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She took a trip with her father to a city where she saw her first mecha. She was fascinated on how big they were. How strong they were without the user having to be strong themselves. She soon got to work. She obsessed over artificer work, working hard to earn money to purchase books and material.

 

Her village was warry of her interests, until she was able to use her new hobby to help. Her own mecha helped her become stronger, faster, and more capable than she ever could be. She was finally able to keep up with the bigger Tabaxi and she was thrilled. But a new use for the suit was apparent, when she was able to fight off a pack of wolves from eating the town's livestock. She was hailed as a hero and was given the task of shepherd.

 

But the job didn't interest Mimi. She loved the rush fighting gave her and wanted to go out and do more, help more. So, she set out, to the dismay of her people, on her own to have her own adventures. But not before setting helping set up an electric fence as a farewell gift to her farming town.

Mimi was born into a small town of Tabaxi. The majority of her town were farmers, herders, & merchants. But Mimi was born smaller than the rest. So small in fact that she often struggled to keep up in the farming community. She wasn't very strong, but she was always headstrong and spunky.

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Large beast , neutral
Armor Class 15 natural armor
Hit Points 115 (10d10 + 60)
Speed 15 ft., fly 100 ft.
Roll Initiative! +5
STR
18(+4)
DEX
21(+5)
CON
15(+2)
INT
8(-1)
WIS
17(+3)
CHA
12(+1)
Skills Nature +6, Perception +8, Intimidation +6
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses Darkvision 60 ft
Languages understands Common and Auran but can't speak them
Challenge 9 (5000 XP)
Proficiency Bonus +4
KEEN SIGHT

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

CONDUIT

Conduit. The thunderbird can grant resistance to lightning damage to anyone riding it.

STORM BRINGER

Storm Bringer. The thunderbird’s innate spellcasting ability is Wisdom (DC 16 save). The thunderbird can innately cast the following spells, requiring no material components:

AT WILL:

At Will: feather fall, gust of wind, thunderwave
3/day: call lightning, wind wall
1/day: control weather

Actions
MULTIATTACK

Multiattack. The thunderbird makes two attacks: one with its beak and one with its talons.

BEAK

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) piercing damage.

TALONS

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) slashing damage.

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A small guild within Marktinla that is often used as a gateway for those aspiring a life of adventure. They are often used to hunt grand beasts within the continent. 

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Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Legacy of Malbolge

You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

TENETS OF THE ANCIENTS

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

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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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