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Walden is an individual who trusts King Mond Voxville and his decisions. He is willing to do anything for the King in order to gain political power. 

As a noble, he is a proud person who is known to enjoy lavish hunting trips with Unknown. He enjoyed his trips exploring the woods of Divelinson and often found himself mingling with the locals in more ways than one would think. He isn't afraid to show the locals who is boss and will even go as far as to murder.

Walden was the noble who funded and supplied the army that invaded Kawit. He was one of the first to see the ruins and informed the King. Under the recent proclamation made by Diana Voxville, he was order to pull his troupe from the site so that she may undergo a expedition.

Character Sheet on DnD Beyond

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Shiloh's Construct

• Armor Class: 15

• Speed: 40ft

• Saving Throws: DEX +3, CON +4

• Damage Immunities. poison.

• Condition Immunities. charmed, exhaustion, poisoned.

• Senses. darkvision 60 ft., passive Perception 14

• Vigilant. The defender can’t be surprised.

Actions

• Force-Empowered Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8+2 force damage.

• Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.

Reaction

• Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Hit Points:

21
/
Special
Current:
21
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A group of individuals trying to foil the plans of the Divelinson monarchy and locate the doorway of Draconic kin. They have banded together under the leadership of Dria Voxville and Copper. Dria and Copper founded the group together due to the recent development and changes of magical forces that have been felt. Copper had located Dria who was in hiding and promised to help protect her and guide her as long as she helps him bring control back to the magic that is in the realm. 


There have been several cases of outbursts and uncontrollable magic being felt through The Horrors . Only two of them decided to investigate the magic but for different reasons. Copper wanted to put it under control while Joker wanted to play with the magic. 


Dria, after discovering draconic kin has deemed to try and seek out others and put them under her protection. Thus forming the Guild of the Lost. She and Copper have discovered that draconic blood is a factor in these outbursts and have started to try and gather any that they can find.


At the same time they act as a revolutionary force against the King of Divelinson for the trauma that Dria was put under as a child. 


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Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.

A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.

Githyanki who reside in the Astral Plane can live indefinitely.

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.

Githyanki Traits

As a githyanki, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Astral Knowledge

You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.

Githyanki Psionics

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Psychic Resilience

You have resistance to psychic damage.

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You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
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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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When held in a creature’s mouth, the creature becomes near weightless (Your actual weight is 1/10th of your normal weight). They are unable to walk, but they can jump horizontally a number of feet equal to your Strength score x 5, or vertically 15 + Strength modifier x 3. Any damage they deal with a melee weapon attack is halved. Physical attacks have advantage against them, but they take half damage and move 10 feet when damaged. After 1 minute, the moonrocks dissolve in the creature’s mouth, ending the effect. Spitting or swallowing the moonrocks causes its effects to end.

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Captain Heartless takes out vessels of the Spider Network ran by Widow.

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