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A mysterious individual who is a former student of the Frecia Academy of Magic. She currently acts as the assistant to the Crest of the Moon.
Special Equipment. Sasha wears a magic gown that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).
Spellcasting. Sasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
Cantrips (at will): mage hand, toll the dead, [spell]chill touch/spell]
1st level (4 slots): cure wounds, cause fear, shield, silent image
2nd level (3 slots): phantasmal force, ray of enfeeblement, invisibility, mirror image
3rd level (3 slots): fear, counterspell, major image, summon shadowspawn
4th level (3 slots): summon aberration, phantasmal killer
Multiattack. Sasha makes three Necrotic Strike attacks or two claw attacks
Necrotic Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5) necrotic damage.
Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.
Sing (5/day) Sasha releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the her song for the next 24 hours.
As a bonus action the siren can move the charmed targets 10ft closer to them.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail. Sasha releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage
Fighting Guild
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the power of one of the elements. Air, earth, fire, and water—these are the four pillars of the Material Plane and the four types of genasi. Some genasi are direct descendants of a genie, while others were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years.
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.
Water Genasi Traits
As a water genasi, you have the following traits.
Creature Type
You are a Humanoid.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Acid Resistance
You have resistance to acid damage.
Amphibious
You can breathe air and water.
Call to the Wave
You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk 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).
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
Silver Tongue
3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Unsettling Words
3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Unfailing Inspiration
6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Universal Speech
6th-level College of Eloquence feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
Infectious Inspiration
14th-level College of Eloquence feature
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Instigator
- Copper
Striking a deal with Copper you are now bound in a pact with him.
He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. They appear as if ready to perform their act! While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card | Illusion |
---|---|
Ace of hearts | Brown Bear balancing on a ball |
King of hearts | Lion and Tamer |
Queen of hearts | Balet Dancer |
Jack of hearts | Elephant with a small hat |
Ten of hearts | 2 Horses with 3 Acrobats balanced in a pyramid on their backs |
Nine of hearts | 3 Clowns |
Eight of hearts | Contortionist |
Two of hearts | 3 Fire Eaters |
Ace of diamonds | Strongman Act |
King of diamonds | 2 Tigers |
Queen of diamonds | Bearded Lady |
Jack of diamonds | 2 Stilt Walkers |
Ten of diamonds | Tightrope Walker |
Nine of diamonds | Juggling Act |
Eight of diamonds | An Escapologist in a barrel of water |
Two of diamonds | Diablo Act |
Ace of spades | Bad Illusionist Act |
King of spades | 2 Donkeys and a Trainer |
Queen of spades | Bow and Arrow Contortionist |
Jack of spades | Axe Throwing Act |
Ten of spades | Hand Balancer |
Nine of spades | Up Close Magician Act |
Eight of spades | Male and Female Trapeze Act |
Two of spades | 2 Gymnasts |
Ace of clubs | 24 Person Dance Troupe |
King of clubs | Teeth of Steel Act, with horse and lifting frame |
Queen of clubs | Bareback Horse riding Act |
Jack of clubs | Hippo |
Ten of clubs | Quick Change Act |
Nine of clubs | Whip Act |
Eight of clubs | Crocodile |
Two of clubs | Ventriloquist |
Jokers (2) | Jisch Lalbuph |
The only known time where Unknown left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla