Remove ads by subscribing to Kanka or enabling premium features for the campaign.

God of Affliction

Pharika is a god of affliction and medicine, alchemy and aging. In the earliest days of Theros, Pharika seeded the world with countless secret truths—mysteries of medicine, minerals with strange properties, nexuses of magic, and the like—which she hid among Nylea’s wilds and the shadows of Erebos’s Underworld, leaving clues where mortals might find them. It isn’t altruism that drives her; she studies the innovation and suffering of mortals, deciphering in them ever greater mysteries as she treats Theros as her personal laboratory.

Pharika typically takes the form of a green-skinned human woman with the lower body of a snake. Her hands are thickly scaled and a pair of bronze-scaled vipers seamlessly emerge from her chest. She is never without her kylix, a drinking cup within which she can produce virtually any medicine or toxin. When her aims require subtlety, Pharika often takes the form of a serpent or a medusa, or sometimes an aged human.

Little escapes Pharika’s cool gaze. Even when outwardly friendly, she is cunning and calculating, watching for the slightest sign of weakness or desire that she can exploit later. Those who offend her rarely recognize their misstep until she strikes.

Pharika’s Influence

Pharika represents the duality of life and death distilled into a single draught that can serve as tonic or toxin, depending on the dosage. She is most associated with affliction, whether that phenomenon takes the form of a disease, a venom, a drug, or the passage of years. Her cures are reliable but come at a cost. In some cases, that cost is pain as the medicine courses through the imbiber’s body. In other cases, she demands years of life, either from the patient’s lifetime or the researcher’s labor.

In her oversight of life and death, Pharika acts as a patron of alchemists. Pharmacists offer prayers to her while crafting potions, as do the ill or infirm before imbibing a supposed remedy. Likewise, a body’s slow transformation is sacred to her, whether it be the inevitable effects of aging or the petrification of her medusa children’s victims.

Pharika’s Goals

To Pharika, Theros is an ongoing experiment and mortals are her agents in carrying it out. Rather than limit her knowledge to what her own insights yield, she revels in watching mortals decipher the world’s wisdom and unearth its hidden knowledge, and she delights in seeing each sage interpret their findings in novel ways. She is willing to do anything to perpetuate experimentation and discovery, even at the cost of turning her less devout followers into specimens.

Divine Relationships

Despite her venomous reputation, Pharika has provided nearly every god with a cure or an otherwise essential tonic at a crucial moment. As a result, she’s rarely in outright conflict with her fellow gods, yet she’s always willing to jeopardize peace with her peers if it means indulging some audacious new experiment.

The gods of the Underworld have cordial relations with Pharika. She and Athreos enjoy each other’s silent company, and Erebos appreciates her agenda, which ultimately bolsters his realm. Pharika rankles somewhat at the attention Erebos gets from dying mortals, chafing at their tendency to appeal to him when they could beg her for healing or for a painless death.

Pharika and the gods of civilization cautiously maneuver around one another’s territory, with Ephara and Karametra recognizing Pharika’s medicinal virtues, and she is always seeking subtle ways to use city-states in her experiments without provoking her peers. She disdains Ephara’s and Karametra’s desire to tame the world rather than understand it.

Pharika has her most complex relationships with the gods of knowledge. Pharika loathes that Keranos gifts wisdom to the undeserving, while Kruphix represents mysteries even she has yet to fathom.

No god is more precious to Pharika than Nylea. She adores Nylea as the source of nature’s abundant bounty and delights in Nylea’s warmth. Anyone who threatens or offends Nylea is likely to also earn Pharika’s enmity.

Worshiping Pharika

The diseased and the dying alike often make written entreaties to Pharika for a remedy. Prayers are written on scraps of paper or shards of pottery, sealed in small pots, and buried in bogs, leaving them as secrets for others to exhume years later. Many people pray to her before undergoing a medical procedure, picking herbs, or confronting a venomous animal. Nights of a waxing crescent moon (roughly the first week of each month, when a sliver of moon lingers in the early evening) are sacred to Pharika and are thought to be an auspicious time to harvest medicinal plants.

Pharika’s followers include members of several small mystery cults, which embrace varying aspects of her divine nature. The most infamous of these is the Cult of Frozen Faith, led by a medusa. Initiates receive a lethal dose of poison, become petrified, and then are restored to flesh one year later. Petitioners who have Pharika’s favor emerge alive and healthy; those she doesn’t care for fail to survive the transformation.

(PETER MOHRBACHER)

MYTHS OF PHARIKA

Tales of Pharika emphasize her secret knowledge, with many legends hinting at apocrypha that a listener might track down to discover the god’s most exalted lore.

Aestraste’s Reward. So impressed was she with the deeds of her champion Aestraste that Pharika offered to fill her kylix with any draught for Aestraste to imbibe. The champion asked to taste the nectar of pure joy, and the god obliged. But when Aestraste took a sip, passion took hold of her, and she quaffed the entire elixir. Overwhelmed with ecstasy, the champion perished, having forgotten that too much of anything—even happiness—can be fatal.

