brought before the beast once more before he could reopen the gates. They conducted the ceremony and proceeded to seal the demon. However, something didn’t seem right during the ceremony. A large explosion of power came from it and the sages were never seen again.

Although gone, the seal remained intact for years until now…

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