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Thirza is often referred to as mother nature. She is a warm being who controls the plants that dwell within the realm. She is one most farmers call to for guidance. Sometimes she is able to listen and help.


The Symbol of Thirza is a plant that is often harvested to use for meals, potions, elixirs, and more. 


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Medium Fey (Merfolk), Chaotic Evil
Armor Class 18 Scales
Hit Points 78 (12d8 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +5, CHA +7
Skills Acrobatics +2, Deception +2, Persuasion +5, Stealth +2
Damage Vulnerabilities Fire, Lightning
Damage Resistances Acid, Bludgeoning, Necrotic
Damage Immunities Thunder
Condition Immunities Charmed
Senses Darkvision 120ft, Passive Perception 15
Languages Common, Sylvan Common and Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Is immune to any conditions caused by sound or needing hearing

Sing (5/day) The siren 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 siren song for the next 24 hours.

As a bonus action the siren can move the charmed targets 10ft closer to them. 

Actions

X2 Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.

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The Elite 6 consists of Aerial Diamond, Spadia Spade, Dova Club, Magik Heart, Sora, Nyla. They are the main performers for the Circus. 

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As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.


Ability Score Increase

Your Strength score increases by 2.

Dwarven Armor Training

You have proficiency with light and medium armor.


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The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Deities
Example DeityPantheon
BoldreiEberron
CelestianGreyhawk
Dol ArrahEberron
HelmForgotten Realms
IlmaterForgotten Realms
MishakalDragonlance
SelûneForgotten Realms
YondallaHalfling

Domain Spells

1st-level Twilight Domain feature

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells

Bonus Proficiencies

1st-level Twilight Domain feature

You gain proficiency with martial weapons and heavy armor.

Eyes of Night

1st-level Twilight Domain feature

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

1st-level Twilight Domain feature

The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Steps of Night

6th-level Twilight Domain feature

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Twilight Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Twilight Shroud

17th-level Twilight Domain feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

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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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This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

LiquidMax Amount
Acid8 ounces
Basic poison1/2 ounce
Beer4 gallons
Honey1 gallon
Mayonnaise2 gallons
Oilquart
Vinegar2 gallons
Water, fresh8 gallons
Water, salt12 gallons
Wine1 gallon
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A large scale war involving a realm take over. Dragons who had hailed from Drakonias had worked out a partnership with Unknown. With his guidance he created a group of individuals who were referred to as Dragon Riders. They rode and worked with the dragons for a land take over creating bloodshed and trauma wherever they went. The war was successful for the Dragons and Menor raising the elven kingdom above all. 


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