The Basilisk’s Greed. In Pharika’s earliest days, her mind overflowed with knowledge, and she retreated to a secret, verdant glen. There, she set to scribing her secrets into the garden’s fruits, hiding within each a dozen deaths and their cures. When she retired wearily to bathe, a lizard crept into her grove and gobbled up much of the fruit. It’s said that this original basilisk and its progeny are still heavy with undigested secrets, and that if basilisk blood is distilled into ink, it can be used to write out forgotten lore.

Day of Affliction. During the first week of the eleventh month, Meletis observes Pharika’s winter festival, the Cheimazion. The sick and infirm sleep in the god’s temples during this festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears in Pharika’s temple and bites some incurable soul. The envenomed victim pitches and babbles for three days, but their disjointed words prove to be a font of alchemical truths, sometimes bearing the secrets to healing others around them. In most of these myths, the victim expires at the end of these three days—Pharika’s price for sharing her secrets—but in some, the patient recovers, thereafter exhibiting remarkable resistance to illness and poisons.

Dragon Balm. Some texts of Pharika claim that within the chemical makeup of each individual dragon lies the cure to one specific disease or venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of dragon hunting.

The Medusa’s Curse. To seed the world with knowledge, Pharika gathered her medusa children and granted a hundred secrets to each, bidding them to hide their revelations throughout the mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.

Pharika’s Champions

Alignment: Usually neutral, often evil

Suggested Classes: Cleric, druid, ranger, rogue, warlock, wizard

Suggested Cleric Domains: Death, Knowledge, Life

Suggested Backgrounds: Criminal, guild artisan, hermit, outlander, sage

Most champions of Pharika seek to uncover the world’s greatest secrets through science, alchemy, and magic. They are often enamored with the mysteries of life and death, along with snakes or other venomous creatures.

Pharika’s Favor

Pharika craves champions who support her ongoing experiments, torment her enemies, and deliver cutting-edge aid to the suffering. Yet, just because someone serves Pharika doesn’t mean they are immune to her whims. Why did Pharika turn her gaze upon you, and how did you survive long enough to earn her approval? The Pharika’s Favor table provides several suggestions.

Pharika’s Favor
ROLL TABLE TO VTT
d6Circumstance
1You were born in a plague-struck village’s final days, ultimately being the only survivor.
2Exposure to a rare toxin granted you visions of Pharika, and you have sought her wisdom ever since.
3Your medical attention proved crucial to a stranger’s survival, and now your acquaintances periodically fall ill, as though Pharika is testing you again and again.
4A sagacious serpent once offered you guidance and has influenced your studies ever since.
5You are dying. As death grows nearer, you are increasingly adept at deciphering nature’s mysteries.
6You have no idea why Pharika showed interest in you, and you might sometimes wish she hadn’t.

Devotion to Pharika

In accepting Pharika as your patron, you entrust your health and your knowledge to her. As her follower, consider the ideals on the Pharika’s Ideals table as alternatives to those suggested for your background.

Pharika’s Ideals
ROLL TABLE TO VTT
d6Ideal
1Devotion. My devotion to my god is more important to me than what she stands for. (Any)
2Scholarship. Unlocking the natural world’s secrets is a challenge I welcome. (Neutral)
3Balance. My work shall save as many lives as it takes, balancing the deserving and the insufferable. (Neutral)
4Immortality. Those who discover nature’s darkest and direst secrets earn the right to live forever. (Evil)
5Fatalism. Everyone dies. As a result, I may employ their brief lives to further my agendas. (Evil)
6Tutelage. The world is a deadly classroom, and students need an expert guide to survive. (Neutral)

Earning and Losing Piety

You increase your piety score to Pharika when you expand the god’s influence in the world in a concrete way through acts such as these:

  • Creating a cure for a dangerous affliction
  • Defeating a powerful foe by using poison
  • Discovering or documenting an unknown people or a poorly understood creature
  • Building or restoring a temple to Pharika, or a site that glorifies serpentine creatures

Your piety score to Pharika decreases if you diminish Pharika’s influence in the world, contradict her ideals, or make her look ridiculous or ineffectual through acts such as these:

  • Destroying alchemical, medical, pathological, or similar research
  • Performing a notable act of healing without exacting a significant price
  • Slaying a medusa or serpent

Pharika’s Devotee

Piety 3+ Pharika trait

As a devotee of Pharika, you have power over affliction. You can cast ray of sickness with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Pharika’s Votary

Piety 10+ Pharika trait

Pharika’s blessing shields you from most maladies. You have advantage on saving throws against being poisoned, and you are immune to disease.

Pharika’s Disciple

Piety 25+ Pharika trait

Pharika blesses you with Pharika’s Balm, an effect that can cure or enfeeble. As an action, you can touch a creature and choose one of the following:

  • The target regains hit points equal to 1d8 + your Wisdom modifier, and you can cure the target of one disease or neutralize one poison affecting it.
  • The target must succeed on a DC 15 Constitution saving throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Champion of Affliction

Piety 50+ Pharika trait

You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2.

Click to toggle
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.
Click to toggle

Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.

Like other elves, eladrin can live to be over 750 years old.

Eladrin Seasons

d4Season
1Autumn: peace and goodwill, when summer’s harvest is shared with all
2Winter: contemplation and dolor, when the vibrant energy of the world slumbers
3Spring: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes
4Summer: boldness and aggression, a time of unfettered energy and calls to action

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.

Eladrin Traits

As an eladrin, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

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.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Keen Senses

You have proficiency in the Perception skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.






Click to toggle

Lunar Knight are warriors who draw their strength from the mystical power of the moon. They are attuned to the natural rhythms of the lunar cycle and can channel that energy to enhance their physical abilities, excelling in combat, particularly when fighting under the light of the moon.


Phase Attunement

Starting at 3rd level, whenever you finish a long rest, you can chose to attune yourself to one of three lunar phases: Full Moon, Crescent Moon, or New Moon. You gain the benefits of your chosen lunar phase until you attune to a different phase.

Some of your abilities require, your target to make a saving throw to resist its effects. The saving throw DC is equal to 8+ your proficiency bonus + your choice of your Strength or Dexterity modifier.

In addition when you are in direct moonlight, you gain the Moonlit status, which grants you additional benefits

Full Moon

  • You gain proficiency in Athletics. If you already have it, your proficiency bonus is doubled on those checks instead. 

Moonlit: You have advantage on Strength (Athletics) checks. You count as one size larger when determining the weight you can carry, push, drag, or lift. 

  • Once on each of your turns, when you hit a creature with a melee attack, if that creature is no more than one size larger than you, you can push it up to 5 feet away from you.

Moonlit: The creature you push can be up to two sizes larger than you, and it must succeed as a Constitution saving throw or also be knocked prone.

Crescent Moon

You gain proficiency in Acrobatics, if you already have it, your proficiency bonus is doubled on those checks instead.

Moonlit: You have advantage on Dexterity (Acrobatics) checks. Moving through nonmagical difficult terrain costs you no extra movement.

  • Once on each of your turns, when you make a melee attack, you can choose to move up to 10 feet before or after the attack.

Moonlit: You can instead move before and after the attack and this movement does not provoke opportunity attacks. 

New Moon

  • You gain proficiency in Perception, if you already have it, your proficiency bonus is doubled on those checks instead.

Moonlit: You have advantage on Wisdom (Perception) checks.

  • Once on each of your turns, when you hit a creature with a melee attack, you can choose to improve disadvantage on the target's next attack roll until the start of your next turn. 

Moonlit: Your target must succeed at a Constitution saving throw, or it also gains disadvantage on all of its attack rolls until the start of your next turn. 

Moonlight Strike

Also starting at 3rd level, you learn to focus and harness moonlight, and use its power to enhance your attacks. 

Once on each of your turns, when you hit with a melee attack, that attack can deal an extra 1d6 radiant damage. This damage increases by 1d6 when you reach certain levels in this class, at 5th level (2d6), 11th level (3d6), and at 17th level (4d6).

Moonlit: These extra damage dice become d8's instead.

Twilight

At 7th level, your eyes have adapted to all of your training under the mantle of the night. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race or other source, its range increase by 30 feet. 

In addition, you can see through magical darkness as if it were normal darkness.

Lunar Eclipse

Starting at 10th level, you also gain the Moonlit status whenever you are in dim light or darkness.

In addition, you can now attune to two of the three lunar phases at the same time, gaining the benefits of both of the chosen phases, and you can now attune to them when you finish a short or long rest.

Also, while you have the Moonlit status, as a bonus action, you gain a flying speed equal to your walking speed until the end of the current turn. 

Moon's Veil

At 15th level, while you have the Moonlit status, as an action you can magically become invisible, along with any equipment you are wearing or carrying until the end of your next turn. 

Lunar Avatar

At 18th level, you can become the embodiment of the mystical powers of the moon. As a bonus action, for a duration of one minute, you gain the following benefits:

  • You gain the benefits of all three lunar phase.
  • You gain the Moonlit status, regardless if you are or not in direct moonlight, dim light or darkness.
  • You shed moonlight, providing bright light in a 20-foot radius and dim light for an additional 20 feet. Any magical darkness is dispelled within the radius of this moonlight.
  • You gain resistance to all damage, except psychic damage. 
  • At the end of each of your turns, you regain hit points equal to your Constitution modifier. 
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a Lunar Beam. It is a ranged attack with a range of 120 feet that deals 3d6 radiant damage, this attack counts as melee attack for the purpose of your Phase Attunement and Moonlight Strike features. 

Once you use this feature, you can't use it again until you finish a long rest. 

Click to toggle
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.

Click to toggle

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Click to toggle